Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, a massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die?
User reviews:
Recent:
Mostly Positive (167 reviews) - 75% of the 167 user reviews in the last 30 days are positive.
Overall:
Very Positive (10,445 reviews) - 88% of the 10,445 user reviews for this game are positive.
Release Date: Nov 8, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, and it’s been a rollercoaster, but we find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.

How often do we update the community?

We have weekly newsletters, known as 'Mondoid's, which we publish on our site and as a Steam announcement every Monday (unsurprisingly) as a small tonic to the depressing 'back to work' feeling. These detail what we've been up to during the week, often with sneak peeks of upcoming features, interviews, videos and all that goodness. We've had an unbroken chain of Mondoids for a long time now, and plan to continue them as long as Project Zomboid is developed. We also communicate with our community directly on our own forums and Steam forums, often with changelists for upcoming builds.

How often do we update?

We have a reputation that seems to diverge greatly when it comes to update frequency depending on who you ask. Many consider our game frequently updated, some consider us slow. In recent times it’s rare we don’t have a release within a month (including beta releases), and these always contain new gameplay features or major tweaks to the gameplay.

Some features, particularly NPCs, have taken a long time to implement. This is largely out of our commitment to getting the features right and them not disappointing on release, but it should be noted that we make no apology for delaying their release until we feel they would be enjoyed, live up to people’s expectations, and most importantly do not have a detrimental effect on the gameplay or stability of the game.

We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point where we now have 1900+ hour players - There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency.

Details of major milestones can be found below.

What is required for 1.0?

Two major features are yet to be implemented into the game, both of which are currently in full-time development each with dedicated full-time developer support. These are:

NPCS - A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Baldspot who starred in the early alphas of the game.

Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills.

Several features require either significant modifications, rewrites or completion before we could consider 1.0.

Map completion - We still have a major city, an army base, more wilderness, and several small towns to implement to the game map.

UI Rewrite - The UI isn’t perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented.

Stealth / Combat - New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid.

We want to have all this in the can this year. However, we tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right. 

In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features.

What about after 1.0?

At this point, once we feel we have fulfilled every promise we gave when the Project Zomboid site first launched (except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access.

What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn’t be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community. As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest.

That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game. Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core.


Development Costs

Here we hope to give you a better idea of how the sales revenue from Project Zomboid will support development of the game. While we will keep particular developers salaries confidential, we would like to offer a breakdown of developer and office locations, along with the average rent costs, reported on http://www.numbeo.com/ for the Indie Stone offices, along with each developer's location to give you an idea of relative studio costs. It's become clear to us recently how significantly this factors into Early Access games chance of continuing development and we hope others will follow suit in divulging this information.

All percentages are in comparison to New York City (100%) - Other examples would be San Francisco (98.66%), London (93.81%), Moscow (52.71%) and Delhi (9.53%). The lower the % the further your purchase of an Early Access game will go to fund development (or more crucially how long that money will last), as accommodation costs correlate pretty closely with expected salaries and costs of living and working in that location. (Please note that in several cases the developer lives sufficiently outside the given city to make the actual %s likely much lower than reported)

3x Developers + Office
Newcastle Upon Tyne, United Kingdom - 32.37%

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

Monthly development costs are currently recouped within approximately the first 1.5 weeks of the month on average, which means at present each month produces extra funds to further develop the game should sales dry up. This does not include sales or other promotions.

What if PZ stopped making any money tomorrow?

The Indie Stone have made sufficient sales since launch on Early Access to ensure that if the game stopped selling any copies tomorrow, the entire PZ dev team could carry on funded development as at present, with no reduction in workforce, for at least the next two years, potentially longer. This would not be an ideal situation for us, of course, but we are committed to finishing every major planned feature before we consider moving the game to 1.0. Considering the financial situation we are in at present, the chances we will not be able to fund the remaining development of the game are quite small.

In the worst (and least likely) possible of financial cases that required the disbandment of all paid developers of the game, 4 of the listed developers are directors of The Indie Stone with an invested interest in the success of the game and company, who would cut their income significantly and/or supplement development of the game with other work to get through any financial difficulties. Despite this no doubt causing progress to slow significantly, the 4 directors hold all required skills to continue development of the game during this nightmare scenario.”

Approximately how long will this game be in Early Access?

“See above!”

How is the full version planned to differ from the Early Access version?

“See above!”

What is the current state of the Early Access version?

“See above!”

Will the game be priced differently during and after Early Access?

“It will likely be £5, $8 more expensive once we hit 1.0. Due to our commitment to making sure early adopters get the cheapest price in appreciation of their early support, we will never appear on bundles, or in sales that take it to or below the original alpha price of £5, $8 until a long time post 1.0. This commitment also means that, until 1.0 and the price increase, we will never be willing to go beyond a 40% sale.”

How are you planning on involving the Community in your development process?

“See above!”
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Recent updates View all (158)

April 10

Hot Wheels



This weekend has seen a whole bunch of vehicular fun, so… buckle up? Is that too corny?

CAR TESTING
A new build of physics-enabled vehicles fun is currently doing the rounds in internal testing. The general consensus is still that they are ‘way better than we were expecting’, so hats off to all the work put in by EP, Martin and Yuri from General Arcade.

In our new build different car models have different handling and performance and when you’re speeding down the road you’ll occasionally be forced into a hard brake by the pile-ups of wrecked cars that we have envisaged for the edges of the map. These still need work, but one thing that’s pretty cool is that each wreck is a physics object, so you’ll be able to smash your way through if you’re in a pinch.



Right now it takes 5-6 minutes to drive from West Point to Muldraugh, and around 10 if you’re making the trip all the way up to Rosewood Prison – which will knock off about a quarter of tank of gas in an average car. This already feels fairly balanced, but will clearly come under scrutiny when we’re playing around with the system later on. We will also need to make zombies very interested in engine noise.

Here’s a video of our current vehicles build, as provided by the ever-lovable https://www.twitch.tv/mark_exe. Please note, as ever, that everything in the vid is WIP and in development – visuals, handling, UI, zombie collision and everything.

https://www.youtube.com/watch?v=9Fhc2WwYpyI

Martin’s new textures mean that cars pop out of the screen less than they did , but we are also going to experiment without using gradients – which could result in them looking more at home in the PZ world and its colours. We’re currently doing a few new textures with this in mind, and hope to get a few examples into our next internal test build.

Alongside general implementation and gameplay tasks that still need doing, this test flagged a few more things that need attention, and a few of which we’ve worked on today. Wheels need more detail so you can see them spin, there needs to be less ‘float’ on sharp turns, we need shadows placed under vehicles so they look a little more grounded and there’s also a few flickers and (non vehicular) MP crashes that need attention.

We should also do our best to limit this sort of zombie car-tipping – although it is quite fun.

https://www.youtube.com/watch?v=NKAXSADiUtU

BUILD 37
So Build 37 is nearly here – it’s just a matter of checking its fixes are working correctly, and maaaybe squeezing a few more nuggets from The Great Bug Purge in too.

To this end we’ve just released Build 37.6 into the IWBUMS public beta. This adds new annotated stash maps to the game for equipment hidden in offices, restaurants and warehouses – and introduces maps for all the major urban hubs on the PZ map. You can also rename map items should you want to make their uses clearer in your inventory, and that of you MP buddies.

As mentioned last week, this also features changes to the MP sleep system and some assaults on longstanding issues like saucepan rain, co-op curtain sync and many/various gamepad eccentricities.

BUILD BEYOND
Clearly work on overriding systems and animations continue in the background while vehicles thunder forwards into view, but we’ve also got some smaller nuggets in the can for Build 38. Stuff like extra powers for Admins over player inventories, Discord integration into MP chat and the ever increased likelihood that the next map update will be ready to roll for it too.
In more general PZ news: as of today we have a new team-member! He’s a super-talented guy with a bunch of games industry experience garnered from a multitude of different projects (some small, some massive, some Zomboid-size) and he’ll be working deep in our codebase for the foreseeable future. It’s only his first week though, so we’ll let him bed in a bit before demanding Mondoid contributions.


This week’s last stand from Levi [Hun]. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Mod Spotlight blog featuring the lovely Nolan now coming tomorrow on https://projectzomboid.com/. Thanks all!

149 comments Read more

April 3

Impendin' 37



Hey all. Simmering in the background the fundaments of our vehicles and animation branches are being tied closer together, Martin’s car and truck models continue to pop into the communal directory to surprise/delight, and the map continues to expand. And while all those cogs and gears are whirring, the following bizness is occurring:


BUILD 37
Build 37 should be out this week, it’s content-locked but we’re also having a real bug purge at the moment – and are dead set on getting a clean version out for our upcoming bigger features to then build on.

This is extremely boring and frustrating (we know) but we’ve had a bunch of persistent bugs in the main game build for a while now and they needed attending to. It also does feel good to have put some regular villains to the sword, all of whom have been really tough to track and duplicate.

As such, much as it all sounds like a terrifying cheese dream, we think that bugs like saucepan rain, self-opening de-synced co-op curtains and windows, several server crashes and a myriad of gamepad/split-screen eccentricities have been fixed in the next IWBUMS public beta build.

Additionally, while fixing the persistent black screen flicker you experience in MP when another player wakes up or falls asleep, we also used the opportunity to fix up some sleep mode logic requested by servers that prefer to keep player-sleep active – meaning that players can now wake up independently of each other, wake up if they press the move keys and have a visible sleep clock. This may well need some more polish, but we’re intrigued to see how the system fares online.

 

NU-TOOLS
The maps and annotated maps of Build 37 were made possible by a tool made by TurboTuTone – and in amongst his current devices work in the main game CartoZed has now been revamped.

We hope its additions will be of a benefit to our map makers, and to aid the creation of in-game maps for the many community-created custom maps that PZ players survive on.

It’s now easier to use, scroll and pan, allow mouse selection of specific areas and can be used with user maps. So, for example, here’s a top-down of some of  Xeonyx’s New Denver.




Meanwhile CartoZed will also now export an isometric version showing cells of 300×300 tiles, should you crave your own downloadable chunk of the overall PZ map or your own map creation.



Turbo has also updated ItemZed to version 1.2 using feedback from the modders who’ve picked up its mantle, which can be found here.

 
BUILDING HERO
A quick shout out to the redoubtable Blackbeard06 who has gone about the laborious task of polishing up, fixing up and categorizing hundreds of user-created buildings that were left with errors after 2x sprites became part of the main game. He’s clearly put a lot of work in, and this means that there are now even more potential new industries and abodes to be added to user maps.


REDBOID REFORGED
There seems to be a bit of a spurt of new PZ servers appearing at the moment (and if you’d like yours to get some spotlight then please get in touch) but just a brief mention for that hoary old stalwart Redboid – the server of the PZ subreddit. Now under new management and with a few rule changes amidst the familiar faces, it’s a major organ in the online contingent of PZ and it’s good to see it continue to flourish.


A BRIEF NOTE
In terms of general PZ output – we are listening, wanting to get the ‘good stuff’ out to you and are (hopefully) improving both behind the scenes and in terms of release frequency.

Our recent collaborations with General Arcade in the vehicles branch have shown us how fruitful it can be to have fresh faces working at our many different coalfaces, and as such are looking to expand our bank of coders with AAA or indie game dev experience.

We already have an iron or two in the fire, but if you have a good, established programming CV in the games industry and enjoy our game (and especially if you’re in NE England) then feel free to give us a shout.
 
This week’s ‘Cheers’ vibe from Duncan. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Please also note that the BOIT will be back mid-week with the return of our Mod Spotlight blog on the main PZ site, with a wheel-y good guest star.
For those not aware we exist outside of Steam, last weeks Mondoid can be found here: https://projectzomboid.com/blog/2017/03/spiffin/

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Reviews

“What can I say? This game's interface looks so simplistic by today's standards, and yet the Indie Stone team has managed to possibly create one of the best post-apocalyptic zombie survival games in existence to date.”
Max Power! (105 hrs)

“Most realistic zombie apocalypse scenario game to date.”
democar821 (81 hrs)

“The gameplay is surprisingly addicting, sometimes I look at the clock and wonder where the last 4 hours went, but looking at my fort shows me where they went.”
syfy2K4 (1,021 hrs)

About This Game

Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? 

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.

Current Features


  • Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Local 4 player split-screen co-op
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
  • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival 
  • Full, open and powerful Lua modding support.
  • Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]

    We’re a small team at the moment, but we’re also committed to providing the following:

    Planned Features:


  • The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
  • In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support

For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com

A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.

System Requirements

Windows
Mac OS X
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

      Radeon 4xxx series (or below) graphics cards / Please make sure to try the demo before purchasing!

    • OS: Windows XP, Vista, 7, 10
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • OS: OS X 10.7.3, or later. 
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Controllers currently unsupported in Mac
Customer reviews Learn More
Recent:
Mostly Positive (167 reviews)
Overall:
Very Positive (10,445 reviews)
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