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: Very Positive (9,742 reviews) - 92% of the 9,742 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 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 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 (87)

September 28


For the past four days the Project Zomboid team have been spreading our infection at the EGX games show in Birmingham. It was pretty staggering, really. Talking to so many passionate PZ players and (hopefully) introducing a bunch more to the Survivor pool was an amazing experience.
Right now the almost the entire PZ team and a bunch of amazing Community friends are travelling back to Canada, France, Germany, Holland, Scotland, Wales and (yes) Newcastle – so this is a lighter Mondoid than we’d usually like, but in case a photo of a Spiffo-shaped cake isn’t quite enough for you (thanks Tooks!) we’ll do our best with it.


On the final day we got a version of Build 33 running on the stand containing Will and Turbo’s work so we could show it to existing players who passed by and get some fellow dev feedback – it went really well but also spotlit some areas in which the new features could be tied into the game a little more smoothly. We brainstormed some simple ways to make the radio system feel a bit more real when tuning into new radio stations, for example, which would have it feel more like turning an analogue dial.

We also came up with a way to adjust the delivery of Turbo’s furniture movement system so it feels like less of a ‘side salad’ to the way the existing game works. This all notwithstanding, the plan is to put the build containing these features into internal testing upon Turbo’s return to Holland – so that the fundamentals of the systems can be checked out while Turbo makes any necessary adjustments.

Finally, having watched several thousand players (a fair proportion of them console kids) going through the PZ tutorial we’ve got a list of tutorial tweaks to make that’s a mile long. There’s only so many times you can witness someone pressing the individual ‘R’, ‘M’ and ‘B’ keys when they’re requested to tap ‘RMB’ before you realise you have to take action.

Oh, and in case you were one of the people in the comments who wanted a Spiffo t-shirt or art prints: they sold okay, but there’s still a bunch left. We’ll have a chat with the people who helped us with them over at Gamer’s Edition and work out the best thing to do with them, as well as hold a few community competitions I’m sure.

It’s great to come back to our Steam accounts to see awesome activity in our Steam Workshop tabs. As flagged in last week’s Mondoid RingoD updated and uploaded the TIS-curated Community Map Bedford Falls just before we all left for Birmingham – but it’s now been joined by a tribute to a familiar prison and ever more subscriptions and downloads to thePhoenix ‘Desperate Measures’ map.

To make up for this somewhat lightweight ‘tired and travelling’ Mondoid, we’ll also be running a new ‘Mod Spotlight’ blog later this week to highlight some of the coolest and most popular mods on the Workshop and forums – starting with a chat with Hydromancer, the person behind Hydrocraft, who kindly agreed to answer a few of our questions.

Amidst our thanks to Nasko, RJ, Thuztor, Tooks, Rhys, Connall, Turbo, Onto, Twiggy, RingoD and Kirrus for their amazing dedication, it would be remiss of us not to flag your attention towards some of the other AMAZING and passionate dev teams we’ve been surrounded by for the past few days. As such, we can assure you that a quick browse of any of the following would be more than worth your while: Theo and LizzySuper MixtapeFire FuJust Shapes and BeatsThe MasterplanIron Fish and Riot: Civil Unrest. Oh, and playing on Valve’s HTC Vive is like looking into the face of frickin’ God.


That’s all for this week until the Mod Spotlight blog. If you’re one of the people we met on the show floor and said you either already own the game or were considering joining in the fun – then it was lovely to meet you. And we’re sorry for the faint smell of sweat and coffee breath.
The Block of Italicised text would also 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.

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September 22


It’s a busy, busy week at TIS Towers this week as the vast majority of the dev workforce and a considerable chunk of community will be heading to Birmingham (UK version) later this week (APART FROM NASKO WHO MUST HAVE GONE BEFORE POSTING THIS, THE FILTHY BEAST) to attend the EGX games show and to shove Zomboid into the faces of the assembled masses. If you fancy coming along then there are still tickets available.

In the meantime, for this Mondoid, we’ve caught up with two devs – one of whom is hammering away on the ever-more complete-looking edifice of Build 33, and another who we haven’t heard from for a while. There was also quite a big bug/tweak update to Build 32 back on Thursday from the consistently wonderful EasyPickins, the full skinny on which can be found here.


“Hello! So, this morning I’ll be doing a few small tweaks and fixes to my Radio and TV system, and then getting my branch merged with all the other 33 stuff hopefully without getting bitten/scratched in the process.

There’s been a lot to tidy up on the radio system – UI stuff, MP functionality, the WordZed utility and a good load of smaller stuff that needed polishing.

A major hurdle that’s been overcome is in ensuring player to player radio communication is working coherently. I’ve been doing some testing helped by Twiggy and Tooks, the results of which can be seen here – please read on for the explanation though!

In this video all the radios are set at the same frequency of 500mhz, and both myself and Tooks are invisible to the zombies – which is why they can be seen getting attracted to the voices coming out of the radio sets rather than our tasty bodies. The biggest complication with P2P radios and walkie talkies is working out exactly what is player conversation in the direct vicinity is picked up, what is transmitted and what is received – and how it’s seen on-screen. As such I’ve developed a set of rules to govern it all cleanly.

At first you can see me not wearing a radio device. I’m standing in-between Tooks and the HAM radio, and not in range of any microphone at all. It’s when I move closer to Tooks, who is using a walkie talkie the entire time, that my second line is picked up by his device and transmitted to the HAM radio. After this my character equips a radio as well, and I transmit some lines – first standing away from Tooks and then closer to him. Seeing as we both have walkie talkies equipped and on the same frequency, based on a few rules, the radio system then picks the best suited device to actually transmit it. It’s all about avoiding duplicates on the airwaves.

Now this is in the can there’s not that much more to add – next step is internal testing and further fixes/changes from feedback. That said, I also still have to put in recording onto tapes, broadcasting from said tapes and a system that lets modders make use of the radio stuff easily. None of that is vital to the internal test though.”


“Hello! I’m currently taking a small break from working on the North East section of the official map to update Bedford Falls, the first community map that I created that contains hundreds of new buildings, most of them made by members of our forums. For the uninitiated, you can check out what Bedford Falls looks like through an overlay on Blindcoder’s superb map project.

Now that we have Steam Workshop integrated it felt like a good time to get it spruced up and up into an easily downloadable mod on Steam that players can subscribe to and get fed updates whenever they arrive. One of the major things that the map was lacking was the relevant info to help handle the updated zombie distribution system, now I’ve integrated it I’m thinking that it should help up the ante in and around Bedford Falls. Expect lots more zombies in bathrooms!

The other major thing that this update will add is the foraging, no more will you have to head miles West or North from Bedford Falls before you can start foraging for those all-important berries and twigs. I’m hoping that this will make Bedford Falls a much more viable location for your post-apocalyptic hide outs.

Once I’m finished with this process I will be creating a thread on the Zomboid forums which documents exactly how to update an older map to work with all the current build’s features, how to package it as a mod and how to upload your mod to the Steam Workshop for others to subscribe to and download.

I would also say that now is a very good time for building makers to upload their solo buildings onto the Workshop – as when Creative Mode hits in Build 33 then this should see them being used by map makers and Creative Mode servers much, much more. This will in turn allow those maps and servers to grow exponentially. Once back from EGX I will be going through the list of buildings Bedford Falls contains and working with the community to provide a much larger library of buildings for us all to use in Creative Mode, leading to more map mods and unique servers. Exciting times!”


Hokay then, we’re off to EGX – where we’re planning all kinds of development meetings [it’ll be the first time we meet Turbo in the flesh for example!] alongside the fun of meeting gamers on the show floor and attempting to infect them with Zomboid. It’ll also be the site of our first grand ‘merchandise experiment’, so if we never sell t-shirts or art prints ever again then you’ll have the disinterested people of Birmingham to blame.

The t-shirts currently look like this by the way. Cool, non?

Anyway if you’re coming along then please, please don’t be shy – as we’d love to have a chat and maybe a drink too after the show floor clears.

See you there, or here again next week!

Today’s featured image from the EXTREMELY mysteriously named ‘█|’ on Steam. The Centralised Block of Italicised text would also 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.

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“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:
  • 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

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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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.

    • 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
Helpful customer reviews
111 of 138 people (80%) found this review helpful
34 people found this review funny
7.2 hrs on record
Posted: September 5
Early Access Review
Started game. Zombies mash faces against my window. I laugh at them "Silly zombies can't break my window!." Zombies break my window. Rested in pieces.
Started game. No zombies at window this time, very fortune. Went to bathroom cabinet. Drank 2 gallons of bleach. Is very sad. Became very very sick. Dead.
Started game. Zombies in house. Rested in pieces.
Started game. Found baseball bat in drawer. Heard knocks at door. Rested in pieces.
Started game. Found 9mm and bullets. Went outside. Many zombie dead. Many zombie came. Rested in Pieces.
Started game. Put chicken in oven. Forgot about chicken. Went to sleep. House on fire. Became crispy. Dead.
Started game with friends. Never find friends. Drink much. Run much. Bitten much in bathroom. Rested in pieces.
Resumed game with friends. Found bat. Found my old character in bathroom bashing face against door. Old me took new me by suprise. Rested in pieces.

11/10 would Started game again.
Was this review helpful? Yes No Funny
33 of 38 people (87%) found this review helpful
15 people found this review funny
137.9 hrs on record
Posted: September 20
Early Access Review
Fun until you burn down your house cooking grilled cheese and take out all your friends with you
After surviving for months.

also found cigs in school desk :(
smoking is bad.
Was this review helpful? Yes No Funny
26 of 33 people (79%) found this review helpful
17 people found this review funny
5.8 hrs on record
Posted: September 14
Early Access Review
1. Friend and I join a game
2. Chased by zombies down the street until we find a house
3. Go in house and wreck zombies with bats
4. Go to large city and into a pharmacy
5. Get medicine and head to the mall
6. Climb out window by accident and break legs
7. Freind comes to help as many zombies approach
8. Tell friend it is okay and pulls out bleach
9. Friend pulls out bleach
10. Both drink bleach and begin to suffer
11. Bleach does not work and the zombies approach faster
12. Both poll out sleeping pills and take
13. Screen begins to go black and we look at eachother
14. Both tell eachother it is going to be okay
15. Both die and are eaten by zombies

10/10 Will die together again
Was this review helpful? Yes No Funny
22 of 27 people (81%) found this review helpful
2 people found this review funny
43.0 hrs on record
Posted: September 7
Early Access Review
I quickly discovered something important about Project Zomboid - I'm not very good. Spinning to face a zombie, I recalled my son's reaction when I beat a guy one-on-one in a shootout in WolfET. He looked at my dead opponent and said "thank you for sucking".

I bring this up because I can set Sandbox Mode to ease me into harder and harder levels. Nobody's gona watch me on YouTube if I'd been recording my playthroughs (I haven't been)(you're welcome), but poor little Joey Fatone has a pretty good base set up, and his much tougher brother Fred Fatone is working on his own. I'm learning the system, and having a ball.

Most guys will play PZ like it's Dwarf Fortress ("Losing is Fun!") which is great, but it's your call. There's a deep and satisfying skill system, but that's poorly suited to die-in-a-week scenarios. So you make an important choice when you start the game, entirely apart from which Fatone brother to play and what skills he has. Sandbox can be adjusted to encourage learning a lot,

Survival, well, not so much unless you're adept. I've seen enough playthroughs to convince me that very, very few guys, and I don't mean old ones like me, will bother much with most skills if they know that living a month is unlikely. The game has not yet reached a point, however, where an effective base will be fun for very long, at least not your second or third one. If you make yourself safe and reasonably self-sustaining, you've won, and it's probably time for a new Fatone.

But, the game lets you pick what style you want. Anyone remotely interested in the genre, basically anyone interested enough to be reading this, should enjoy the game. Just don't expect to live forever, you're Joey Fatone, not Justin Timberlake.
Was this review helpful? Yes No Funny
10 of 11 people (91%) found this review helpful
9.2 hrs on record
Posted: September 22
Early Access Review
First of all I would like to give a special thanks to an anonymous friend who purchased Project Zomboid for me some time ago. To be honest, I do not believe anything I say can bring justice to how fantastic this game is to me. Though I will attempt to keep this review as professional as possible, I do apologize if there are outbursts of bias within the contest. Project Zomboid is a top-down zombie survival game in which the player must create a character destined to die in the world with the goal of determining exactly how long they survived during the grueling face of an overrun population, with plagued populations of undead serving as the opposing force. Since this game is currently in Early Access at the time of this review’s posting, it does not yet contain all of the features that are planned for the full release. However, in its current build, I would recommend it at its current sale price.

Here are just a few of the things that make Project Zomboid such an amusing title:

The Developers - I realize that this point is not a core component while playing the game itself, but I feel as though I must give recognition to the development team of Project Zomboid. I personally have never witnessed such a respectful cast of individuals when it comes to interacting with players and the game itself. As a primary mention, these individuals send notifications to subscribers consistently every Monday, termed Mondoid Monday by the Indie Stone, which provides readers with updates as to what ideas are to be implemented, answering questions from contributors, and informing players of the current build’s status. Though the game is currently in Early Access at the time of this review’s writing, these constant updates presented by the developers have the potential to comfort players such as myself as to the condition of the completed product. Project Zomboid may be considered by some to be concluded as it stands; this is much more satisfying in strict comparison to other Early Access titles that stereotype the build and tend to break promises.

Pre-Game Setup - In the general disarray that encompasses the world regarding defeating and surviving against an endless undead hoard, there are certainties in the abundance of pre-game editing that tailor the experience as one that is unique to the individual player.
/// I would first like to speak about the initial world composition, which allows simple attributes while playing through modes such as Sandbox to be altered. With these features, the player creates how the apocalypse occurs by selecting a premade map, modifying certain functions such as how long a typical in-game day lasts-ranging from five minutes to a realistic twenty-four hours out of game-, and the period of time in which electricity and water will remain operational throughout the selected world. These attributes can be set to be more random while in Sandbox mode, but add so much to customization that they should not be overlooked; of course, the game was updated many times since my last online play-time so I may be missing out on some features as it stands.
/// Character creation appears to be very simplistic but its intricate nature is revealed while the players flesh out their individual during play. The player selects a basic set of clothing as well as a profession, traits, and look; a character’s profession outline starting equipment and statistics while the character’s appearance is merely cosmetic. Character traits are where the game excels, though, as these allow the player to outline how they will possibly play. For example, a character with claustrophobia will be plagued with fear while indoors, but may have a trait which counteracts this. As players select possible traits, negatives must also be selected to even things out, so there is decent balance to this system.

Undead Artificial Intelligence (AI) - The enemy AI react to players as you would expect them to: merciless, in a one-directional path with the intent of slaughtering the player’s created character to produce the end-game indication. As simple as this may sound, the undead AI in Project Zomboid is actually quite brilliant, as they can track your movements only if you are in a presented location-such as on the other side of an open window; a hoard crowds a character if a gunshot is heard. Interaction with these enemies intensifies the atmosphere of lay, and has likely been improved with more recent updates. Though neutral non-player characters are not yet present in Project Zomboid in the time of this review’s writing, tests by the developers suggest a promising finished product.

Gameplay and Mechanics - Your character has much more depth in-game then what is in their biography and statistics sheet. There are multiple conditions which must be monitored by the player-including thirst, hunger, fear, mood, and physical strain. Given status effects may afflict the player such as fatigue, and determine the player’s tactics, with enough openness to allow the use of multiple approaches; with a world infested by the undead this is highly necessary as the game’s open-world style should permit such an approach. Unlike other top-down zombie survival titles, Project Zomboid features an impression of realism few others can accomplish: line of sight is paramount for your character, which enhances the survival aspect perfectly; be sure to watch your back! Apart from the conditions and base statistics associated with your character, they can also learn new skills such as farming, carpentry, and cooking to perform unique and useful tasks by taking time in-game to read related books. This system permits the player to specialize in specific skills that may enhance play.

TL:DR - I regretfully can say that there are some features such as the Steam Workshop and Creative mode that I have not yet experienced, however the base game is so fantastic that I would like to vouch for it being worthy of its current retail price of fifteen dollars. If you enjoy more realistic survival games and combatting or running from hordes of undead while scavenging a rather large world, then this game is most definitely for you. This title is also recommended for players who enjoy roleplaying as characters in an open-world adventure; I prefer to write journals for my characters to enhance this aspect. Please give this game a go even in its current Early Access state. Thanks for reading.

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