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:
Mostly Positive (193 reviews) - 73% of the 193 user reviews in the last 30 days are positive.
Very Positive (12,267 reviews) - 91% of the 12,267 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 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 (135)

September 19

Smash n' Grab


Mondoid time everyone. We’ve got good progress going on the new map stuff, handy feedback being addressed on last week’s VOIP integration tests and should have community radio/TV content going into the test later this week – but here’s the more headliner items:


The public beta of Build 35 now has a pretty goliath changelist, and if you so choose you can get into the IWBUMS action using the info available here. Over the past week there have been three builds: 35.13, 35.14, 35.15 and 35.16 and they’ve covered a bunch of fantastic additions, smoothenings and ‘quality of life’ improvements. Many of these have been direct community suggestions, so if you’d like to add to the pile then you can do so in this handy thread. Here are some notable additions that’ve gone in over the past week:
  • The container or corpse that your character is currently looting now is now highlighted in orange, meaning that it’s now far easier to be sure you haven’t missed anything. This seems to be making the beta testers make happy noises. (Final colour choice still being debated).

  • Drainable items now reduce in weight according to how many times they’ve been used – so water bottles, bags of coal, gas cans etc. get appropriately lighter when they contain less and less. Drainable items can also now be consolidated into one so, for example, two half full gas cans can be now be consolidated into one that’s full and another that’s empty.
  • Composting is now in-game, providing a use for rotten food. A wooden compost bin can be built from the Carpentry menu, after which food placed inside will slowly turn into compost. You can then use a sack to retrieve it, and use it to fertilize your crops.

  • It was indicated that on MP servers it’d be good to have clearly identifiable crates for particular item storage, so you can now paint anything wooden in your chosen colours – as well as almost any interior walls, which was another request.
  • Leaving cooking pots, bowls, buckets or saucepans on the ground when it’s raining will result in them (slowly) filling with rainwater.
  • A new smoker trait has been added, which means smoking will reduce stress and increase your character’s happiness, but increase stress and unhappiness if he or she goes without smoking for an extended period. Non-smokers might also feel mild nausea if they have a puff or two.
  • Other stuff: UI panel tutorial info added, fatigue/boredom/unhappiness tweaks, Health panel auto-uses inventory items and fire extinguishers added to loot table.
  • More other stuff: Park Ranger and Lumberjack move faster through trees, Generators are more drained the more objects they’re plugged into, mail boxes now spawn magazines and newspapers and zombie-damaged sheet rope sprites are now added.
  • More, more other stuff: Jars can now be found in packs of six to encourage players to pickle their food. XP balancing. Lots of bugs quietly smothered in their bug beds.

We’ve got plenty in and working, and doing so in awesome ways, but want to release something for testing once we’ve got the gaps that’ve popped up filled in. Now we’ve got slick animations any omissions, or stuff the game could get away with in its more basic form, stick out like a sore thumb.

Formerly we could just have it happen with no animation (have the character walk through the counter to open a window for example) and it’d be fine, now everything looks so good this sort of ‘visual smudge’ looks wrong and really stands out. Another example of this is making ‘looting while carrying a weapon’ look half sensible. We’re going to keep on filling in the gaps rather than throw it out into the mix of the current IWBUMS test, which is a pain but will be worth it in the end.

Once we’ve got the Incidentals out of the way (and, yes, that was an Alisha’s Attic reference) we can release and get motoring with the pipeline that leads to all of our other 1.0 features.

While we have this back and forth with Martin the Animator we’re also making sure that keyboard and mouse feel fun and responsive with the new system. You can’t turn on a dime with the new animations, so it can feel a little clunky when you’re indoors – so we’re also balancing that as we go along. Likewise we’re making sure that the shift between running and walking, and vice versa, feels nice and responsive.

More next week gang, thanks for dropping by.

This week’s zombie stick-up from Sergeant Giacomo in Steamsville . 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 here! The CBOIT is now also excited about our Discord chat too. Oh, and check out Nolan’s awesome Nocturnal Zombies mod.Nolan is cool.

52 comments Read more

September 12


Hey all, welcome back to PZ’s weekly goings-on blog. Let’s delve into what’s going on with some of the features dropping into near-future builds.


The new animations system is the first step in our internal plan to feed all our remaining 1.0 features into the game, something we’ll expand on once we’ve kicked the anims out of the door. Right now we’re under the hood implementing the remaining actions and tying some others into gameplay systems, plus going back and forth with Martin the Animator if anything needs adjusting.

We’re also at the stage now that we can spot any stray required animations that slipped through the net. For example in last week’s video we saw the new ‘zombie climbs through a window and over a counter’ animation – but implementing it flagged that we didn’t have that in reverse. Now counters next to windows are collidable again zombies no longer had an exit route, so Martin is on the case.

Meanwhile, Binky has been finalising the look of the re-animated zeds – which will in turn be able to have various injury, blood, headwear and clothing overlays.


We’ve had the first drop of General Arcade’s VOIP-ed version of PZ! It still needs finetuning, polish, UI work and complex fiddling on the Mac/Linux versions but the first test carried out over the weekend revealed plenty of encouraging details, alongside spotlighting bugs for our Russian friends to fix.

In the words of Benjamin ‘Blindcoder’ Schieder, the man behind the PZ map: “One thing that immediately stood out was that positional sound works great! When another player ran circles around me I heard his voice shift from left headphone speaker to right and back. Very good! Another thing that worked was voices growing quieter with distance, but it currently does so too quickly.”

The video of the VOIP test is below, but please remember that this is very much a work in progress. [It’s also getting us quite excited about getting the system tied into Turbo’s in-game radios.]


Mash’s map work continues, with finishing touches to the perimeter of the new residential area now complete. She’s now moving onto some new fun areas that are being dropped into the current map for players to discover. As flagged by Blake81 on the forums, meanwhile, now EP’s tree noise work will let us complete all the wilderness cells on the current map she can also complete the train tracks that many players use as a route between Muld and WP.

Writer Will, meanwhile, is working with Turbo on his entertainment/boredom moodle projects – expanding out Zomboid lore into recorded media, and also correcting the many and varied typos in the game that have been flagged by our gallant community translation teams.

RJ, meanwhile, sits at the foot of a mountain of the community’s ‘small tweak, big impact’ suggestions that we’d like to integrate into the ongoing Build 35 public IWBUMS test before animations drop into the game – with all the cool new gameplay and features they’ll unlock. A lot of the suggestions have been brilliant so far, so if you have another for the list then please post it up in here.

This week’s AMAZING featured image by DramaSetter. 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 here! The BOIT now also flags that our Discord is now open, and that because people seem to prefer it we’ll probably kill off our IRC soon. Oh and, KPACUBO – someone’s trying to tell you something I think?

55 comments Read more
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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
    • 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
Customer Review system updated Sept. 2016! Learn more
Mostly Positive (193 reviews)
Very Positive (12,267 reviews)
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7,439 reviews match the filters above ( Very Positive)
Recently Posted
503.6 hrs
Early Access Review
Posted: September 24
One of the most gruelling and unforgiving games ever made. This is for players who enjoy difficult games with a very singular focus. Be aware that this is not a "Zombie Shooter" but a survival sim set during a zombie event. Though unfinished the developers are hard-working, conscientious, and very responsive to the community. The game community itself is wonderful and supportive. Very active modding scene. Best of both worlds - great devs, great players.

The game itself seems "retro" and limited at first but there is astonishing depth to it. I've put over 500 hours into this game and I'm only now grasping what it has to offer.

Don't be fooled by gameplay videos - the default game map is huuuuuuuuuuuuge.

10 / 10, excellent game.
Helpful? Yes No Funny
225.6 hrs
Early Access Review
Posted: September 24
When it's finished, it will be THE go to zombie apocalypse survival game on the market. In fact, it already is...
Helpful? Yes No Funny
164.0 hrs
Early Access Review
Posted: September 24
It is now yet another year into development, and they've been dragging their feet with animations they claimed to have nearly done back in Spring. Nothing noticeable has changed since I originally wrote this review back in 2015. For those who were dismissive of a single year of no progress, we're at 2 years now. Take that as you will, this will remain a negative review until the Indie Stone decides to prove me wrong with development rather than passive aggressive moderators and empty talk.

Original review:

I can't recommend the game because of the devs and because I am now convinced that it will never be completed. There have been 2 updates this year, yes, since January 1st 2015 until August 31st 2015, only 2 new builds that haven't offered anything more than a few pieces of new content that are buggy and unbalanced. Back at the beginning of the year the devs said NPCs should come out around the end of Q2. Today they have announced they are unlikely to arrive this year.
"Any estimated or a far guess for the arrival of the npc?

Very unlikely in the remainder of this year, realistically speaking. A NETA is all we’re willing to do because it’s the only thing we can know for sure."

The Indie Stone is either full of incompetents or ♥♥♥ holes that don't care about their own game. Half the peope who defend them are children, and the rest are either poorly informed about game development or raving fanboys.

A note: The devs will relentlessly try to defend themselves by saying they never promised 'X' in the first place. That doesn't change the fact that updates are seldom to the extreme even for indie games and often don't include much to actually improve or expand upon existing gameplay. And PZ isn't exactly running next-gen tech. Try early last decade tech.
Helpful? Yes No Funny
52.4 hrs
Early Access Review
Posted: September 24
Amazing immersion through the games soundtrack and ambient sounds, especially for a top down game. Lots of fun with many skills to train to keep your interest for a long time. This is also one of the only indie games I have not experienced any major bugs or crashing with either.
Helpful? Yes No Funny
7.5 hrs
Early Access Review
Posted: September 23
I bought this long ago, back when Desura was their key provider.

On one hand I'm glad they're taking their time to make the game (because hopefully that means they want this to be really good).

On the other hand, holy ♥♥♥♥, I thought this was a game about how you died, not, "This is how I planted hundreds of acres of crops and built an entire third-floor defense base out of wood and nails and read dozens of books on how to survive and afk."

Just go play Survival Crisis Z.
Helpful? Yes No Funny
14.5 hrs
Early Access Review
Posted: September 23
I legit bought this game 4 years ago for $8.

It's literally the same game.
Helpful? Yes No Funny
32.1 hrs
Early Access Review
Posted: September 23
This game is a waste of money. The game devolopement is very slow, im usally fine with that but when they do update the game every few months they barely add new content. This game has been in devolopement for almost 3 years and threw out the whole 3 years they barely changed the game its self. This game is just another money grab for devs.
Helpful? Yes No Funny
171.4 hrs
Early Access Review
Posted: September 23
Good game, but the multiplayer isn't very clear.
Cost me a day to find out how to make a hamachi/LAN server
Helpful? Yes No Funny
Duck Pouncer
14.7 hrs
Early Access Review
Posted: September 22
Pretty dang fun. I enjoy the struggle to upgrade skills and abilities. Much more fun with friends than alone.
Helpful? Yes No Funny
7.1 hrs
Early Access Review
Posted: September 22
Most of the negative reviews are because the devs have been a bit late on some features. But the game itself is really fun! Now only if I had some friends so I could play this game with them...
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
80 of 121 people (66%) found this review helpful
4 people found this review funny
Not Recommended
87.5 hrs on record
Early Access Review
Posted: August 29
The Developers showed us a working preview of the animation update in March. It is now about to be September and animations are still TBA. The past 8 weeks of Mondoid newsletters have been a constant stream of excuses and problems getting the animations together. Animations were slated to be added back in build 34 but were delayed. We are now in build 35.11 on the beta branch with still no animations. Week before last they were trying to get the Females working right so they could get them into the beta branch. The next week they had it working, but had to 'iron things out' (again) before releasing them into the beta branch. Now this weeks mondoid they are at a convention and no work is being done(again).

As someone that keeps up with this game and religiously reads the Mondoid Newsletters every Monday over lunch, I'm entirely expecting at least 4 more weeks before we get any access to the animations that were shown back in MARCH.

I really want to like this game, I've been keeping with it for 2 years now. But we still dont have any NPC's, animations, vehicles, or anything to do past setting up a base and grinding food for all eternity. Some things have been added over the past year(tv's and radios that do nothing but add story fluff and attract zombies). They've been re balancing nutrition now for months and its still not done. Lone modders have developed more content for this game in the past year than the dev team has.

As of now i cannot recommend this game, maybe 2 years from now when it gets 'rushed' into 1.0, but certainly not right now.

September 5th- Still no animations. More problems getting them ready. Finally got a 'transfer all items button' programmed though(after years), and now you can dry a towel...

September 12th- Still nothing. "The new animations system is the first step in our internal plan to feed all our remaining 1.0 features into the game, something we’ll expand on once we’ve kicked the anims out of the door." This is the same song we keep getting in the Mondoids. If this is the 'first step', and its taking this long, I expect it to be a several year plan.

September 19th- Animations still not out. Another rehash of the "Once we’ve got the Incidentals out of the way we can release and get motoring with the pipeline that leads to all of our other 1.0 features" statement we've been getting for a few months now. They were a little more forthcoming with info this week on whats going on though. Evidentially after these months of working on the animations they still are full of 'gaps' and "You can’t turn on a dime with the new animations, so it can feel a little clunky when you’re indoors". They did get a few new things done this week, such as lumberjacks walking through trees faster, and the ability to find jars in packs for improved pickling mechanics. Devoting team resources to pickling is more pertinent in a zombie survival game than the ability to move properly...
Was this review helpful? Yes No Funny
107 of 168 people (64%) found this review helpful
5 people found this review funny
Not Recommended
8.3 hrs on record
Early Access Review
Posted: August 26
Haven't played this game in well over 2 year and i thought i would try it again and it feels like the exact same game. Have they actually changed anything ? [sig]

Still the same dull game where modders do more than the devs.
Was this review helpful? Yes No Funny
17 of 24 people (71%) found this review helpful
Not Recommended
82.1 hrs on record
Early Access Review
Posted: September 9
I love the idea behind this game. I love the direction that this game takes you. I love the style of this game play. Even the simplicity of the graphics are charming. But I absolutely hate the pace of development by the devs. This game is stuck in perpetual development limbo and seems it will NEVER be finished. There are so many unfinished features (transportation, NPCs, etc) at this time that I cannot recommend this right now.
Was this review helpful? Yes No Funny
48 of 82 people (59%) found this review helpful
3 people found this review funny
Not Recommended
21.6 hrs on record
Early Access Review
Posted: September 10
Nice idea, poor execution. Absolutely unprofessional and ineffective developers. Utterly rude and idiotic moderation team that censors all critisim. If i could refund after all these years of waiting i would.
Was this review helpful? Yes No Funny
39 of 68 people (57%) found this review helpful
2 people found this review funny
Not Recommended
7.6 hrs on record
Early Access Review
Posted: September 3
Do not buy this game. Almost 3 years in development and there's nothing to show for it. It's still in early access... no NPCs or any other promises made by the team. To me, this sounds like a money grab and that's probably it. A core bare bone model tossed out which initially received a lot of positive reviews to lure in more kickstart money. There are plenty of games worth their asking price... do not buy and feed this scam.
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21 of 35 people (60%) found this review helpful
Not Recommended
10.8 hrs on record
Early Access Review
Posted: September 10
I have to agree with the other negative reviews, this game has been early access and unfinished for way too long. I love the idea behind it, I really love the simplistic graphics, but I've been waiting way longer than what I consider acceptable for a reasonably polished experience.

I used to recommend this game to all of my friends. Now I recommend you pass this up as a new purchase until (or if) it becomes an actual complete game and they live up to any of the promises and features they've been advertising for years now.

P.S. My play time isn't an accurate representation of how much time I've spent in this game. I think I've bought it twice, once outside of steam long ago where my time wasn't counted here.
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12 of 18 people (67%) found this review helpful
89.6 hrs on record
Early Access Review
Posted: September 11
This game is the premier zombie simulator. You'll see a lot of people giving downvotes because of the development length. Or because of "no cars no NPC's"... but sorry guys, those are the most complicated features, and the entire team is not capable of working on them, so they will be the last to come.

The game has around 11 devs, and their content output has been consistant. Once you get used to the controls of this game, it will be the most authentic feeling zombie simulator out there. You'll do supply runs, you'll be scared as hordes get ♥♥♥♥♥♥, and you'll struggle to figure out how to cure all the medical problems that can arise in this game. Highly reccomeneded for those that want a deep experience.
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9 of 13 people (69%) found this review helpful
Not Recommended
145.0 hrs on record
Early Access Review
Posted: September 21
I've had this game for a very long time (Around 3 years) and many others have had it for even longer (Around 5 years). The general consensus among non-fanboys is that the development time is overly slow and the Dev's "It's finished when it's finished" policy is detrimental to their standing. Anyone asking about NPCS, vehicles, etc has their thread locked and are sometimes banned. However, the game is still very good. One of the best Zombie Survival Games out there. The problem is that without NPCS single player gets extremely lonely and tedious, and in multiplayer some features can't be properly used because you can't time skip (IE Farming). Once you get farther into the game you pretty much just sit in your fort and eat/sleep, or in multiplayer you do the same but without sleeping. When the game is finished (2 years from now at least), I'll give this game a wholehearted recommendation. Until then I'll not support TIS until they deliver on years old promises.

+Large maps to explore
+Good crafting system
+Good injury system (Simple, but still)
+Good graphics for a top down game

-Boring combat
-Shallow end game content (Sit in an invincible safehouse with unlimited food/water)
-Lack of weapons and clothing
-Guns are completely worthless
-No ETAs whatsoever, any questions regarding undelivered content is met with "It's done when it's done" and a lock.
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38 of 70 people (54%) found this review helpful
1 person found this review funny
Not Recommended
25.9 hrs on record
Early Access Review
Posted: September 1
One of the great reasons why I hate early access games.

Almost a year later and most of the promises (AHEM NPCS) have no been delivered upon.

When the workshop is more advanced than the game itself, prospective buyers take your money elsewhere
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21 of 38 people (55%) found this review helpful
2 people found this review funny
Not Recommended
3.4 hrs on record
Early Access Review
Posted: August 31
Lots of stories of customers being abused and abuse of power...I bought this years ago. I preached on Reddit about how that long "code migration" they did a couple years ago was BS, but everyone went on "hurr durr you don't know what you're talking about!"

And here we are, three years later with the same game. Told ya so.
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