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 (153 reviews) - 73% of the 153 user reviews in the last 30 days are positive.
Very Positive (10,692 reviews) - 88% of the 10,692 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 (167)

June 19

Spiffo’s Speakeasy


Tons going on at the moment, but something of a ‘in progress’ blog. So here’s some nuggets on what our various workers are up to for Build 38 and beyond.


  • RJ has just released IWBUMS public beta build 38.3 – which remedies the incessant fly buzz around rotten body piles, adds some new of Turbo’s new sounds for TV/radio and corrects various issues around the new graves and in-game memorials. This follows on from last Tuesday’s 38.2 that added some new sandbox options, random selection on zed strength/toughness/cognition and some darkness and nutrition balance.
  • Next up RJ is working alongside RingoD to improve the selection process for solo game map mods – and let you boot up with multiple map mods without players having to create their own combined map mod.
  • The plan is for ChrisW’s cool work on the building floor render code (stopping rooftops and higher floors being hidden all the time) to get merged into the 38 IWBUMS this week too – although this is dependent on a few fixes getting in, alongside improved window-peeking and getting the system working with garage/awning roof structures that the game currently doesn’t consider as being part of buildings.
  • The public Vehicles Tech Test has been getting Yuri love backstage for the past week or so, as he’s been hunting out memory leaks through profiles of different machines running the build. It’s been a tricky process, but it seems like we’ve finally got to the bottom of one of the issues that was hampering FPS – and as such we’ll hopefully be returning to more ‘fun’ updates on the cars themselves, and remedying the MP inventory difficulties, later in the week. Our thanks to EG and Nasko for their help in the performance bug hunt.
  • The Vehicles Tech Test has been going so well that we’ll definitely be doing something similar with Anims when the time comes. MarkR’s got a pipeline toward that locked down now – building on the new model format he’s put in for us, tidying up the work we already had in the can with his technical cleverness, as well as creating a quick tool to aid creation of more complex animation states, implementing ‘layers’ which is like an extra dimension to the current animation system that would exponentially simplify all the remaining game logic stuff that still needs fixing up and tying together. [TLDR: There’s a hell of a lot of technical chat going on, the guy who writes the Mondoids doesn’t really understand it all, but there’s a real push on and we are going to owe MarkR more than a few beers.]
  • We also have another bold Russian, also from the General Arcade stable, currently tasked with improving the PZ online experience. Stas’ current task is to improve how servers perform ‘SaveAll’ – and in turn hopefully address the terror of ‘black boxing’, frozen zeds and map stream pauses. His is a long term mission, it could take a while, but it’s great to have someone of his talents getting in amongst it all.

Hopefully more developments on all fronts next week, and clearly Mash’s next map expansion isn’t a million miles away – oh and we’re also back in touch with Zach Beever now he’s finished up his studies about polishing the PZ soundtrack, and maybe a few new tunes too. More on that when it happens.


This week’s Spiffo Speakeasy from Tasma. 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 open for chat and hijinks too. 

36 comments Read more

June 12

38 IWBUMS n’ Roofs

Hello! Another Monday, another Mondoid. Quite a lot of cool stuff bubbling under today…

First off we’ve got a new IWBUMS public beta release for Build 38 out today. This contains a first version of our new ‘corpse management’, aimed at encouraging players not to leave piles of rotting zombie corpses outside their safehouse.

To this end you can dig graves, craft memorials for RP and also proximity to rotten corpses will make you feel ill/sad (although it seems that this aspect is bugged and breathing in zed fumes is loads too dangerous at the moment, 38.2 will remedy this when it arrives tomorrow).

Also included in this first version of 38 are some changes to the clothing system, and a bunch of new Sandbox options to help you personalise your game – touching on darkness, randomised zombie speeds, day/night active zombies, chances of annotated map and randomized house discoveries and fuel consumption. Oh, and TV and Radio programmes now have an impact on the character’s moodles, and if watching an instructional show then an XP multiplier is received.

38.2 will be arriving tmorrow, and it’ll have some extra sandbox options as well as the fixes – and higher capacity graves.

As mentioned last week NewChris (ChrisW) is making change to the PZ building floor render code, and already has a build of his changes working backstage. His first task is to stop the game from hiding rooftops and upper floors as soon as you go up to them. This should give a much better sense of immersion, and better show off the buildings that Mash (and the community) has created. The following vid is WIP, but gives a fair indication of how things will look.

This week’s challenge has been in ensuring that zombies are still visible, and not covered up, if the player is in a tight spot where walls/roof tops would previously have been collapsed. As such in the following video Chris has made sure that if your character has seen the nearest zombie, then the engine won’t hide it behind a wall.

Depending on how ChrisW gets on with the system over the next week, this might become a part of Build 38 too – before he moves on to our much-desired Sims-style cutaway.

Alongside the new IWBUMS beta we still have our public vehicles Tech Test running, details of which you can find here. In the past week Yuri has fixed the ‘cars floating away on the Z axis’ bugs, some memory leaks and the ability to sleep when driving – and has also updated the physics of each individual car.
For the past few days he’s been investigating other potential memory leaks and general FPS issues, and his next task will be to work on the annoying invisible shared inventory bugs that are getting in the way of our MP testers.

In the mean-time we’ll also set up some threads on the forum to help us get particular feedback on the current physical set-ups of each vehicle. Our thanks to the community for the invaluable bug reports and insight they’ve been providing. When it comes to the animations (which new boy Mark has been doing some great work with over the past week) we’ll probably use the same approach.

  • RingoD has published some cool new guides on the TIS forum. First off, How to Combine Map Mods and then How to Create Lootable Maps for community created towns and settlements. If there are any other map-making and modding tutorials that you think are required then please just let us know.
  • Deputy on the TIS forums paid the locals of the real Muldraugh and West Point a visit! Check out his pics, as he terrified the locals with printed out Spiffo images, through here.

This week’s burning issue from Steffen over Discord. 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.

54 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
    • 64bit OS required
    • 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
    • 64bit OS required
    • 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
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Mostly Positive (153 reviews)
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