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 (8,063 reviews)
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, we've had our ups and downs, 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. We have a demo too, if you'd like to give the game a try. Please be aware there may be a few compatibility glitches, but these can always be resolved by either turning off the Steam overlay for the game, or turning off 3D models on older cards.

How often do we update the community?

We have weekly newsletters, known as 'Mondoid's, which we publish on our site and on the Steam announcements 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 well over a year 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, many 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 we have had recently discovered the first known 1000+ hour player - 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.

Development Costs

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

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

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

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

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

What if PZ stopped making any money tomorrow?

The Indie Stone have made sufficient sales since November last year 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.

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 uninterrupted 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’ve been aiming for these to be completed by the end of the year, but as it seems the end of the year is looming toward us like an unstoppable army of the undead, it seems more likely it will fall into Q1 next year. However, this too is not set in stone. 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.”

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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Recommended By Curators

"One of the most depressing video games you will ever play. In a good way."

Recent updates View all (61)

April 20

Manic Mondoid


 
It’s just another Manic Mondoid, and no: we can’t quite believe that it’s taken us this long to make a reference to The Bangles either. There’s lots of fun stuff brewing here in Zomboidton, and today we’ve got a few updates on the upcoming animation system as well as Build 32’s new crafting and broadcast system. Hope you like!
 

Chris and Martin’s Animation Adventures
After running into some export issues that slowed us down for a bit while when we tried to get all of PZ’s current hair and clothes working with the new animations we’re now back to the exciting stage of implementing them over into the game itself. Let’s go over to Lemmy for some on-the-spot reportage!

“Animation stuff is going well. The bank of animations that our animator Martin is creating is growing larger by the day. We now have a tall fence climbing anim, for example, so survivors have another escape route from the horde. On top of this panicked or clumsy survivors will soon find themselves tripping over when running, turning corners and vaulting fences at high speeds – as well as scrambling along the floor trying to get back to their feet. This will all be done with animation driven movement, and should make for some really exciting gameplay moments. We’re not quite ready for another video, but hopefully soon!”
 

RJ’s Build 32 Adventures
Meanwhile in France: coder Romain Dron is still worrying his fiancée by leaving windows open on his PC that contain information that would be of interest to paranoid government officials.

“Right now I’m still balancing and testing the new trap crafting and recipes, and doing some additional research on them too. It’s important that they’re not too overpowered or too useless, after all. I’ve got all the MP code up and running, but whether in SP or MP a mix of engineer and electrician skills will be the most useful if you want to turn your safehouse into a trap-laden nightmare for interlopers.”

“I’ve also just added sound effects, and if you think zombies are attracted to the noise of gunfire – wait and see how they react to a pipebomb! While I’m in there I’m also playing around with fire spread, so you don’t burn down a whole neighbourhood with a single Molotov. After a lot of talk with Twiggy we’ve also thought of a few more traps and devices that would be useful, so there might be a few more surprises.”
 

Will and Turbo’s Broadcast Adventures
Finally over to Will, [who’s actually the guy writing this buy… hey-ho] for an update on the new TV/radio system that will let you listen in on the world falling apart.

“We’re at the point now at which all the systems are ready and waiting, so basically I’m going to be ‘writing up to the line’ in terms of Build 32 testing. In a perfect world I’d like 5 TV channels and 5 Radio stations ready to go in the first drop, so there’s still quite a lot to do – not least because whenever I think of fun new events and lore elements I have to go back and tweak each of the broadcast timelines. The thinking is that this batch will cover ‘official’ broadcasts and transmissions, while survivor/military channels commenting on the same events will follow later on.”

“That said, to give me some extra options, Turbo’s also worked on a way to get different fonts and custom images into the lines that appear on-screen. This came from my request to have a ‘musical notation’ symbol so that it’d be clear when a line was sung or a radio jingle – it should put us in fine stead for the development of the system too. Turbo is now off investigating the integration and development of his ApCom Ham Radio and Walkie Talkies mod for future builds.
 

In Other News about Adventures
A quick request from EnigmaGrey to see if anyone would like to help out as Admins on the new TIS SpiffoSpace Server. We basically need some nice community types to help out new players and keep an eye out for cheats. Please contact him via a direct message on the forums if you’re interested.
 
 

This week’s featured image is from Mrniffty. If you’d like Mondoid thrown onto the porch of your electronic house every week, then why not give consideration to a newsletter subscription?

10 comments Read more

April 13

Items of Note



Good Mondoid one and all. A fairly decent offering this week, spotlighting work that’s taking place on both the current and next build of the ongoing Project Zomboid saga.

Due to Steam's character limitation for announcements, you'll have to shoot over to our official blog for the latest news:

http://projectzomboid.com/blog/2015/04/items-of-note/

Today’s featured image is of our least noticed in-game reference. Can you spot it? As taken by Olaf the Merchant. Would you like to receive babble like this in email form? Well who wouldn’t? Click here!

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Reviews

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

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

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

About This Game

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

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

Current Features


  • Hard-core Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Society is in freefall.
  • Farming, trapping, fishing, carpentry, character customization, skills and perks that develop based on what you do in-game.
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • 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.
  • Instant action ‘Last Stand’ mode, on top of our Sandbox and Survival
  • Full, open and powerful Lua modding support.
  • Game pad support
  • Local 4 player split-screen co-op

    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.
  • Engine upgrade to make the most of your graphics card as well as your processor
  • 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 visit or follow us on @theindiestone or visit http://www.projectzomboid.com

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

System Requirements

Windows
Mac OS X
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 and Windows 8 may have issues. 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 Snow Leopard 10.6.3, 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
    • 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
87 of 102 people (85%) found this review helpful
24 people found this review funny
3.2 hrs on record
Posted: March 22
Early Access Review
THESE ARE THE END TIMES.

THERE WAS NO HOPE OF SURVIVAL.

THIS IS HOW YOU DIED.

These are the first words you see before you're thrust into the world of Project Zomboid, so it would only be fair to tell you the story of how I died. I suppose I'm dying as I tell you this? If so, shut up and read. It'd be rude not to.

I woke one morning, in the bathroom, and drank from the shower. Not really sure why, I just felt compelled to. I considered slurping some toilet water, but decided against it and left my bathroom. Not sure why I slept in there, either, but I was still alive. So f**k it, doesn't matter.

I looked around my kitchen and decided I could no longer stay. Supplies were limited, and my dwindling resources would only get worse. So, after a quick raid of the cabinets, I was on my way. Armed with only pickles and beef jerky, I crept through the wooded plains of Kansas. Oh yeah, it was in Kansas.

I'm going to f**king die in Kansas.

Hooray.

Every so often I would see herds of zombies (zomboids?) shuffling through the woods or on the city streets, and while one or two would attempt to give chase, they were slow shuffling meatbags that I quickly outpaced. I assume they got bored or just ran into trees, but when I arrived at the Country Market convienience store, I stopped to check the path I had taken. No zombies had followed.

F**k it. Time to raid the store.

There was nothing in the store except a jar of mayonnaise. It was half eaten.

As I stared in confusion at the jar, I heard a voice from outside. "Hey!" it called, "Over here!" it continued. I looked, surprised to see another human. Hey, the text said this was how -I- died, didn't expect I'd have to share my dying spotlight with some other jerk. He climbed through the broken window of the store and cut his hand open on the glass.

I laughed at him, and then shouted in surprise as he'd led a zombie directly into the store, shambling through the window after him. We both fled out of a window opposite the entrance it arrived, where I proceeded to cut my hand on escape. Why did karma always screw me? When we had cleared the zombies, we exchanged. . . something akin to pleasantries. He was a lumberjack, though his name isn't important. This is my story, screw you.

We decided to stick together, to find tweezers. You wouldn't believe how difficult it was to find tweezers. Instead of tweezers, sick of that word yet?, we found a third person to join our parade of misfortune; Billy Mays. At least, he kept saying "BILLY MAYS HERE! WITH..." before any actual sentence.

Good to know the zombie apocalypse happened circa 2008.

A short time later, he'd found a home to call our safehouse. It was secluded, mostly free of zombies, and all the windows were boarded; meaning the dead couldn't see in. We'd found our new home. Alas, tragedy struck mere minutes after we settled in.

Dexter the Lumberjack wasn't happy. He demanded to know why I would put my food in my bedside cabinet instead of in the fridge. "It spoils that way!" he said, "All this is rotten now!"

I munched on a stick of butter while glaring daggers into him. And then I ate a second. He wouldn't stop mouthing off, so while shirtless (oh yeah, Billy Mays had taken his shirt off at some point and was rushing around the town showing off his self-described 'beautiful chest hair') Billy Mays was out. . . I attacked Dexter.

Being a lumberjack he was pretty fit, but my sneak attack gave me the upper hand, helping me win the duel in the end. I stood over his dead body, satisfied, as I looted his corpse.

I mean this literally. I looted his corpse. I put his body in our fridge, on the top shelf. I didn't want it to rot. He laid right next to my jar of pickles, when I noticed a rotting, dead mouse in his shirt pocket.

Waste not, want not, right?

I flipped the oven on and tossed the rotting carcass in. Shirtless Billy Mays returned around this time, and I asked him to get a Leek from the fridge to help with the meal. For some reason he screamed and called me "disgusting" as he stormed out of the house. He left the fridge door open.

Seriously, what'd I do?

The smell of the cooked rat meat was delicious, I can't describe anything like it. By the time I pulled the baking tray out of the oven, I was salivating at the taste. Without hesitation, I bit into the charred fur. And then I took another bite. I ate it all in one sitting; organs, spine, fur and all, though I feel this angered a passerby who happened to barge in, shouting obscenities at me. His name was. . . eh. . . I don't know. I think he was Dexter's brother.

We broke out in a fight, where neither of us would give in. This was my land, he'd have to earn it.

We both died.

Choking and sputtering as I bled out, I wasn't sure if I was laying in my blood or his. Shirtless Billy Mays must have heard the cries of battle, as he returned one final time to ease me in to the next life.

"You guys are both f**king idiots."
Was this review helpful? Yes No Funny
36 of 44 people (82%) found this review helpful
8 people found this review funny
9.2 hrs on record
Posted: March 22
Early Access Review
Spent a week looting and pimping my pad.
Forgot to turn the stove off and burned it down
: (
Was this review helpful? Yes No Funny
24 of 25 people (96%) found this review helpful
1 person found this review funny
17.9 hrs on record
Posted: March 22
Early Access Review
This game is brutal.

I returned after a long period of not playing and am very satisfied with the changes that are currently in the beta build. The addition of more occupations for your character + perks/debuffs make for some very interesting character builds.

With almost no hand holding, you're plonked into a random house in the middle of a map that you'll have no idea how to navigate. With nothing but the clothes on your back and food in your fridge "plus anything else you're lucky to find" You set off on your adventure! Looting shops, houses, warehouses, farms, petrol stations all in the hopes you'll find a little more loot to help you survive that extra day.

All the while you're battling the hordes of the undead. The sandbox mod allows you to tweak the nasty biters any way you like. Want old school zombies? Sure! Want to try and survive in a scenario like 28 days later? Go for it! "although not recommended" You'll fight with whatever you can find. Kitchen knives, bats, axes, planks of wood. There are also firearms, but remember! the zombies react to sounds and a gunshot will likely make all your problems worse. Hordes of zombies migrate at random events that happen in game so don't ever think that large group won't think twice about seeing what tasty morsel hides in your home when a chopper goes overhead.

Along with the copious amounts of brains you'll be ejecting from skulls you will also have to contend with the isolation that is the zombie apocalypse. You'll be holed up in a house for days on end, fortifying, all whilst your character becomes bored, lonely and depressed at the thought they're the only one left.

If I could give a few tips to anyone new playing, It'd be invest in the future. Read the books and learn how to farm, fish and build. The power shuts off and any fresh food will go mouldy. The water will go and you will have to find other ways to sustain your thirst. So spend time learning how you're going to extend your life without the comforts we all take for granted.

Good luck! You're going to need it.
Was this review helpful? Yes No Funny
24 of 30 people (80%) found this review helpful
18 people found this review funny
8.1 hrs on record
Posted: March 28
Early Access Review
10/10 would play again.

Try 1: Try to talk to zombies, die.
Try 2: Collect useless things, become so slow zombies eat you.
Try 3: Find a gun and some ammo, shoot zombies, horde approaches, give them the gun.
Try 4: Look up a guide, find awesome stuff, build a base, learn to farm, doing well, HELICOPTERS BLOW EVERYTHING UP.
Try 5: Try to talk to zombies, die.
Was this review helpful? Yes No Funny
16 of 18 people (89%) found this review helpful
1 person found this review funny
139.8 hrs on record
Posted: March 22
Early Access Review
So after 128 hours playing this game I can honestly say Zombies have ruined my life, hoping to spend another 128 hours eradicating them!

okay, if you're a Zombie survival fan and you want to try and survive in a Zombie apocolypse this game is hands down the only game to give you the full experience!

10/10!
Was this review helpful? Yes No Funny
16 of 21 people (76%) found this review helpful
5 people found this review funny
90.5 hrs on record
Posted: March 27
Early Access Review
Most deadliest things in KY:
Microwaves/Ovens > Pineapples > Windows > Broken-Windows > Accidently drinking Bleach > Zombies
Was this review helpful? Yes No Funny
8 of 8 people (100%) found this review helpful
13.0 hrs on record
Posted: April 4
Early Access Review
Very great game. Perfect simulation of how they would act(as if I would know). I am writing this review right after losing.
So I decide to tell you "how I died".

I woke up in a house. The house i would later die in, the house was a two story,empty house probably for sale.knowing that there will be no food, water, or weapons/supplies I left the house to find somewhere to get my supplies.
I am walking,very slowly, to the next door house. Me being stupid i tripped over my foot and attracted the attention of the near by zombie. I ran faster than ever to the house next door. Running in the house i had went through my whole list of what i should and shouldn't keep to be most efficient... I still picked up everything.
I had found a knife, a fork, canned food, and a bottle of bleach. Me being depressed and paranoid i was compensating on wether i take the bleach and drink it, or use it to clean my water. A zombie had walked in and scratched me while i was thinking about that. I stopped thinking, got out my knife, and stabbed it until it was dead. It fell over, so i stomped its head until it had no head. I had scratch but not a big scratch, so i tore a piece of my clothes and wrapped it around me wound.
I went to another house, without attracting attention, it was a two story, clean, house the family must have been alive longer than the others. luckily i found all the supplies i needed. I found 2 aid kits, an axe, and some planks. I got all the materials out of it to sanitise my wound so i don't get infected or feel pain at the worst moments. there had been left over food in the house. For a few days i had been making plans, organizing, and living like i would before the apocolypse.
I went back to the house I had woke up in to start building walls, and more space to keep future supplies organized. My arm had went numb and I wasn't acting normal. Seeing anything that looked like a person made me want to attack them.
That is when i realized... I am turning into a zombie. I had learned that even a scratch will get me infected, and that I didnt get cloth on my arm in time to stop it. the first aid kit wouldn't have helped due to the amount of time without the sanitary circumstances. That is how i died... and it was a nice life, but i could've...done better.


8/10 IGN too little water
Was this review helpful? Yes No Funny
16 of 23 people (70%) found this review helpful
1 person found this review funny
40.1 hrs on record
Posted: March 22
Early Access Review
What happens when you mix The Sims with Day Z?

You get something like Project Zomboid.

If you like to play The Sims and Day Z, why not play with both with Project Zomboid?
Was this review helpful? Yes No Funny
7 of 7 people (100%) found this review helpful
8.9 hrs on record
Posted: April 4
Early Access Review
Awesome game! As long as developers keep updating my opinion will not change!

What do I still miss:
- a Bike or a car (+fuel cans etc.)
- More loot (guns, miscs, food, camping equipment)
- Npcs (which I heard are coming soon)
- And more professions ("jobs")


And I have done stuff too :D I have updated the project zomboid wikia and I have wrote few articles.
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5 of 5 people (100%) found this review helpful
3 people found this review funny
109.6 hrs on record
Posted: April 19
Early Access Review
Best Zombie game ever , ever , ever ,ever .


This thrill .......damn !!!!!!!!!
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7 of 9 people (78%) found this review helpful
1 person found this review funny
31.7 hrs on record
Posted: March 22
Early Access Review
Great game for those looking for a more hardcore zombie survival experience.
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4 of 4 people (100%) found this review helpful
38.0 hrs on record
Posted: April 9
Early Access Review
Project Zomboid. This game is about surviving in a zombie apocalypse in rural Kentucky, and you are tasked with doing it alone, or with a friend in the very rare PC local multiplayer. I would mention the online multiplayer, but this game requires fast reactions in order to stay alive, and I can't find a server with a decent ping to "save my life" as it were. This game has many realistic elements about it, such as exertion, injury that halts ALL progress, panic as a game mechanic, zombies hearing your footsteps and following noise, sight, and smell, and perhaps my favourite touch of realism, the inability to see all around you at once. You need to rely solely on your senses in order to gauge the number of zombies currently breaking down your door, and surrounding your base, there's no minimap with radar, you just need to run out and hope for the best. Another great element of this game is that it is permadeath, which in case you are a dunce, means that when you die, you're ♥♥♥♥ed. In sandbox (Which I heartily recommend over survival, as you can tweak the settings), after you die, you respawn in another random location in your spawn town, and have to work your isometric ♥♥♥ off to get back to your base, and rebuild your skills.

One large issue with the game right now (which will in fact be fixed), is that the world is rather lonely. There are currently no other NPC's to hang about with. The biggest flaw of the game is that once you have nailed the perfect farming cycle, got all the guns, and fortified yourself to the point that a nuke couldn't dislodge you, there's nothing left to do! You're done at that point! I mean, if you set the zombies to never respawn, I guess you could clear out all of the zombies in the game, but that accomplishes nothing at the end of the day! Some might say that you could explore the vast map, and look for all the best items, but you don't really need to. If you use the PZ crash map like I did, finding your way around is no longer a challenge! Now I know that I shouldn't have used the map, but I thought it made the game more realistic, I mean, I know my city very well, I know where things are, and even if I didn't I could simply raid a gas station and get a map!



So, overall, this game is worth dumping your time into. It's a great zombie survival game, and I personally think that it is underrated. I am still super amped to have vehicles and NPC's but that's not happening for a while.



GET THIS GAME!
-8.7/10
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3 of 3 people (100%) found this review helpful
3 people found this review funny
7.2 hrs on record
Posted: April 17
Early Access Review
Amazing zombie simulation game...watched Walking Dead and was wondering if there were any games i could sink my teeth into where it was a genuine effort to survive, not just walk on through and have zombies heads explode as soon as i look at them.

Great game and am looking forward to its future developments.
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4 of 5 people (80%) found this review helpful
60.6 hrs on record
Posted: March 30
Early Access Review
This game is so swag-tastic... It's full of... "Stuff, Laurie, thaannnngs..." (Rick's Juice + Michonne Eggs = This Game) 001 + Pineapple Upside Down Cake = 100/100 -This game is approved by the Rictatorship of Rick Grimes-
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2 of 2 people (100%) found this review helpful
16.9 hrs on record
Posted: April 5
Early Access Review
Good game, good game to buy for only 15 bucks. Yes it is early access still but I cant wait for cars, animals, and many other things thye going to add, just wish that hosting a server is easeir then it is at the moment.
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2 of 2 people (100%) found this review helpful
124.2 hrs on record
Posted: April 4
Early Access Review
This is by far one of my most favorite games to date! It blends the minutia of management of supplies with the frantic running, scavenging and fighting of a great action game. It has fun, believable crafting and RPG elements, with the ability to really customize your experience. You can modify the difficulty in various ways from rarity of spawns, type or speed of zombies, what kind of weather, how long the day is, etc.

Also, this game is amazingly fun and easy to modify. As a modder myself, I can attest, with a little trial and error you can get the hang of the lua coding fairly easily. The modding and forum community is over at the Indie Stone forums is fantastic, there are incredible mods already (some of which the dev have fully implemented in the game like the Erosion mod). On that same note, the Devs are responsive and willing to take and respond to criticism/suggestions. Also, there are weekly progress updates so you don't have to worry about the game being abandoned by the devs.

So, moral of the story, BUY THIS GAME. I have played many other zombie games (which I loved) like Left 4 Dead, State of Decay, etc. but this one tops the list by a long shot.
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2 of 2 people (100%) found this review helpful
1 person found this review funny
32.3 hrs on record
Posted: April 2
Early Access Review
I broke a glass pane on the 2nd floor of a convenience store which I thought led to another room. I looked through the hole that I made and noticed that the interior looked exactly the same as the 1st floor. I decided to climbed through anyway. Next thing you know, I fell straight down from the floor I was just in and broke my legs in the process.

10/10 - Would break my legs again
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1 of 1 people (100%) found this review helpful
12.6 hrs on record
Posted: March 28
Early Access Review
gREAT LOVE THE 8BIT GRAPHICS
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1 of 1 people (100%) found this review helpful
26.0 hrs on record
Posted: April 14
Early Access Review
this is a proper zombie survival game, the game is challenging you need to be decisive with every move you make as a simple error can lead to death. You always need to be wary of each building you enter as a misstep could lead to a fatal injury, the traits you choose could be crucial or detrimental to your survival. Every choice you make in this game is important. if you came here trying to buy a game to have a laugh in go take your 10 pounds,euros,dollars and go buy gmod take the other five and shove it up your rear end. If you came here for a proper hard core zombie survival experience that will beat you until you cry because you left the oven on and now your base is on fire click add to cart and buy-this-game.
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1 of 1 people (100%) found this review helpful
5.5 hrs on record
Posted: April 12
Early Access Review
I can tell you two words about that game: PLAY HARD!
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