Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, a massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die?
User reviews:
Recent:
Mostly Positive (187 reviews) - 70% of the 187 user reviews in the last 30 days are positive.
Overall:
Very Positive (12,279 reviews) - 91% of the 12,279 user reviews for this game are positive.
Release Date: Nov 8, 2013

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Early Access Game

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

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

What the developers have to say:

Why Early Access?

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

How often do we update the community?

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

How often do we update?

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

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

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

Details of major milestones can be found below.

What is required for 1.0?

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

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

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

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

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

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

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

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

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

What about after 1.0?

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

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

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


Development Costs

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

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

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

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

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

What if PZ stopped making any money tomorrow?

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

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

Approximately how long will this game be in Early Access?

“See above!”

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

“See above!”

What is the current state of the Early Access version?

“See above!”

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

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

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

“See above!”
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Recent updates View all (136)

September 26

Ultima Warrior




Hey everyone, quite a bit in this week’s Mondoid. Just a quick note before we dive in though. It’s sometimes tricky to ascertain what’s in upcoming builds (and past ones)  from a browse of our weekly blogs – so we’ll be now be maintaining a ‘PZ Status and Build history‘ page on our website from now on. Everything from our launch on Steam up until the present day will be covered there, so it should also be handy to let returning players see what’s been added during their absence.

ANIMS

Work in the anims branch continues – tying up loose ends and making sure the entire game is playable and makes sense visually in terms of character action and behaviour. An example of this can be seen in the second half of the following video, to prevent the fairly odd sight of the player character sprinting at full pelt through thick woods. The following are just two of the many animation sequences we’ve implemented over the past week.

https://www.youtube.com/watch?v=b1nWNdPU768

VOIP

After our successful first test of in-game VOIP, positional player voices and volume we have just received the second updated drop of General Arcade’s fiddlings with the PZ mainframe. It’s got added server options, configurable voice audibility over distance, better microphone boost and voice volume control and now supports all our various supported platforms.

We still need to spin the build up on an internal dedicated server and give it a proper test, but GA are hopeful that we’re now not far from integrating VOIP into Build 35 – or at least to open up the VOIP build to a wider brigand of testers on the TIS forums. We’ll keep you updated on that front.

RJ’S COMMUNITY REQUEST QUEST

RJ has spent the last few weeks amassing a vast number of new features, tweaks and smoothenings requested by our hardcore playing community – all of which are now playable inour open IWBUMS public beta. This week, however, he’s turned his attention towards the fine folks who host servers for MP play, and who have needed more control and player-inspection powers for a long old time.

The model we’re using is that of the awesome, wonderful and rightly revered Ultima Online and introduces Server Access levels for Admin Staff with different levels of power and responsibility. Full details of Observer, GM, Overseer, Moderator and Admin roles can be found here on the TIS forums.

Added into this are better recorded spawn/death coordinates, a teleportation command and other ways to deal with cheatiness. There’s also a new UI that’ll let moderators and upwards modify player traits, professions, names, usernames, XP and whatnot.




Right now RJ is working on an info sheet of sorts so admins can track player activity better, but he’ll be returning to the ever-growing pile of main game player suggestions found here on the forum in the near future, so if you want to add your thoughts then please do so!

MAP

Mash continues work on Build 35’s second big new map location, as well as filling in a bunch of the nowhere-zone cells currently on the PZ map with detail and traces of civilization. She has, however, performed what we call a ‘Mash Smash’ as to revealing what the new area is – wanting it to be a surprise to beta testers when it hits IWBUMS.

TURBO TRANSLATIONS

Turbo has tied his implementation of our community’s fine narrative content translation work(Russian, German, Spanish, Turkish Polish and French right now) to finalising a public version WordZed for the modding community – our in-house radio and TV writing/editing/timing and wavelength broadcast tool.

It wasn’t hugely user-friendly formerly (which is why it wasn’t released) but now comes with an added Search functionality, options and a general smoother edit process.



We want to tweak it further, and to write a decent manual, but intend to beta release it in our Community Translation it for feedback as soon as we can. In the mean-time Writer Will has also been editing existing narrative content for use on VHS tapes and CDs for character entertainment and boredom relief after most broadcasts cut out, and is also tapping up some new home-taped content too.

This week’s zombie stick-up from Original Nickname of Steamton, Steamshire. 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. There are many cats that live in there, and all of them are cool. Oh, and check out the new PZ Status and Build History page if you’re so inclined too.

21 comments Read more

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:


BUILD 35 IWBUMS

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.
ANIMS

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.

53 comments Read more
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Reviews

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

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

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

About This Game

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

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

Current Features


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

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

    Planned Features:


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

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

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

System Requirements

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

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

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

    • OS: OS X 10.7.3, or later. 
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Controllers currently unsupported in Mac
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Recent:
Mostly Positive (187 reviews)
Overall:
Very Positive (12,279 reviews)
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7,442 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
93 of 140 people (66%) found this review helpful
5 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.

Update-
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
29 of 41 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
55 of 94 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
25 of 42 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.
Was this review helpful? Yes No Funny
17 of 28 people (61%) found this review helpful
Recommended
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.
Was this review helpful? Yes No Funny
41 of 74 people (55%) found this review helpful
3 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.
Was this review helpful? Yes No Funny
41 of 75 people (55%) 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
Was this review helpful? Yes No Funny
9 of 14 people (64%) found this review helpful
Recommended
63.4 hrs on record
Early Access Review
Posted: August 28
Product received for free
First game: Couldn't figure out the controls to fight the zombies, got eaten right away.

Second game: Figured out how to fight but had to be on the run for 24 hours straight. Hungry and exhausted, I was cornered and eaten.

Third game: Started getting the hang of things, killing zombies and setting up a safehouse. Got into a fight with too many at a time, got bitten. Managed to escape and limped back to my house, only to bleed out in my bedroom.

Fourth game: Spawned in a perfect, fenced in house at the edge of town and have been staying alive for almost a month now. I've killed hundreds of zombies, fled from hordes drawn by a helicopter, and I've started learning carpentry to build more walls. I've got to learn how to farm, but I don't know if I have enough time until winter. To be continued.

10/10 would recommend.
Was this review helpful? Yes No Funny
9 of 14 people (64%) found this review helpful
2 people found this review funny
Recommended
172.6 hrs on record
Early Access Review
Posted: September 14
Just plain badass zombie game. Forget all the others. Get past the graphics and enjoy the mechanics of this game. I've had a ton of laughs and scares with this one. I would recommend this to anyone.
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4 of 5 people (80%) found this review helpful
Recommended
6.9 hrs on record
Early Access Review
Posted: September 25
A very, very good zombie survival game. Its a breather from the over-the-shoulder gritty shooter zombie games that try (and fail) to tell a story.

First off, this game is in fact extremely realistic- how so you ask? If you are injured by say a sharp peice of glass, you can rip apart some curtains, soak the peices in disinfectant and apply the bandage, then when the bandage gets dirty you have to take it off and re-apply ANOTHER BANDAGE. Weapons lose durability when used, your line-of-sight is limited by every object in the game- the list goes on. A strong attention to detail, a simple and intuitive crafting system that is tinker-friendly, and a constant feeling of dread when the walkers come around is what makes this game stand out. Thumbs up for this one!
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Recently Posted
Stanley
0.5 hrs
Early Access Review
Posted: September 27
DO NOT BUY!!! been in early access for years now. Wait for actual release which probably is in the next decade.
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Silthanos
64.5 hrs
Early Access Review
Posted: September 26
First off, I love this game and I hope that when/if it eventually released it will be even better (enough to make me play countless more hours)

But I can not recommend anyone give their money for this.

The development team is slow and unprofessional to a rather impressive level, it's been several months since certain features (new animations, metalworking, etc.) were announced and since then nearly ever weekly update has been something to the extent of "We're almost done, just some fine-tuning left." And that's when the development isn't halted for the week due to a convention or personal breaks. And this has been the same story for most of their "work."

In comparison Dwarf Fortress, a game with *vastly* more complexity than this and made by just two guys being completely free and funded by donations, has content updates at least as often and at least one post a week regarding progress. I've personally dealt with game development so I understand the sheer effort required to do anything but their rate is just pitiful, I alone could have managed the changes they announced in the time it is apparently taking them to "finish." And this isn't to mention the usual unprofessional attitude that is all too common when dealing with Early Access developers.
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CrazyUriah (TEAM KYS)
21.4 hrs
Early Access Review
Posted: September 26
"♥♥♥♥ ♥♥♥♥♥" ahhh. The simple words of a Russian. Except, here, there is no Russian. Rushin is your worst enemy while patience is your best friend. Really. Crank that volume up or you will be ♥♥♥♥ed on so many levels. Example? I opened a door. Without my headphones on. There was a horde of 53 zombies outside. In 6 seconds, it went up to 129 because I shot my gun. Then it kept goin up. They break in. I'm hiding in a damn closet, knees weak, arms are heavy. There's vomit on my vest already, my spaghetti. Then the whole crowd starts bangin on the door, and I'm sitting in the corner, twidiling my thumbs, drinking my good old bleach that I always carry just for this situation. They break in and what was left of my corpse when I got back was a bite, stcratched, bleeding piece of garbage. Also the empty bleach bottle. Did I mention bleach?
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BioRadical
120.5 hrs
Early Access Review
Posted: September 25
I absolutely, positively, LOVE this game... once I mod the hell out of it.

The development team hasn't delivered any significant updates in so long, I'll probably die of old age before NPCs are even introduced in beta.

Hell, they'd make more progress if they just paid the more popular modders to include their content in the main game. If they adopted this model early on, we'd probably have a finished game a year ago.
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ىħąℛ∂ Hąℙħąℤąℛ∂
4.3 hrs
Early Access Review
Posted: September 25
This game has almost everything you could want, pretense on "almost".

No working mod nor does the core material contain any revolvers. And every other "3, 4 if counting the sawn of varient of the shotgun, weapons with a few mods for each.

Don't like useing rifles, shotguns are legit, pistols really take the grind. Game needs a revolver. Nuff said.
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FatToni665
38.4 hrs
Early Access Review
Posted: September 25
I love it and writing that made me break my leg.

8/10
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MajulaOolongGato
3.6 hrs
Early Access Review
Posted: September 25
Update in 2018 confirmed. You'll actually get a beard which grows longer and longer between updates. Eventually you'll be able to grow your beard long enough to hang yourself. Then you can play as a zombie! In real life!
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Vhore
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.
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DeadlyDanDaMan
225.9 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...
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