Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, a massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die?
User reviews: Very Positive (9,003 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, and it’s been a rollercoaster, but find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.

How often do we update the community?

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

How often do we update?

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

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

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

Details of major milestones can be found below.

What is required for 1.0?

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

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

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

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

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

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

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

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

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

What about after 1.0?

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

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

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

Development Costs

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

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

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

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

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

What if PZ stopped making any money tomorrow?

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

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

Approximately how long will this game be in Early Access?

“See above!”

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

“See above!”

What is the current state of the Early Access version?

“See above!”

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

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

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

“See above!”
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Recent updates View all (72)

June 29

Build 32 Released!

That's right, it's on the official main branch now! Excite!

This Mondoid is a bit long for Steam, so check it out here!

The changelist for build 32 can be found here:

(We'll try and prepare a complete formatted changelist in next day or two)

If you have any problems with the new build, post up on our forums or our discussions hub here. The comments won't let us reply to you directly :)


40 comments Read more

June 22

A Nice Cup of Tea

One of the things we’re proudest of in Project Zomboid is the fact that survivors can wake up and brew a delicious and refreshing cup of tea so that they’re ready to face the world. And all the zombies.

What’s more, in the final updates to Build 32 we’re now introducing a crafting UI that will make the tea brewing process even more streamlined! [And of course all the carpentry, cooking,building, medical care, trap building and whatnot as well.]

Let’s underline first, however, that right now we’re putting in the final updates to the public test version of Build 32 before it goes fully live. At the time of writing we’re on Build 32.8, and as such the new crafting UI we discuss below is in the game and playable – now just waiting for your bug reports.

If you’d like to read up on all the changes and bug fixes then you can do so here. If you’d like to join in with IWBUMS testing then you can find all the details you need in this introductory thread. If you’d like to know more… read on!

The last hurrah of Build 32 is something that’s been sorely lacking in PZ for a very long time. Namely, a crafting UI and guide. It looks a little something like this, and has been created by our resident gallic superhero Romain ‘RJ’ Dron.

The new crafting window contains all the different recipes that your character knows. Some recipes will be known to your character from their pre-apocalypse life and perhaps career, while more advanced stuff (fishing, explosives, traps) can be learned in-game and added to the list.

The new system looks both at what’s in your own inventory AND what’s in arm’s reach of your character – so you can craft with items in cupboards or cumbersome items that you’ve left on the floor. You can even ‘favourite’ the recipes you love the most. Don’t believe us? We gave internal test code to lovely Tooks and he crafted the aforementioned refreshing cup of tea in the following video:

As you can see there’s now also a facility to make Evolved Recipes (say, a salad with lots of different foodstuffs in it), while it’s also important to note that the old crafting method is still in the game too.

First off many thanks to the whole community for the great feedback that has been provided on the new (and awesome) Zombie Management System. EasyPickins thinks he’s worked out the best spawn numbers and respawn settings for Survival to ensure you’re challenged to begin with and brought under threat later on, and would especially like to thank LeoIvanov and Svarog for their dedicated pursuit of .ini file edits and testing.

Ultimately the new system will also be customisable in-game, while you can also clearly expect zombie behaviour upgrades in future too. Another recent addition to zed habits in Build 32.7 was the reimplementation of zombie-grouping code, for example, which sees zombies gather around ‘leaders’ rather than bunch around random map locations. These leaders are then encouraged in the game code to stay away from each other, and as such the spawn should seem a lot more natural. Zombies will now also lunge through doors if they’re thumping them and the doors are either opened or destroyed.

Steam MP Integration work for Build 33 in the hands of those marvels at General Arcade, meanwhile, continues apace. We’ve had some builds in internal testing, which have had the kinks worked out and glaring bugs fixed – and will soon have release builds of all 32 and 64 bit native libraries for Windows, Mac, Linux in-hand. There’s still a few hazards to negotiate with Linux that need investigation, but otherwise it’s all going well.

These are the last significant tweaks and additions for Build 32, so you can expect a full public release relatively soon. We can only imagine that those who haven’t yet encountered the revamped zombie horde are in for quite a surprise when it descends upon them! More news on Build 33 and beyond next week!

Today’s Featured Image from Tombomcbombo, if indeed that is his real name, over on Steam. Do you dream of a world in which isometric zombie survival game news is emailed to you every Monday, come rain or shine? Friend, you already live in that world.

40 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.
  • 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]
  • 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.
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support

For more details on the game follow us on @theindiestone or visit

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

System Requirements

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

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

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

    • OS: OS X 10.7.3, or later. 
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Controllers currently unsupported in Mac
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
Helpful customer reviews
38 of 47 people (81%) found this review helpful
7 people found this review funny
40.9 hrs on record
Posted: June 15
Early Access Review
Amazing Game. You can play this for hours and hours. The game feels complete already. The amount of content is huge + multiplayer is fun.

As I was building a base a Russian dude asked nicely for a knife... so I gave it to him. He returned with a bowl of soup as a gift. I ate the soup fell sick and died. 10/10 Don't trust anyone.
Was this review helpful? Yes No Funny
32 of 41 people (78%) found this review helpful
2 people found this review funny
169.7 hrs on record
Posted: June 5
Early Access Review
I actually Live in Kentucky. :)

PZ doesn't kill you, bad decisions do. ;)


- The Map if HUGE, the devs are going to add Louisville(So I've heard) as well. The map itself already sports four small towns, two of which are like mini cities in game, they are so big. The other two are like small towns(Still pretty big) Tons of woodland, farmhouses, hunting cabins and lakehouses. Gunstores, clothestores, supermarkets, trailer parks, and the Dreaded "The Mall."

The Mall has every item you could possibly want, But don't go there.

Saying "The Mall" to a PZ player is like saying "Voldemort" to Harry Potter.
*Everybody Shudders* (o.o)
The map is so big, you will probably never explore all of it in a week. I still haven't done it with all the hours I clocked in, I've barely scratched the surface.
You are currently only allowed to spawn in places like West Point and Muldraugh (the two mini cities)
but there are two smaller towns as well. One being called "Dixie" and the other Bedford (I think)

- Realism (You will find no other game like this, it is incredibly challenging and makes you feel like you're actually surviving a zombie apocalypse.) The water and power gets shut off, Nature overgrowth after a period of time, roads crack, food rots, seasons change affecting survival dramatically. You could live off berries and trapping in the summer, but expect to survive solely on traps in the winter, as food is scarce.

- Zombies (Because who doesnt love getting eaten at 3AM when you peek out of your safehouse)

-Zombies beat down doors, smash windows and follow you out of two story windows, albeit jumping.
They Also Horde up, so dont be suprised. :P

- Survival (Build traps, farm, build rain collectors, build your own house, walls, fish, forage, etc.)

- Live practically anywhere (Its definately a game about decisions, tactics, and overall using your head. If you try to be A Rambo, you generally wind up dead within about 2 game days at the least (Standard Survival mode time, about 1 whole hour) Though I have been killed in just mere 16 in game hours. That being said, You can live anywhere you want, in any house, or just live in the woods.

-Ridiculously challenging (Expect 1 zombie to do nothing to a door, but set off a house alarm and fail to leave the house in time, massive hordes will be beating down the front door in 20 seconds or less. Its realism in the game also makes it incredibly difficult as one bite and you're done. Zombies are everywhere, and one jump from a window, one untreated wound, eating a rotten bird or rabbit or just dehydration and you're done.
Just like in real life, death is everywhere in this game; and it finds you eventually. It's not really combat based, the gameplay is more centered towards survival, so it makes you think.

-It has Several mini games about trying to defend a house with randomly spawned items from hordes that increase in number. Great for Ingame strategy practice.
Hide behind that Bar with your ol' Twelve gauge and make a final stand, or barricade the windows and doors and ready that kitchen knife.
There was also a mini game where you wake up drunk in a burning house, but that brings back bad memories. I don't like to talk about it. ._.

-Sandbox Mode, which is probably the most played game mode in PZ. Customise everything about your game, from Make zombies Sprinters (Like 28 Days later) or make them Shamblers like "Night of the living dead". You can customize their senses, i.e. how well they can smell fresh blood(Dont cut yourself on broken glass from those windows. :P), how well they detect sound, how well they can see...
You can increase the Zombie amount, Loot amount, season, time, The abundance of farming, foraging etc.
You can basically set the scenario how you want.
But Survival mode is the challenge, the default play of the game. Few make it past 3 months, even fewer live to see winter.
There are those who have survived over a Year in game, and they are what our little PZ community like to call "Gods" because if you bought the game an knew the situation we PZ players face, you too would call them "Gods" :P

-Weapons: Whether you like it or not, sooner or later, you're going to have to fight. How you do that depends on what you prefer in real life. If you wanna kick open your safehouse and send the Undead back to hell with your sawnoff shotgun that you made, Go for it.

If you don't like guns and don't like the thought of stabbing with a knife, then nothing says "I'm ♥♥♥♥♥♥" like flailing a claw hammer or some other blunt instrument in an attempt to fight the undead.

If you like Sticking to the shadows or Sniping from the rooftops with your hunting rifle, they got Sniper rifles with Scopes.

If you're passive aggressive they got pistols, meaning whilst you're trying to get out of that Gun store you're looting alive, you pop a couple zombies that are in your way and flee into the night with your 9mm as the Undead hordes chase after you.

Keep to the shadows and live a quiet life with just your Club or blade, or be a tactical warrior who always looks to weigh any situation to their advantage, even if that means a couple boxes of 00 buckshot. (But Nothing says I'm pro like wiping out an undead horde with a camp fire.) :3

-Guns: they got em. Shotguns, pistols and hunting rifles(Pretty accurate for Kentucky) with Customizations from long range scopes, ammo straps and using a Hacksaw to really polish your scattergun, if you know what I mean. ;)
Lasers for the pistols, red dot sights, etc.
Ammo is pretty abundant if you know where to look. There are places to find guns all over the map, and zombies tend to drop pistols and ammo often (With the Lucky trait)

-Fortify your base: Just like in real life, you can desperately kick in doors and make planks to barricade windows if you think that a zombie eating you alive whilst you sleep is gonna be a problem.
Though nothing will save you if a horde comes and you chose to live in a one story house. D:

-Jobs: Your character will be who you want them to be. If you choose the police officer as the job you had before the outbreak, then you will be calm in panicky situations and good with a gun.
Lots of Jobs to choose from though.

- The Devs themselves are really loving, down to earth folks and respond to their customers and even ask for suggestions to add to the game. (Sometimes they even add it if they think its a good Idea) Which makes them unique. :)

Of course I could go on and on (Which I already have done) :P But you get the idea.

Its a really good game in that spectrum it offers far more than I mentioned, and I know its in Early access, so it isn't complete.

I live in Kentucky as I have stated, and the biggest problem I have seen that take away from realism in this game (Since it is based in Muldraugh) is that Kentucky is like most other states, except the people here, almost everyone and their grandmother owns guns, and hunting equipment. It rarely snows, and the summer heat is extremely intense, and it barely ever rains.
They got the extremely rural part right though. :P

-It rains too often in game (Kentucky rarely gets rain, so our crops die alot. And the snow thing, we get a good snow about every 3 years, so ingame it should probably be rarer. It's usually just rainy and cold.)

-Hunting and kitchen knives are rare in game, but in reality, Kentuckians own more knives than baseball bats, and golf clubs.

-Guns are extremely Rare, in reality as I have stated, every other household has a Gun here. I would expect it to be different in Project Zomboid.

But that is pretty much it, those are personally my only problems with the game, which is the realism part. :) I know its work in progress, so please let the developers see this review by giving it a like or two.
Was this review helpful? Yes No Funny
16 of 20 people (80%) found this review helpful
1 person found this review funny
32.8 hrs on record
Posted: June 11
Early Access Review
As someone who spends way too much time thinking about what to do in the event of a zombie apocalypse, it is nice to find a game that can let me know I needn't worry so much because I will probably be dead within days.

Seriously it is the closest thing to a legit zombie apocalypse simulater I have ever found, and it is awesome!
Was this review helpful? Yes No Funny
17 of 23 people (74%) found this review helpful
1 person found this review funny
9.2 hrs on record
Posted: June 14
Early Access Review
You will die.
I like this game but i couldn't really get into it (This was before multplayer mind you)
i couldn't build because i didn't have the patience.
I couldn't really get invested.
i get on and notice that there is a multiplayer setting.
i figure "What the heck, i'll give it a shot"
This is the story
Of Andy Kirkman
(my characters name)
>Spawn in
>Another guy already? uh oh
>he's friendly
(Almost everyone on there is)
>We have our epic journey.
>meet another guy
>we lose him
>"wait, why are the stairs blocked"
(we were on the second floor)
>use sheets to make rope
>climb down
>My friend broke his leg
>i chose the nurse career eairlier, so i examine him
>Andy to the rescue
>I bandaged him, but i couldn't do anything about his leg
>we walk into a HUGE horde of Zombies
>Both being attacked
>i yell, "go, i got them!"
>he limps away to safety
>My last words are,

10/10, would sacrifice myself and get ripped to shreds for a stranger again.
I recommend this game.
Was this review helpful? Yes No Funny
9 of 10 people (90%) found this review helpful
4 people found this review funny
21.3 hrs on record
Posted: June 24
Early Access Review
Project Walking simulator: The Tale of Two Friends

Best experience! 10/10

First day: Betrayal
We found each other and started an epic journey to survive against the zambies. Both of us prepared with mighty golf clubs, 2x Orange Soda, a Can of Soup, and some Veggies. We went through the days as normal, exploring buildings, looting, killing zambies, and surviving. Things were easy until I was scratched by a zambie. I ever since I got scratched, I always felt tired, weak, and pain. Before I could realize it... I was infected. My best friend witnessed my transformation into a zambie. He screamed and shouted before proceeding to smash my zambie's face with a golf club.

Second Day: The Road
I re spawned. We spent about 30 minutes finding each other, until we finally were reunited. He handed me my stuff then we started walking down a road. I thought it would be fun to sing, "~Walking on the road! Walking down the road~~" We both sang this as we walked on the road. This kept going on and on for about 10 minutes before we questioned something, "This road sure is long... and there hasn't been any civilization at all...". But that didn't stop us from walking on the road. Our supplies were dwindling, but we kept walking the road. After an hour walking, we were down to our last orange soda, and we were also thirsty... But we pressed on. 1 hour later... The orange soda was gone, we had no food left, both on the verge of dehydration, and still walking on the road... 30 minutes later, the road had ended. There was nothing except for pitch black void. We were dead silent. My best friend pulled out a journal and wrote the whole experience down. He then screamed in fury and tore his clothes off and dropped everything on the ground and ran towards the forest. I did the same.

Legends tell a tale of 2 full grown men, naked, and insane wander the forest, in search of, "The Road".
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