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 (269 reviews) - 82% of the 269 user reviews in the last 30 days are positive.
Very Positive (12,194 reviews) - 91% of the 12,194 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 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 (128)

July 25


Build 35 IWBUMs has begun! To the uninitiated, the ‘I Will Back Up My Save’ is the PZ beta branch and details on how to access it can be found here.

You can also find a changelist here with the main additions to the build.

Whilst we’ve got some really cool stuff to release in today’s IWBUMs; the new welding system, multi-stage wall construction, dismantling furniture and other world tiles for materials, a new sleeping system, and realistic big trees in the wilderness being the headliners — this is not the complete feature set planned for build 35. Instead of holding it back until everything was in, we wanted to get some new stuff out there for people to play with, as we’re mindful that it’s been a while since our last build–however there is still plenty more to come, which will drop into the build in the subsequent bug fix builds, before it is promoted to the main branch and released to all.

The main big feature that will drop into the IWBUMs further along the way is obviously the animation and clothing overhaul, and while there are still a few things to finish off, we’ll likely hold back the IWBUMs until that is ready to drop into it. As such you should expect this particular IWBUMs to go on for some time, as the animation system will likely yield a whole bunch of bugs and compatibility issues that need to be resolved once it lands, and it will also likely play havoc with the game balance, which is something we certainly need our community to help us fix up.

Pretty much all the tech and anims are now in the game and we’re getting really close, but as mentioned above, there are still a few things that need to be completed before we could possibly release it in IWBUMs. Notable things are:

  • Females – We’re still in the process of running the ladies through the same model and texture revamp that allowed for the new clothing and overlay system you’ve seen in previous Mondoids. They are close but not quite done yet. Right now it’s a bit of a sausage fest and that will not do.
  • Dead bodies – at the moment, the dead bodies of zombies seen in previous videos are actually still 3D models lying stationary on the ground with collision disabled. Anyone who’s played PZ will know quite how many bodies can accumulate, and that this is not a great long-term situation for zombie carcasses and frame rates playing nice together. We will need to adapt the current build 34 system (effectively taking a photo snap of the 3D dead body and using that texture in future to represent the body from that point on), however due to the optimizations and improvements made and changes in the method of isometric drawing of 3D models there are a few hurdles we have to overcome to get this working with the animation build.
  • We need to make sure the entire game is playable with the new anims – Some things like climbing through windows, climbing over high fences, and a few other things need fixing up since they were broken by the bag system, model, and texture revamp. They won’t take long to fix, but we need to do a pass over the game and make sure there are no others that have cropped up that escaped our notice, and that all interactions the player can do work properly with the new animation system.
  • Balancing of the new combat, along with tying a few things into the existing zomboid damage and weapon / player stats system, tying the new sprint animations into sprint speed and a few other things of this ilk. A chunk of this may be something we can do during IWBUMs however, we’ll see how it goes but we want to make sure the first version plays okay.

The above tasks each shouldn’t take too long when taken in isolation, but still it’s not advisable anyone start pinning hopes on ‘tomorrow’ or ‘friday’, as issues could arise in the interim that delay a few days here and there, and it’s never certain what the future holds when trying to tie everything together into a complete system–especially when they are so fundamental and game-changing as the new animation system, with so many cogs from many people all need to work in unison. As usual, our ‘when it’s done’ philosophy reigns supreme, but rest assured we obviously want it out there ASAP, and are close enough to the finishing line to feel confident about it dropping into this IWBUMs.

Until the animation stuff drops in, we’re also going to refrain from producing and showing videos of the animation build, because there comes a point in the final stages of development where working toward getting a cool video out there for Mondoid detracts from work required to get the system finished off and releasable, and we’ve reached that point now where we need to just knuckle down and get the remaining stuff fixed and out there, a lot of it not very exciting but very necessary. Hopefully, there won’t be many Mondoids between now and then anyway, likely one, but it’s too early to know for sure either way.

To those that may be frustrated about certain specific features not getting talked about, we’ve got a very detailed plan underway behind the scenes that we simply don’t want to talk about too much until the build that lays the foundation for what comes next (the animation build) is out there in player’s hands. We’ve learned a lesson about talking about stuff too early in the past and feel very strongly that the best time to open up about them is when the animation stuff is out there and ticked off. Regardless we’ve been making a lot of internal plans how to approach all this stuff and feel it a good idea to gingerly point at them even though we’re not ready to start talking freely about the specifics.

Once this build has finally been released to everyone, we will be a lot more forthcoming with our future schedule that will see pretty much all the so far promised yet unreleased features begin to drop into subsequent builds. We have a 5 step road-map that will hopefully cover 5 consecutive builds all containing very exciting stuff (yes, this includes THAT feature too), and have had plenty of work being carried out on numerous of the big features going on in the background, that we’re holding close to our chests until the right time to start talking about it.

Each step of the 5 stage road-map, of which the animation build is the first fundamental stage, provides big and meaningful features while simultaneously laying the foundation for the next stage. Also each stage crucially allows us to release–in pieces that are easier to manage, test, bug fix, and polish–the huge pile of stuff we’ve been constructing in the shadows behind the scenes for a long time, yet have had some trouble connecting all the wires and circuit boards together into a working and releasable whole.

That’s as forthcoming we’re comfortable with right now, as we don’t want any hype trains leaving the station too long before their departure time–but to those who have been frustrated by the radio silence on certain things mentioned on our store page’s ‘planned features’, we want you know that we do have some very specific tracks laid out, and we’re really excited to start seeing this stuff fall into place.

In other news, we had an update from the awesome peoples at General Arcade the other day, letting us know that the first big step in the development of Zomboid Voice over IP system has been completed. They have managed to transmit voice communication over the zomboid server connection, with a good latency and quality reported. At the moment they are being transmitted to the server and mixed together into a single stream to be broadcast back, so going forward the work will be to allow for independent streams back and forth between clients, as well as work on further improving the voice quality, and ultimately in tying the voice communication into player proximity.

We’re super excited for the VOIP features, that will not only ease the requirement of coming to a complete stand-still amidst a horde of bitey undead to frantically type ‘HELP ME’, but we hope will also usher in a new age of online role-playing servers and open up more scope for multiplayer encounters.

This week’s featured image by Gilga Mesch out in the provinces of Gabenland. 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! Okay thanks bye!

68 comments Read more

July 18

Die in Style

Hey Mondoideers! (Yes, that’s Mondoid, not Monoid!)

One big factor we’re wanting to nail with the clothing update is variety and customization. With the new overlay system it allows us to do some funky stuff to vastly increase the variety in clothing with little cost.

Bear in mind that the logos shown are temporary and just present for a lowly art challenged programmer to test the system, and we’ll likely be getting less Spiffo / TIS / Romain-centric logos in the final version. Also some of the colours picked by the system are a little clashy at the moment as the system hasn’t had colour-complementary fashion sense programmed into its synapses.

With just a few templates at present that will no doubt expand before release, we can already composite them together in different combinations to allow for a multitude of designs and patterns for t-shirts, tracksuits, coats or any other item of clothing. Along with decal logos and the like, of which one thing we’d love to do is allow these textures to be transmitted to servers in multiplayer games, allowing players to take their own clothing designs with their characters to add some extra identity (and also give people some unique things to pick up off their dead corpses, as well as making their zombie selves more instantly identifiable in the event of them turning). However it’s unlikely that this feature would make it into the initial version since we already have plenty on our plate getting the new animation system and clothing update ready for launch.

Meanwhile, RJ has been finishing off the welding system within the metalworking overhaul, although the smelting aspect of the metalworking build is still getting a lot of discussion and it’s not clear if this particular aspect will make it into the next version, as the system is constantly under debate and scrutiny from the team to make sure we avoid the game becoming too unrealistic and ‘Minecrafty’–which was something a lot of our community were concerned about previously, and this is a concern we take seriously.

In addition to the welding, RJ has been working on new sleeping events and balances detailed in previous Mondoids, and it is now sat in closed testing alongside Tim and Mash’s awesome new jumbo trees and numerous other fixes and balances. Nutrition has also been changed a bit, specifically balancing to have a more linear progression of the weight gain/loss instead of steps depending on your weight trait (obese, skinny etc) which should help balance out the system to the point that it could be activated for Survival mode. We’re getting feedback from a few testers and fixing any of the more serious issues that crop up before it could potentially see the wider world outside in IWBUMs.

Once released to IWBUMs it will likely remain in there for a while until animation update is ready to join the features already there, or if it feels stable soon after we’ll push it out to everyone and start a new IWBUMs for the anims. Whichever comes first.

Elsewhere in Zomboidland, Turbo is working on a catch all system for handling multimedia recordings for stuff like hi-fis, videos, arcades, tape recorders and possibly computers. This will be able to tie into the overhaul he’s currently doing to the entertainment and boredom systems in the game, as well as giving us a lot of options to extend the lore in the game, and plenty of fun opportunities for players in multiplayer to leave or transmit looped recordings for others to find. This is something we hope to integrate into the VOIP system when that lands, but of course lots of consideration will be needed into how the data from this will be managed and how much of a strain this could pose to servers, so we’ll need to see where we stand on that when the time comes.

This week’s featured image by Легенда on that there Steam.
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! Okay thanks bye!

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

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

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

About This Game

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

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

Current Features

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

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

    Planned Features:

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

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

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

System Requirements

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

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

    • OS: Windows XP, Vista, 7
    • 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! Learn more
Very Positive (269 reviews)
Very Positive (12,194 reviews)
Recently Posted
( 5.8 hrs on record )
Early Access Review
Posted: July 30
This is a game that will never, and I mean never, get finished. And for that I can't help but lose all respect for both the developers and the game itself. I do not recommend this game.
Helpful? Yes No Funny
The Jits
( 30.7 hrs on record )
Early Access Review
Posted: July 30
If you're a fan of survival games, like Rust/DayZ or others, this game has a very similar feel but with a LOT more depth to the gameplay. The content is immense, you can pretty much build anything if you want to. Definitely more fun with a friend or two.

One thing that i really like about the game is the RPG'll level up different traits and when you die you lose them all. You'll get so attached to your character and try so hard to keep him or her alive, until you die and have to restart your traits all over again.

overall 10/10 and the community is great, devs are active and responsive.

If you're easily frustrated and don't care to learn a bit about the unique UI, you won't have much fun with this game. otherwise, give it a go!
Helpful? Yes No Funny
The Smoothest Criminal
( 37.4 hrs on record )
Early Access Review
Posted: July 30
feels good man
Helpful? Yes No Funny
( 1.1 hrs on record )
Early Access Review
Posted: July 30
Getting a blank screen on El Capitan on fresh install
Helpful? Yes No Funny
( 3.6 hrs on record )
Early Access Review
Posted: July 30
good game so far but can u make it that u dont have to right click to fight
Helpful? Yes No Funny
( 13.7 hrs on record )
Early Access Review
Posted: July 30
Congrats on making it into your fifth year as an early access alpha build zombie sims crafting sandbox simulator game! Now that you've successfully survived over 5 years in early access on Steam, what do you see as Project Zomboid's major accomplishments after the next five years of alpha builds?

To put it in a nutshell, what are the production goals for your next five year plan, Comrade?
Helpful? Yes No Funny
( 20.1 hrs on record )
Early Access Review
Posted: July 30
Project Zomboid is a top down open world survival game set in a post apocalyptic, zombie infested world where players are challenged to survive for as long as possible before inevitably dying. Project Zomboid is one of the most realistic undead survival games available considering the the graphic style. Overall You will play many hours to make agonising progress, fail almost constantly, and yet still dive straight back in for another go because it is so much fun to hurl yourself against the game's systems.
Helpful? Yes No Funny
( 23.4 hrs on record )
Early Access Review
Posted: July 30
great game couldnt praise it more just great just buy it now best zombie survival game
Helpful? Yes No Funny
( 3.7 hrs on record )
Early Access Review
Posted: July 29
Real fun game, lots of fun but not worth the full retail rice. The icon for the game is lame though
Helpful? Yes No Funny
( 12.8 hrs on record )
Early Access Review
Posted: July 29
Product received for free
I started playing the Alpha back around 2012, and even then it was incredibly fun.

Now with updated graphics, better mechanics, and smooth gameplay, this is one of the best Zombie Survival games I've ever played. With tons of options, choices, and survival techniques, this game is always adding more and better utilities.

I bought this off Desura originally, and the PZ support gave me a free copy on Steam since Desura shut down. Great community and great staff!

Highly recommend for any serious zombie survivalist!
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
119 of 173 people (69%) found this review helpful
12 people found this review funny
Not Recommended
219.2 hrs on record
Early Access Review
Posted: July 17
dont get me wrong i love this game.. well at least i did, here is why im starting to get annoyed.. having played this almost since the beggining of its gaming life i am finding its additions rather lacking... i jump on every 6 months hoping that NPCs would be introduced.. still not in the game? no worries i can wait, but at least bring back a random survivor, i miss kate so much... even if her dialogue ended after a few lines it still gave that sence that your finding resouces and needed to be brought back home... every house now is just a storage containment unit... but i can wait...

I jump on and see that there adding a food calories section.. ok im starting to worry, why in gods name in a zombie survival game must i worry about my calories? Food quality i understand but am i going to have to start washing hands before i eat? Am i going to start brushing my hair... ok.i get some like that nonsence... but the last straw is seeing i now have to wash my clothes due to blood splatter WTF... this is a zombie survival game and every passing day its just turning into the Sims.

If you havent played it yet, i strongly reccommend you do, but for those of us whom supported this game from the start its becoming a bit of a joke now. What exactly is your aim here lads? are you tring to create true Artificial intelligence before releasing NPCS, and thats what worries me the most, its almost like there vision is bigger than what it should be for this game. I honestly hope they succeed and i will change my downvote when the time comes, but this vote is just to show some displeasure at its direction. Come on guys i have faith in you, add a dog or cat that i can take home .. anything.

Remember the guy in the supermarket with a shotgun.. found a survivor, starts shooting at ya, you panic knowing he is just bringing the horde closer and closer, take him down, loot what you can, run to safety.. that was exciting.. washing my clothes isnt.
Was this review helpful? Yes No Funny
29 of 33 people (88%) found this review helpful
12 people found this review funny
54.7 hrs on record
Early Access Review
Posted: July 15
Yes, this is the hardest zombie survival game out there. No, there is no winning. You only win when you die. Were you expecting a "and he/she lived happily ever after"?

No, there isn't a vaccine or magic potion to heal a zombie bite. You ♥♥♥♥ed up, live with the consequences. Do you want your mama to kiss your boo boo as well?

Yeah, loud noises DO attract the zombies. If you fire a gun, prepare to fire at the entire towns population, because they heard it, and are coming for you.

Oh yes, electricity and water works for now... but if you somehow manage to miraculously survive after 2 months without becoming a human happy meal, that is all shut down now. You better have stockpiled on water. If you haven't, well... let's hope it rains?

Do you have windows in your home? Ahhhhhh, isn't the view great?

No. It ♥♥♥♥ing isn't. cover that ♥♥♥♥ up with sheets, unless you want corpses eating your corpse.

Like I was saying, you don't get a second chance. Sure, the dead are definitely pretty dumb. The only problem is that there are a lot of them. How many zombies would it take to take over your base?





I gues we'll see.
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29 of 33 people (88%) found this review helpful
24 people found this review funny
41.9 hrs on record
Early Access Review
Posted: July 13
>After a long day of successful looting, enter my house and start putting my new stuff away
>House is now packed to the brim with supplies, over 200 pounds of water, dozens of weapons, and food for months
>Proudly decide to have some porkchop dinner
>Realize I still have stuff in my pack I need to set down, go off to do it
>Decide to have an early night after all my hard work
>Sleep for 9 hours
>Hear an explosion
>Wake up to find my room, and the room where I store my gasoline untouched
>The rest of my house was torched, somehow I was still alive
>The only part that burned down was the half with the rest of my supplies
>2 weeks of ingame work down the drain, with the water and electricity shut off less than two weeks away
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12 of 15 people (80%) found this review helpful
245.9 hrs on record
Early Access Review
Posted: July 9
Project Zomboid, for me, is the indie survival game success story. In a genre crowded by cheap money grabs and abandoned failures, Project Zomboid has come through as one of my all time favourite games. The Dev's post a weekly blog listing updates in progress and other useful info and the modding community is very much alive. This game has an amazing visual style, a beautiful soundtrack and brilliant sounds. All combine to create a fantastic, immersive and downright depressing atmosphere. I'd say it's 100% worth your money, it's challenging yet fun and manages to really make you care for the little guy you've created who is eventually going to die here.
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7 of 9 people (78%) found this review helpful
193.4 hrs on record
Early Access Review
Posted: July 5
I think this is such an amazing game and I recommend it to others to get it and play. I don't know what is so good about it to make it so fun but mostly the sounds you hear are so convinsing and having a friend with you is cool or playing solo is cool aswell. Going around like you would in real life looking in houses building a base it's all just so outstanding I think you would really love this game.
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4 of 4 people (100%) found this review helpful
79.7 hrs on record
Early Access Review
Posted: July 21
Product received for free
This game is so painfully realistic that it completely immerses you, and just like real life it is really brutal.
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5 of 6 people (83%) found this review helpful
6 people found this review funny
109.0 hrs on record
Early Access Review
Posted: July 23
> Start up game
> Jump on a server with a friend
> Begin our epic journey
> Start raiding houses with friend
> get mad loot
> made a base in the bar
> friend goes on supplie run
> Friend runs back home yelling "Dude get a weapon now!"
> Run out side, see a congo line of zombies behind my friend
> Try to kill them all, they keep coming
> They force us back inside and began tearing the base up
> I have an idea! *Makes molotov cocktail
> Goes outside and throws it into the ocean of zombies
> Zombies catch on fire but don't die
> Now we have F***ing flaming zombies
> Zombies break in, set house on fire
> Me and my friend accept our fate.
> Both get eaten/burned alive

10/10 Would get killed by ocean of flaming zombies again.
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10 of 16 people (63%) found this review helpful
1 person found this review funny
Not Recommended
196.2 hrs on record
Early Access Review
Posted: July 13
As with many Early Access games, good concept. Single player is fun, but can get boring quickly depending on how you play. Most community servers require a multitude of mods- you won't see any populated public servers without them.

Easy co-op feature makes playing with friends easy. Scope creep has poisoned a once good outline of a game, with only negligible features being added. Development itself is some of the slowest I've seen, if it weren't for the weekly blogposts. (which are mostly filler, outside of the occasional excellent peek into game design and ""upcoming features™"" I'd suspect they'd have run with the money.

Unless you're some sort of hardcore zombie game aficionado, get it on sale or not at all.
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3 of 3 people (100%) found this review helpful
1 person found this review funny
24.2 hrs on record
Early Access Review
Posted: July 21
This game has so much to offer in the game industry. It has been a bit slow updating but thats what you would expect for such big updates. I have never lost intrest in the things you can do. SO MANY OPTIONS. Barraciade a house? NAW! Build yout OWN BASE. Kill that survivor on that server your playing? NAW! Befriend him and make a base TOGETHER! I cant stress it enough PLAY THIS GAME! And with the upcoming updates like 34 and 35 it looks like its going to be great. (Plus they have a cute mascott ;) )
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3 of 3 people (100%) found this review helpful
1 person found this review funny
13.7 hrs on record
Early Access Review
Posted: July 30
Congrats on making it into your fifth year as an early access alpha build zombie sims crafting sandbox simulator game! Now that you've successfully survived over 5 years in early access on Steam, what do you see as Project Zomboid's major accomplishments after the next five years of alpha builds?

To put it in a nutshell, what are the production goals for your next five year plan, Comrade?
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