Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, a massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die?
User reviews: Very Positive (8,389 reviews)
Release Date: Nov 8, 2013

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Early Access Game

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

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

What the developers have to say:

Why Early Access?

“Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, we've had our ups and downs, but find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access. We have a demo too, if you'd like to give the game a try. Please be aware there may be a few compatibility glitches, but these can always be resolved by either turning off the Steam overlay for the game, or turning off 3D models on older cards.

How often do we update the community?

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

How often do we update?

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

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

We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point we have had recently discovered the first known 1000+ hour player - There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency.

Development Costs

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

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

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

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

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

What if PZ stopped making any money tomorrow?

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

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

Details of major milestones can be found below.

What is required for 1.0?

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

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

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

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

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

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

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

We’ve been aiming for these to be completed by the end of the year, but as it seems the end of the year is looming toward us like an unstoppable army of the undead, it seems more likely it will fall into Q1 next year. However, this too is not set in stone. We tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right.

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

What about after 1.0?

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

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

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

Approximately how long will this game be in Early Access?

“See above!”

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

“See above!”

What is the current state of the Early Access version?

“See above!”

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

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

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

“See above!”
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Recommended By Curators

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

Recent updates View all (66)

May 25

The Darling IWBUMS of May



Short, sharp Mondoid this week because, yes, Build 32 is now in public IWBUMS testing. If you’re not aware of this process then check out this thread, agree to the consequences and start downloading. Report the bugs you find on the bugtracker here, and gameplay feedback and balance below this lovely changelist post.  We’d especially like to hear your thoughts on tweaking the new challenges towards maximum fun.

Included in Build 32 are the new tutorial, two new challenges, EP’s new zombie management system and RJ’s new professions, generators and trap/bomb crafting. In fact, we gave the keys of the build to youtuber ManBearPig and he recorded the following rundown.
 


Finally, MP players who are looking for more ways to deal with griefing might also be interested in reading about RJ’s new (optional) "claim safehouse" server option that’s also a part of Build 32.

Enjoy!

18 comments Read more

May 18

Bring Out Your Zed


 
Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!

Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.


New Zombie Respawn and Management system
Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.

“This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”



“The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.

“Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”

“Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”


You Have One Day Challenge
A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.

The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.


 
The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…


Death by Mall
The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)
 


Other Stuff
There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.

We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!

Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!
 

Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 

35 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 – your continued survival relies on your own cunning, luck and ability to evade a relentless horde.

Current Features


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

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

    planned Features:


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

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

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

System Requirements

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

      Radeon 4xxx series (or below) graphics cards and Windows 8 may have issues. Please make sure to try the demo before purchasing!

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

    • OS: OS X Snow Leopard 10.6.3, or later.
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
Helpful customer reviews
76 of 81 people (94%) found this review helpful
1 person found this review funny
63.4 hrs on record
Posted: May 5
Early Access Review
After almost two and-a-half days of my life invested into playing this game, and it now being one of my favourite games of all time, I feel it was only fair that I spent a little time writing a proper review for it. So, here goes.

This game, is actually the greatest of the great, to say the least, in the whole 'Zombie Sandbox-Survival' and now 'PVP/PVE Multiplayer Survival' genres.

The gameplay, to begin with is intense, fast-paced and complex to the greatest extent of these phrases I use to begin to even attempt to describe my feelings. The Indie-Stone, a small, multicultural dev-team have now spent day-in, day-out on this... Masterpiece, the first word to come to mind, since 2013. And boy, has it come far.
Each patch, brings more and more depth and accompanying excitement, time and time again. And with the full-release 1.0 Update on the horizon, being in full manufacture by the small, yet just so detrimental and capable Indie-Stone most likely at this very moment.

I am excited, to say the least. Off-topic, but back on track - Gameplay.

This isn't just your run-of-the-mill, chop-zombies-heads-off kind of game - Deep systems of mechanics, player development through skill points and experience, micro-management to the extent that we're keeping our own little person alive, in the same ways we keep ourselves alive today.
You will need to deal with fatigue, sickness, poisoning, infection, dehydration, malnutrition, exertion, broken bones, burns and our favourite; boredom. All fueled by decline in living standards accompanied by surviving successfully - Or in most cases, unsuccessfully, in a Zombie-Infested Knox County, Kentucky.

- Combat is superb, with all the basic stuff; damage increase with skill levels, defense increase with skill levels. But then you throw in the fact that an average fire-axe used by Fire Departments in the United States weighs up to ten pounds, and your character only got five hours sleep because he got home from that loot run the night before far too late, you're gonna have a bad time - Damage decrease with exertion, damage decrease with ill-effects on the body, damage decrease if you just jumped from a second-story window to escape near-death.

- Mechanics and Micro-management, eat, drink, farm, rest, stockpile, make a run to town, get scratched on your left arm trying to face one-too-many zombies with only a spoon for a means of self-defense, run home, open your first aid kit, tip everything out, clean your wound with whiskey, stitch the wound, disinfect a bandage with the same bottle of whiskey, apply the bandage, take some freakin' pain killers like Max Payne, sleep it off, bandage is dirty when you wake up, repeat steps 700-9,000,000. This game, will make you stress, more than you do, in real life - Especially if you are running a 5 month character, and your character is a hypochondriac. (One of the many customizable traits offered to you upon creating a character.)
Farming is a huge thing, especially late game, depending on the fruit/vegetable you are growing, your harvest can take weeks of careful nurturing before you are able to reap your 230 Fresh Potatoes, and not be able to eat them, tortured by the fact you have to watch them go rotten, because you were simply unable to eat them all before the lack of refrigeration got to them. (Which may not be a problem, as alternate means of electricity generation are speculated/planned for the game's future! But that doesn't mean everyone will be able to wrap their thick mind around operating a 2,200-Watt Ryobi Generator! Professions, in their linear current state, are planned for a huge overhaul, in which certain lines of work, will restrict certain commodities to a particular person with the appropriate experience.)

This is enough for now I feel, I've spent about twenty minutes typing this, sharing my opinions and what-not.
If I think of anything else to add, I'll be sure to edit this and make additions where appropriate, setting aside this is already a massive wall of blabbering text to begin with.

Saying that I 'recommend' this game, is an understatement, in all honesty.
If there was a way to donate, without purchasing the game over and over, I probably would have by now. There just isn't any words that begin to describe how exceptional Project Zomboid is, nor are there ways I can begin to thank the Indie-Stone for providing me with *days* of entertainment, at such a low cost, and with such an up-to-date forum and blog, providing your weekly Mondoids every Tuesday (Monday for America, I'm an Australian :P ) , there are no words other than : "You are one of the most amazing Development Teams to ever exist in the Indie Game content-base, and this is one of the greatest games ever created to date."

Well done.
Was this review helpful? Yes No Funny
101 of 140 people (72%) found this review helpful
18 people found this review funny
20.5 hrs on record
Posted: May 9
Early Access Review
-Playing with black friend
-we were trying for a long time to finde each other
-he dies
-i find his body
-decides to loot it
-finds 2 watermelons

Best game 10/10
Was this review helpful? Yes No Funny
20 of 21 people (95%) found this review helpful
129.4 hrs on record
Posted: May 10
Early Access Review
When somebody sees this game, they might think it's just another early access zombie survival game, most of which being awful. However, this game is not another game where you play as "the Rambo of the apocalypse," shooting every zombie in sight, crafting better and better weapons. Instead, you play as the average Joe, who somehow managed to not become one of the hundereds of zombies occupying Knox County. Instead of having some crafting table where you can build a castle right off the bat, you need to find everything needed to build the walls just to protect your garden. The loot system works pretty well, you find stuff where you would normally find it. Houses have average loot, including food, bats, golf clubs, and the occasional gun or case of bullets. Warehouses will generally have crafting supplies, police stations will have guns and ammo, and so on. You will find the occasional out-of-place item, like a gun or bullets in the elementary school. You need to debate doing anything in the game, since one slip-up could spell certain death. There have been way too many times where I decide to go loot a building by the highway and am ingulfed in zombies. The dev team, The Indie Stone have done a superb job at creating this game, and every update makes the game much more fun, realistic, and, of course, difficult. You will not find a better zombie survival game out there, and I more than reccomend it.
Was this review helpful? Yes No Funny
18 of 20 people (90%) found this review helpful
3 people found this review funny
42.3 hrs on record
Posted: May 17
Early Access Review
This game is awesome I play it (locally) with my gf and my son also likes playing
although he is 9 and spends most of his type shooting at zombies (an missing)
then getting swarmed while shouting "Dad help me, stop laughing its not funny
I am going to die" as they maul him, each time this happens we re-spawn him and add
a number to his name, so all say high to Daniel 34 and please take a minute to
remember the 33 Daniels that came before him.

-Plus it is one of the few split screen games on steam that is worth playing in my opinion.

-Regular (every Monday) updates or news of upcoming updates

9/10 great game if you like survival or zombie games this is for you.
Was this review helpful? Yes No Funny
37 of 61 people (61%) found this review helpful
4 people found this review funny
24.9 hrs on record
Posted: May 9
Early Access Review
>5 Friends scattered through out map.
>2 meet up
>other 2 meet up
>I'm all alone
>scared
>Find 2 friends
>YAY.jpg
>meet up with other 2
>all hunky dory ;)
>running to Sunstar Hotel
>Friend takes off clothes
>HEY OVER HERE! x7
>mass of zombies run at us
>fuq.exe
>1 dead
>3 of us excomunicate naked friend
>hide in hotel room
>cozy
...
>Naked friend finds us and brings the undead
>Launch-Mass Zombie orgy
>3 dead/ 2 left
>Scared $h!tless
>Night time
>running with friend
>meet with 200 zambies
>bleed to death
>last friend is surrounded

17/10 will cri again :'(
Was this review helpful? Yes No Funny
9 of 10 people (90%) found this review helpful
1 person found this review funny
183.2 hrs on record
Posted: May 9
Early Access Review
I've owned this game for quite some time and am only now really getting in to it. When I first played this game I was getting killed just about every day and thought 'meh'. I started again recently and instead of playing 'gung ho' style(sing it with me) I have been taking my time, reading tutorials, tips and crafting guides when I get stuck.
I've tried Survival and Sandbox and much prefer the sandbox version of the game(I don't die as quickly). The thing I love about this game? If I die my body becomes a zombie, I then can create a new character and can go and kill that zombie and get all my stuff back. Any structure I created is there for that new character, hell even down to keeping a journal, die, pick up the old journal and continue the journal as a new character has some weird satisfaction.
This game is not for the 'half an hour at a time player', not to say you cant play that way, but it's best played if you have about 3 hours or more to spend at a time.
The map is large, I didn't realize just how large this map was till running from point A to B trying to find the user created maps I added.
Graphics are not what this games about but they do the job.
Customization before a sandbox game begins gives you just about everything you could think of to tweak it to your own liking.

I have left 7DTD to play this game, and I absolutely believed that it couldn't get better than 7DTD, time will tell!
Was this review helpful? Yes No Funny
7 of 8 people (88%) found this review helpful
162.9 hrs on record
Posted: May 22
Early Access Review
The Sims meets the end of the world - simply put! - This game has the most hours played in all my steam collection (with the possible except of DayZ where i have spent DAYS running from town to town) - If you love zombies this game is the best one on steam - First off Its indie developers are a lovely bunch of people who care passionately about their game, Modders have been taken into the fold - Don't let the early access put you off - its got one of the best communities of any game ever!

Day 1 you start in a random location with nothing - and basically you have to survive, you won't though, no matter how good you are - eventually you will die - if its from rotten food, a small cut climbing through a broken window - or a helicopter flying over and bringing the zombie hoard to your door - you WILL die.

The tension in the game is incredible, looking at the graphics you won't believe how invested you can get in your base/Equipment/character but you do - The tension when you're scouting a house and a zombie comes at you from nowhere and you have to beat him down with a frying pan - its just so intense!

I have nearly 200 hours in this game, and it cost me less than £10 - I have converted about 5 people to the game, bought it for 3 other people WITH MY OWN MONEY because i would like to support the development.

With NPCs coming - All new animations and running system (which looks amazing) - Split screen Co-op - Multiplayer this game is going from strength to strength - My go to survival game, and the most fun you can have with your shirt off!
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8 of 11 people (73%) found this review helpful
169.1 hrs on record
Posted: May 1
Early Access Review
I dont do reviews. But this game has to be one of the best games i have ever played. I would highly recomend it to any fan of the Zombie Genre.
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5 of 6 people (83%) found this review helpful
172.1 hrs on record
Posted: May 13
Early Access Review
Excellent game with tons of replayability. 10/10

It has a bit of a learning curve, but after your first few deaths you should be able to make it to about 2 weeks of survival and grow from there. Once you learn how to survive you will feel pretty devastated when you inevitably die due to the amount of time and care that is invested in your character.

NPCs are planned to be released in the future and that will really bring the game together.

The Dev Team is the best I've had experience with. They are very active on their forums at theindiestone.com and interact with the members there. More importantly they listen to what the community has to say and make adjustments to the game based off that.
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6 of 8 people (75%) found this review helpful
12.4 hrs on record
Posted: May 18
Early Access Review
I got into playing this game because my dad did, and when ever he would talk about it i thought that "man that game sounds bad, how could my dad possibly play it all day, every day?" Finally I grew a pair and watched my dad play Project Zomboid. I got hooked and I asked my dad "yo dad can I play with you?" and he said "HELLS YEAH!" and It took me a few minutes to get used to the controles and I was hooked. I wanted the game my self, But I have absolutely no money so my dad did this amazing thing that lets me play his version of it on my computer and now almost like clockwork I get on Steam and play Project Zomboid right after i get done with my homework and after my cat nap. and i play it until it is time for me to go to bed. With only bathroom breaks and breaks for dinner or snacks.


I would highly recommend this game to anyone I mean ANYONE who like Sims, because it is basecly Sims but you have to survive, kill zombies (or walkers what ever you want to call the walking dead) and try to survive as long as you possibly can. There are lots of places to explore, they have Malls, 7-11 (but of cource they aren't called that in the game because thats copyright), houses (LOTS and LOTS of houses, you got two story houses one story houses also you have trailer parks ((Now you can call the zombies, trailer trash Zombies, they even act like trailer trash and are pains in the butt.))) The one thing you have to be careful about is the Alarms on the houses or stores because they sometimes attract a few zombies and sometimes they attract a whole hoard of zombies (It is really Freaking hard to kill zombies when you are surrounded and are trying to kill 30 of them because unlike trying to kill just 4 or 5 of them which you can just attack and run a few feet away and attack again, you cannot do that with 30 of them because they are all coming at you and if they bite you, you're dead because the bite could get infected if left unattended (the bad thing is that when you die and turn into a zombie you cannot play as the zombie.) another fun thing to do is to get drunk. (its as if you were to get drunk in real life, you cant walk straight. you have terrible aim, and any other thing that you know about getting drunk they got it (except the part where some people who get drunk can't shut up, your person doesn't say anything, Its like if you were to get your friend drunk and duck tape there mouth so they cant say anything.)


Before you even start the game you can pick traits that you would like to have (Good and Bad) a really good trait that I always get is Claustraphobic because it is amazing. If you want to kill zombies all the time I would recommend that you get thick skinned. You get to name your character and even get to sorta choose what he or she is wearing and pick a hair style that you like.


So if you want to play a game that is Like the Sims and you like killing zombies you need to get and play this game (because I know some of you will get the game and not play it ((it would be a Waist of a perfectly good game))
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3 of 4 people (75%) found this review helpful
4.6 hrs on record
Posted: May 1
Early Access Review
Worth! If you think you want it, you definitely should purchase it. It has come a long way since the early beta stages and it's really fun with friend.
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3 of 4 people (75%) found this review helpful
95.2 hrs on record
Posted: May 4
Early Access Review
Truly love this game, it will annoy you at times I am not going to lie but like every brilliant game you will play on and fall in love with it never the less. I would recommend it to anyone !!
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3 of 4 people (75%) found this review helpful
13.0 hrs on record
Posted: May 11
Early Access Review
This is an amazing game, very well made and realistic. Many zombie games lack the realizm of anxiety and sicknesses.
But, holy crap, this game is hard. Either that, or I'm just bad at it.
It also has a very ominous feeling to it that the music very much supports.

Creepy?
Yes.
Sad?
Yes.
Fun?
Ooooh yeah.
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3 of 4 people (75%) found this review helpful
1 person found this review funny
139.6 hrs on record
Posted: May 16
Early Access Review
I have been playing this game for a while, and it is awesome, here are some cool facts why you should buy this game.

1. Its pretty cheap for an open world zombie game.

2. its not as crap as those other early access zombie games.

3. it has a nice taste of pixels and textures.

4. it has a nice leveling up system.

5. not many bugs or glitches at all.

6. it has a nice weaponry system.

7. you can build huge bases and also forge weapons.

8. it has a nice health system.

9. very good A.I

10. very awesome inventory system.

11. very awesome looking guns and other weaponry.

12. very nicely detailed world.

13. very addictive.

14. fun to play with friends on the new multiplayer.

15. also there is a cool career system, with upgrades along with the jobs.

16. introduces to modding.

17. character customization.

18. AWESOME! sandbox mode.

19. it is a very good simulation of a zombie apocalypse.

20. and awesome sound and effects.

If you are a zombie game player this is the game for you not those other ♥♥♥♥♥♥ early access games, but this just, THIS, this is the one for you not some poorly made shitbox game like H1Z1 or DayZ , just this!
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3 of 4 people (75%) found this review helpful
68.0 hrs on record
Posted: May 22
Early Access Review
This game is one of the greatest games of all time. I love this game so much and I would not play anything zombie type game other than this game! 10/10!!!!
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4 of 6 people (67%) found this review helpful
2 people found this review funny
45.5 hrs on record
Posted: May 20
Early Access Review
-Destroyed Forest
-Re-enforced house
-Weather got chilly
-Put fireplace inside house
-Burned down house
-Cried
-First degree burns all over
-Zombies love cooked human brains

10/10 would burn house again
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1 of 1 people (100%) found this review helpful
45.7 hrs on record
Posted: May 8
Early Access Review
I loved this game. I haven't been in the mood for it lately but I have no major complaints at all. The devs keep up with it nicely, it has a nice flow and synergy. It's not over the top creepy for somebody like me. The graphics are a little underwhelming, I guess, but that's what attracted to me. I guess the only bad thing I can say about it is the game promises you'll die eventually- I didn't find that the case at least in multiplayer.
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1 of 1 people (100%) found this review helpful
21.8 hrs on record
Posted: May 25
Early Access Review
Awesome game played with friends. Find/make a server.
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1 of 1 people (100%) found this review helpful
15.2 hrs on record
Posted: May 25
Early Access Review
So far this game is worth the price and is tons of fun!

Never have I seen such a detailed game that focus so much on survival mechanics and a world that decays making it exponentially harder to survive for every day there pass. This is not a game where you win or reach a point where you survive, as the game says "This is how you die!".

If not for the graphics (which are good for this game when one weighs it out with the details on mechanics) one would have though it was themselves standing in the game.

I played many scary games, even though this is not a game of jumpscares. Those occasionally gunshots or ambience makes one hair rise!

As I had trouble with the game doing the current update, I contacted the support who were very helpful and kept calm and stayed awesome.

This game has everything that is nearly perfect, the patches are coming and the bugs are getting dealt with.

Is it worth the price?

HELL YES!!!!!!
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1 of 1 people (100%) found this review helpful
17.6 hrs on record
Posted: May 25
Early Access Review
I'd have to say that this is one of the best survival games I have ever played due to the amount of realism, detail, and overall gameplay, this isn't just another Early Access guys, it's a full working game that is complete art.
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