Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, a massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die?
User reviews:
Recent:
Very Positive (229 reviews) - 80% of the 229 user reviews in the last 30 days are positive.
Overall:
Very Positive (12,247 reviews) - 91% of the 12,247 user reviews for this game are positive.
Release Date: 8 Nov, 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 http://www.numbeo.com/ for the Indie Stone offices, along with each developer's location to give you an idea of relative studio costs. It's become clear to us recently how significantly this factors into Early Access games chance of continuing development and we hope others will follow suit in divulging this information.

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

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

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

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

What if PZ stopped making any money tomorrow?

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

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

Approximately how long will this game be in Early Access?

“See above!”

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

“See above!”

What is the current state of the Early Access version?

“See above!”

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

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

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

“See above!”
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Recent updates View all (130)

8 August

Protect the Spiff




Hey all, let’s get down to Mondoidin’

IWBUMS 35

The public IWBUMS beta test for the first Build 35 features remains going, with RJ pushingversions 35.4 to 35.6 over the past week. We’ve forced the nutrition system to ‘on’ and also upped the rate of sleep disturbances for extra feedback, in amongst the fixes and smoothening. There are also new skill books, metalwork recipes, sounds and an experimental link-up between carrying a watch and the UI digital clock.

RJ will still be adding to the build and balancing away (the various different wall strengths need some attention) but will also be turning his attention, alongside Writer Will, to add a Rimworld-style ‘Show info’ option (as suggested in this forum thread) for useful in-game objects so that new and existing players can be sure they’re aware of all relevant actions open to them, and the dangers associated.


ANIMS UPDATE

Progress has been good on the animation system front, but super-irritatingly the lady survivors and lady zed meshes and clothing that were exported and deposited in the central development strongbox have snagged an issue – and will likely need a re-export to ensure they don’t look like nightmare fuel.

This isn’t a blocker to getting it all sorted, we’ll still be working on other necessary parts of the anims system, but it’ll likely be a massive ballache for poor old Martin the Animator to go through it all manually re-exporting it all. Sorry Martin, but your pain is for a greater good. :’(


MAP UPDATE

Mash continues with her work on the new residential area that’ll be found to the South of Muldraugh. When pressured for something visual to entice survivors she proffered this image of a local community centre, where you can see the upper floor of a library with study rooms, a gym, kiddie area and whatnot.




TURBO STUFF

Turbo is ticking stuff off his entertainment/boredom system ‘to do’ list and has decided to use the opportunity to bring in a long-term computer-y side project into the game alongside the videotapes, books and CDs you’ll use to entertain yourself in long-term lonesome situations. He’s also got community translations running through the radio/TV system, which will be available as selectable toggles in the options UI alongside credits to the relevant translation teams.



Thanks all, we should have a more exciting blog for y’all next week. Have a good one.

This week’s featured image by Akhil of House Gabe. 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! Thx all.

32 comments Read more

1 August

Thirty fivin'




Something of an intermediary Mondoid this week, while RJ cranks out Build 35 features and fixes – while the wires of the new animation, clothing, model and combat systems we’ve developed are hooked up to the PZ mainframe.

BUILD 35 IWBUMS

The public IWBUMS test of some of Build 35’s features (reworked building, metal defences, big trees, nutrition, revamped sleeping system, night events etc) is ongoing and people seem to be liking it. We’ve now run through 35.1, 35.2 and 35.3 and recent changes include new skill books, clearer recipes, new sounds, object deconstruction balance, welding rods, sleep/pain balance and a bunch of other bug fixes.

We need especially need feedback on how the sleeping system and welding change/improve the feel of the gameplay, so if you’re taking the IWBUMS build for a spin then please deposit your thoughts in this thread. The bug tracker, meanwhile, lives here.


ANIMS BIT

As discussed last week, all the relevant tech and anims are now in our dev branch – and what’s going on behind the scenes is tying all together.

The ladies have been finished by Binky and have been passed over to Animator Martin to do the final stage of integrating the women, getting the clothing sized appropriately for them, making sure all the anims work okay with them etc. Here’s a WIP lady model vid, with a quick image for good measure. (Martin’s only received the female stuff today, so it’s all fairly rough at the present time.)



Meanwhile, Lemmy been working on the remainder of integrating the anims and clothing into the gameplay, making sure opening/climbing through windows works, getting the weapon models integrated with the inventory etc, and is currently working on getting the clothing items working with the inventory system. There’s still more to do but we’re getting there.

MAP WORK

We haven’t expanded the PZ map in a while, and with Louisville still a ways off we’re currently building a new residential area to the south for Build 35. We’ll leave the specifics as a surprise, but it’ll add an engaging new option to the usual WP/Muld spawn decision. While we’re back in the map, too, we’ll look at additions such as a body of water for Muld so ardent fishermen and fisherladies (for example) get more choice in their play area.

Till next week gang! Cheers for reading!

This week’s featured image by Большой Ник in Steamland. 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 directly to your mailbox. We also live on Twitter right here! Okay thanks bye!

48 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

Reviews

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

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

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

About This Game

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

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

Current Features


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

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

    Planned Features:


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

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

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

System Requirements

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

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

    • OS: Windows XP, Vista, 7
    • 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
Recent:
Very Positive (229 reviews)
Overall:
Very Positive (12,247 reviews)
Recently Posted
Duotome
( 4.2 hrs on record )
Early Access Review
Posted: 9 August
This is one of those early access games that got bogged down with the small things, which I check back in on occasionally to see if it has remembered the bigger picture. It doe not seem to have yet, though don't get me wrong since I feel as if I at one point got my value out of playing it. Progress in the game just feels as if it got slowed down reworking over and over systems that had already been completed. Then there is the issue I have that the game still shows a lot of art from when it used to be sprite based when it is now model based, which I think the most painful thing about that transition was how unappealing the user interface is now compared to the old one. If you really want to pick up this title, I would wait until it is out of devepoment because of how radically things can change from update to update.
Helpful? Yes No Funny
Quarts
( 15.9 hrs on record )
Early Access Review
Posted: 9 August
This is an interesting one. I got this game out of curiousity, despite not being to keen on zombies, and I had a lot of fun with it. Let me start by saying if you ARE a zombie fan, this is the DEFINITIVE zombie survival experience. Its got everything, getting bit, zombie hordes, barricading houses and scrounging for food, building up a fort, getting food poisoning, getting the flu, hell, you can even die of hypothermia in the winter.
The best part is the zombie costomization: for those of you who, like me, prefer sprinters, you can have sprinters. You can have zombies that rot, zombie juggernauts with rediculous health and damage, none-infectious zombies, horde zombies or loner zombies, hell, even blind zombies like the clickers from the Last of Us. Or... Deaf zombies with eagle-vision.
(If you do decide you want sprinters, decrease the spawn rate to 0.01 OR 0.05ish, and it will be balanced.)
Hell, a game without zombies is still fun. You can make the weather harsh and food scarce for a sort of post apocolyptic last man on earth sort of thing. With the promise of NPC survivors coming soon, you could also potentially have a Hunger Games esk man vs man survival thing without the zombies. And indeed, with zombies, there will be fully dynamic NPC survivors who, like you, are just trying to survive. (Though this feature has not yet been added and I dont recommend getting the game based on this as you never know what will happen, I have faith, the studio doesn't look like its going to abandon the game any time soon.
One of this games biggest pros is yoyr characters weakness. In this game, you dont play as a badass parkour master, or a machinegun totting zombie murderer, you just play as a typical guy (or girl) armed with nothing but your wits and a few perks. Guns are rare, and dont ensure survival at all when you have them, and you'll find yourself fighting off hunger and thirst, especially when the dynamic power and water goes down and refrigerator no longer work, making your character weak.
You'll stave off panic attacks by reading books or watching TV (keep the volume down, zombies are attracted to sound,) you can avoid urban areas and become a forest dweller where there are fewer zombies, (or not, you can change it in the sandbox mode), you can farm, build, cut down trees, etc.
The building system doesn't work like Minecraft, so dont worry. You can only carry a few logs at a time, adding just a little bit more to your defensive wall every day, this can take months.
Best of all - its permadeath. So, unlike other zombie games, there is a massive sense of tension. You never know if, when you wake up in the morning, it'll be your last.

Pros:
Excellent sense of danger and hopelessness: Your going to die eventually, everyone does. When you depart the safety of your mega fortress, complete with thirty defensive walls and barricades everywhere to scrounge for food in Muldrough, you feel a perfect sense of dread. All it takes is one screw up, and thats it, your trapped in the top floor of a house, with ahordes of zombies pouring in, bashing down the door, and you realize all that work - all those hours you put in - its all about to vanish. And thats... Perfect.

Great survival mechanics: The mechanics are not simplified into punching trees and placing blocks, like every other generic survival game these days. It is by far the most realistic survival game I have ever seen.

Costomization: You can costomize everything. You can have a game that starts off with next to no zombies, then has hundreds everywhere within a week, you can have everything overgrown and decaying, or prestine as though the zombies attacked just yesterday. I once played as the human Flash - my exp gains were multiplied by 999, allowing me to put so much xp into running speed that I broke and game and sprinted down roads at super speed. Or just play without zombies.

Sort of exploration: The map has plenty of interesting locations to creep through, especially in the bigger town of West Point. But the explorations strong point is the sense of danger, with zombies lurking in the bathrooms of houses, hordes waiting just outside the laundromat your picking clean for the slightest crack or bump, etc.

Realism: This game is hardcore. One of the best things about it though is that it kind of manages to be nood friendly at the same time. There are plenty of common sense things that the game has in it - if you play it thinking of what you would actually do in a zombie infested countryside, rather then thinking of how the mechanics work, you'll find the game works quite logically. Healthier foods, like fruit, sandwiches, water, etc. are more nutritious then just filling up on chocolate bars from the nearest corner store, sleeping in an open room with the doors locked and windows wide open will kill you really fast, and all it takes is one bad injury and your character will die of blood loss, an infection, etc.

Cons:
Repetitive: Even if you can make them your own special zombies, they are still the blind and deaf weakling super slow none-infectious shamblers the whole way through. It would be nice if we could have some other options then just zombies - kind of what I'm hoping the NPC update will do.

Weird, unfinished map: The map hurts my OCD. For some reason, it just sort of ends in place, turning into voide. The parts of the map that are concrete are fantastic, dont get me wrong, I jus think the game desperately needs a more solid barrier. Like a wall, a river, anything

Map too small: I know the team is small and its just an indie game, but I feel like this game desperately needs a bigger map. Actually, not really bigger, the size isn't the problem, just add more things along the country roads, more, smaller little neighborhoods out in the woods. The updates coming out may add Fort Knox and a new city area, which is good.

I got kind of bored with it: The sheer loneliness is good, in theory, but when all you've got to do day after day is scavange and run from zombies, it can kind of get boring.

OVERALL, the game has really good potential. I will be paying close attention - when the NPCs come out, the experienc eshould become far more varied, and with more map coming out and all that - I have incredibly high hopes. If your in to zombies, GET IT. If not, you may get bored with it, but its still worth a shot. 7.5 out of 10, I think.
Helpful? Yes No Funny
Neogodhobo
( 56.8 hrs on record )
Early Access Review
Posted: 9 August
Been in early access for 3 years now... I loved playing the game 3 years ago when they were NPC, but they removed them to better work on them... its been 3 years, and there is still no NPC.... I found the game boring without NPC.

The multiplayer is alright. Had lots of fun last time I tried it. We built a mega fortress in the far reaches of the woods and kept raiding town. I havent played in a while now. Im still waiting for NPC to make a comeback...

PS: Not that it matter that much, but I have more than 56 hours played, I use to play a lot before it came on Steam. When NPCs were there... I was a pro at this game...Now Im completely lost when I rarely open it to see what changed. Wich is a good thing. They work on it a lot. Just... no NPCs...
Helpful? Yes No Funny
UnDeRaTeD
( 54.7 hrs on record )
Early Access Review
Posted: 8 August
Silly title, amazing game. Gritty isometric surival like you've never seen it before. In spite of it's relatively simple graphics Project Zomboid manages to be one of the most compelling cooperative gaming experiences I have ever had. Try it with a friend, splitscreen... you will not regret it.
Helpful? Yes No Funny
Thomas
( 52.7 hrs on record )
Early Access Review
Posted: 8 August
BULID 35.6 IS THE MOST BUGGY THING IVE SEEN IN MY LIFE
Helpful? Yes No Funny
Lucifer
( 292.0 hrs on record )
Early Access Review
Posted: 8 August
Have you ever wanted to test your skills, your endurance, your cunning and your will in the Zombie Apocalypse? Have you ever wonder what you would do? Where you would set up base? How your current occupation would help or hinder your chances?

Project Zomboid lets you put all these things to the test and more. It is the closest thing to a real Zombie Apocalypse on the market. Don't let the cute little graphics fool you, underneath the isometric RPG styled look, lies a truely engaging, difficult and atmospheric survival simulation. With detailed skill sets to improve as you survive and complex crafting to help you survive, you must also battle the emotions of surviving. Struggle with Sadness, Boredom and Tiredness as you defend yourself against all odds.

For an early access game, no other offers more gameplay and replay value than Project Zomboid. And with a massive Mod community on its side, it ensures you make the Zombie Apocalypse everything you could want it to be.

There is no hope for survival... This IS how you died.
Helpful? Yes No Funny
Trance
( 118.1 hrs on record )
Early Access Review
Posted: 8 August
Probably the best indie-survival game in the world.
Helpful? Yes No Funny
clevezammit
( 168.4 hrs on record )
Early Access Review
Posted: 8 August
The best game ever.
Helpful? Yes No Funny
RomaN
( 91.0 hrs on record )
Early Access Review
Posted: 8 August
Outstanding sandbox survival game with great features and value for money despite still being in early access. Depending on how you customised your difficulty, this game is either extremely soul-crushing or otherwise a very long and tedious lesson in survival.

One great feature of this game is the fact that water and electricity will eventually shut off though the exact time and date is never accurately known. There is also a weather and seasonal system to keep you constantly thinking and planning ahead. This game also challenges you to micromanage many aspects of your character from hunger, thirst, sleep to their overall mood, boredom, panic level and body temperature.

There is also reasonable sized modding community to keep this game interesting.
Helpful? Yes No Funny
ninjakiller101
( 51.1 hrs on record )
Early Access Review
Posted: 7 August
When I bought this game 4 years ago, I wasn't expecting much. Maybe some fun here or there, and a good game to play for a hour or two each day. This was not what met me that day.

Instead, I couldn't put the game down. I put every free moment I had into this game, and I loved it. The Developers may have been quiet, but they were doing amazing things behind the scenes, and had made one of the best horror experiences in a game, for me, to date.

Ever since then, this game just kept getting better and better. Though the updates seem slow, The Indie Stone put out a new Build every 2 or so months, each with a new thing to enjoy. They take their time with each update, to make it the best it can possibly be. That's why this game is special to me. They built the best zombie game I've ever played, and they deserve every penny I spent on it, and more.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
217 of 315 people (69%) found this review helpful
21 people found this review funny
Not Recommended
219.2 hrs on record
Early Access Review
Posted: 17 July
Update: it appears i have angered the developers in the comment section.. oh well, at least we learned that you will be able to brush your teeth... Yayyyyy!!!!!

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.
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56 of 74 people (76%) found this review helpful
24 people found this review funny
Recommended
61.9 hrs on record
Early Access Review
Posted: 15 July
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?

10?

50?

100?

1,000?

I gues we'll see.
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39 of 51 people (76%) found this review helpful
33 people found this review funny
Recommended
50.2 hrs on record
Early Access Review
Posted: 13 July
>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
>Ohcrapdidileavetheovenon.jpeg
>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
>Tfw
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18 of 21 people (86%) found this review helpful
9 people found this review funny
Recommended
124.3 hrs on record
Early Access Review
Posted: 4 August
>Boarding up my house
>I've already successfully built a fence around my house and my friend's houses
>We live in a big town with a wall around it, everyone gets their own house
>In the middle is a bigger building
>Everyone goes to sleep one night after finishing up some upgrades to the farm
>Sleep suddenly ends when we hear our friend on discord start screaming
>Zombie bit him in his sleep, he forgot to board his house up
>Idiot starts shooting his gun as more pile inside
>We decide to leave him in his house, we board up his back door
>He can't escape, but at least the zombie breach is sealed
>Sorry, friend.
>Guy on watch tower starts yelling
>Hude horde approaches
>Last stand against 3,000 zombies as they slowly break down the walls
>Everyone huddles inside the middle building as they break in
>We run to the roof
>It's time to decide whether we want to try to fight, or kill ourselves
>Two people asked to be shot, one drank bleach, and one stayed and fought, and was soon eaten alive
>♥♥♥♥ing incredible.

This is actually a good game where you can be genuinely attatched to your character and their story as you make a futile attempt to survive. Has a lot of aspects that other zombie survival games lack, and it really makes the game feel all the more realistic despite the art style and top-down camera.

The devs actually keep this game up and running, and continuously fix problems. It hasn't been abandoned, and that's the best part of it- is that it has a long way to go, and it should be getting more attention. I recommend you get this game and play it alone at 3AM, you will be scared.

This is how you died.
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26 of 41 people (63%) found this review helpful
1 person found this review funny
Not Recommended
196.2 hrs on record
Early Access Review
Posted: 13 July
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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15 of 22 people (68%) found this review helpful
Not Recommended
13.6 hrs on record
Early Access Review
Posted: 1 August
I've owned the game for a few years now and haven't played it much. I bought the game when they had NPCs. Then they removed NPCs and decided to work on things to make it more "realistic." I feel as that the developers can't see the forest through the trees anymore. People have been clamoring for NPC's and the devs continue to work on other things which the majority of users don't care about.

Now they're looking at "caloric intake" as a factor to consider during the zombie apocalypse. Is it a good idea. Yes. But is it more important than what the majority of users want? No.

The devs were so focused on having a realistic "radio" system. They spent months working on radio broadcasts. Then they spend months working on radios for the player in multiplayer. They have to create walkie talkies. It's it a good idea. Yes. Should it take priority over what the majority of users want (NPCs). No.

The fanbase wanted cars. Developers don't think it's a priority. It was ignored. So modders created cars. The fan base wanted more firearms. Developers didn't thin it was a priority. It was ignored. So modders created firearms. I could go on and on about how the developers just ignore what the majority of the fans want.

Did I mention there is still no in game map available? No map of the area since the game was created. Some guy had to create a map of both play areas so you can have a vague idea of where you are. You have to alt tab to the map website and figure out where you are. Oh, it's realistic. But is it fun? Nope. If they wanted to be "realistic" they could allow GPS technology with google maps for the first few months of the zombie apocalypse and then have it shut off . . .

Also, the zomboid fanbase is rabid. You say anything against the developers they pounce on you like a bunch of . . . zombies. I'm sure I'll get a good amount of flame from the zomboid acolytes from my review as it is forbidden to be critical unless you are punished.

Other problems - my game is constantly stuck on "updating workshop content" in an endless loop. Uninstalled the game, deleted the folder. Verified game cache before I did this. Nothing works. By the way, the game is super boring without mods.

Now on the plus side -

The developers give weekly regular updates as to what is happening with the game. Not actual software updates. They just tell you what they are working on.

They are more active with their fans (i.e. they actually interact with them) more than the developers of the Fun Dumps, Seven Days to Payout game. And team zomboid releases more updates to the game than those knuckleheads, even though team zomboid has a development team which is only a fraction of the Fun Dumps.

The graphics are decent and proof of concept ideas are great. Looking forward to seeing them implementing the new running and side strafing system. The new 3d models will be good. But nothing has happened yet.

Multiplayer is okay fun. But it's ridiculous trying to find anyone. No way to find them with the games build in map. You have to say, "oh I'm near the quickie mart in muldrah." Which one? The partially burned out one. I don't know where that is. Well, good luck survivor. If you do know where it's you'll have to go on foot because you started on the other map.

So, as it is I wouldn't recommend the game in its' present state. They need to listen to their fans and include the NPCs. It's been years now developers. If you don't care about income then just keep going this route and doing your own thing. And probably a few things will happen. You'll close your doors because you can't support development on the game because nobody will buy it. Or another developer will make a similar game with the features the fans want.
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38 of 66 people (58%) found this review helpful
Not Recommended
549.6 hrs on record
Early Access Review
Posted: 1 August
A guy made a working vehicles mod. It took him about 3 months to do it alone. The Indiestone couldn't do it for 5 years.

You wanna run away with the money? Do it but don't bull**** people that you are actually working on updates.
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13 of 19 people (68%) found this review helpful
14 people found this review funny
Recommended
121.4 hrs on record
Early Access Review
Posted: 23 July
> 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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7 of 9 people (78%) found this review helpful
7 people found this review funny
Recommended
85.3 hrs on record
Early Access Review
Posted: 26 July
So I start off in a trailer.
Dont remember being here.
Dead hooker on the ground.
I loot her body get a handgun and ammo.
No cops only dead people. WTF!?
Zombie Mailman sees me and waves and wants to come over to talk.
I shoot him. ALOT but i cant shoot for ♥♥♥♥.
his zombie buddies follow the gun shots
I run back inside.
ZOMBIES EVERYWHERE.
Go to the bath room
loot the sink.
find bleach
Zombies break in
I drink bleach.
Then I die.
WOULD DRINK BLEACH AGAIN
10/10
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8 of 12 people (67%) found this review helpful
2 people found this review funny
Recommended
13.7 hrs on record
Early Access Review
Posted: 30 July
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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