Project Zomboid is an open-ended zombie-infested sandbox that asks one simple question – how will you die?
User reviews: Very Positive (6,264 reviews)
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, 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.

Here is a list of recent update dates. It should be noted that full releases often contain many more features than previous beta releases and for those looking for new content can often be considered distinct releases within themselves.

13th Oct - Build 29
22nd Sept - Build 29 (beta)
2nd Sept - Build 28
4th Aug - Build 28 (beta)
7th June - Build 27

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.

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.”

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 (40)

1 December

Turbo to the Finishing Line



Hello everyone. Quick and lazy Mondoid this week since we had video and release goodness last week. Sorry! We’re all hard at work trying to get build 30 up to scratch so it can be promoted from IWBUMS and rolled out to the masses. However there is some cool stuff to talk about.
 

IWBUMS – Build 30 hotfixes
EasyPickins and RJ have been busy fixing a whole host of issues that have been reported, and the build is shaping up quite nicely. There are still a few issues to iron out though but we hope to get the build ready to pump out to everyone soon!
 

Long Term 1.0 Goals
We’re starting to plan out our final march toward 1.0, which we’re hoping will be within the late first quarter of 2015, possibly creeping into Q2. However that’s not an ETA because you know what dark alleyways ETAs lead us down! But we’re going to start focusing on getting the bigger features in there, and bug fixes and some more modest additions, post 31 we need to try and focus our efforts on these bigger goals.

Here is a list of our priorities over the next few months, after we get build 31 and it’s Kill You Before The End Game evilness we detailed a while back, in the likely guestimate at when they will likely drop into the builds:

Stealth Gameplay – Creeping behind fences, peeking and shooting around corners, and all that good stuff. Will shake up the looting game significantly.

TV + Radio – Keep your character from the brink by watching kids shows on the telly, keep them informed by listening to the news on the radio, or maybe even learn a few cooking and crafting tips?

Vehicles – Finally make the long trip between West  Point and Muldraugh in comfort, mow down zombies en route. Siphon gas, and make sure you have a mechanic within your group!

NPCs – Finally. Yes they are being worked on. They are always being worked on. We know. We know!

UI Overhaul – The old UI has served us well, but we have many ideas to vastly improve the PZ game experience, as well as making joypad specific UIs to give joypad players and split-screeners a more comfortable and fluid gaming experience. We’re in talks with a certain company who made a phenomenal UI for another game, and are excited to think what they will be able to bring to ours.

…and of course the map completion, but it’s not clear at this stage if this will appear in stages throughout other things, or we’ll put it in all at once, so I struggle to figure out where to put it in the list above.

This may mean a slight reduction in frequency of builds after build 31, or it may mean that these builds are more bug fixy in nature and have more modest gameplay additions, along with intermittent huge game changing features. It’s all for the greater good though so we hope people understand we need to focus our efforts.

There are obviously many other things we want to do with the game, and as we’ve said before no one should panic that 1.0 means the end. As long as PZ makes enough money to keep the devs stocked up in fish pies (i.e. makes enough money to pay for development) we’ll try and keep the train going as long as possible.
…and while we’re at it…
 

T-T-T-Turbo
To help us in our efforts in marching toward the 1.0 line, we decided we may need some additional help. So why don’t y’all welcome TurboTuTone to the PZ dev team? I know we have! As his first tentative steps into the behemoth that is the PZ codebase, and tackling integrating Will’s extensive TV and Radio channels into the game. Hurrah! Welcome Turbo! <3

This week’s blog post image was sent in by Hunting Nate, aged 7 (not really aged 7 and we took it off the Steam community screenshots, he didn’t send it in, but whatever).

And once again, we remind you to keep your eyes locked onto the TIS twitter for build updates and testing news, and if you can’t then why not subscribe to our newsletter so that our lovely friend and sys-admin saviour Kirrus can shoot PZ info bullets directly into your inbox?

43 comments Read more

24 November

I-W-BUMS and I cannot lie



Hello, a short and sweet Mondoid this week – primarily due to the awesome contained within.
 
First off, you know Build 30? That awesome one with all the Medical advances, the Erosion integration and the cool split-screen bizness? Well it looks like this in a surprisingly well-produced, and consistently French, video as produced and directed by Romain – and aided and abetted by EP! [It’s all pretty cool, but make sure you check out the winterscape timelapse at 3:37]
 
https://www.youtube.com/watch?v=lsyuG7Wd7L4
 
Second off, do you fancy playing the build itself? Only we’ve just released it on our IWBUMS branch. You can read details on how to access it here, and report the bugs you find in our bug tracker here, and to read more about build 30 here is the complete changelist. This hasn’t been in internal testing too long (there WILL be weirdness that lies within) but we really need wider feedback on how the split-screen and improved controller support is working – and on any issues Erosion starts throwing at you as your game progresses.
 
Finally, what with yule-tide fast approaching the wonderful Connall is organising a Project Zomboid Community Secret Santa program that we heartily endorse. Check out his thread on the forums here, and get involved!
 
Finally, finally – we wish all our American players a healthy and happy Thanksgiving. (We’ve seen it in the films, and it looks great!)
 
That’s about it for this week. Keep your eyes locked onto the TIS twitter for build updates and testing news, and if you can’t then why not subscribe to our newsletter so that anything and everything exciting can be hand-delivered by an electric postman?

39 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.

    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
  • Game pad support
  • Local 4 player split-screen co-op

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
234 of 245 people (96%) found this review helpful
39.5 hrs on record
Posted: 8 October
Early Access Review
This is a text I sent to my wife: "I played Project Zomboid for seven hours last night. I killed eighty zombies, looted multiple residents and businesses, survived in the wild and constructed a safe house. AT the end I died because I put a tv dinner in the oven and went to sleep, I woke up to the house in flames and burned alive. I've decided this is the best life simulator I've ever played and proves I need a wife to survive." 10/10. Can't wait for more content.
Was this review helpful? Yes No
187 of 202 people (93%) found this review helpful
14.2 hrs on record
Posted: 26 October
Early Access Review
Project Zomboid
Field Rating Review
Graphics
7.5
Zomboid chose an art style and stuck with it, and it worked out great. Animations are fitting, and satisfying. Though there are still several glitches, I have no doubt they will be worked out and fixed.
Gameplay
8.5
A uniquely fun twist on the giant list of Zombie games, Project Zomboid actually brings back the feeling of surviving the zombie outbreak, not just simply gunning your way through it. Has a classic RPG skill picker, with several crafting elements. Brutally merciless, Zomboid doesn't want you to live to see the next morning. With a unique take on your characters field of view and LoS, Zomboid challenges you to stay alert and aware of everything going on around you. There are still several kinks they need to work out for combat and some actions, and it take a long, long time to level up your skills, but the updates steadily roll in and it gets better with each update!
Story
N/A
Not much of a story currently in the game, though there is one in the works.
Multiplayer
10
An absolute blast with your friends. Gather as many as you want, host your own server (or join an online one) and figure out how to survive together. Or watch as your ragtag group crumbles into some twisted Walking Dead equivalant society. Work together to build a fort and prepare to live as long as you can. Set out on expeditions into town to gather supplies, and watch in horror as your friend is mauled to death, and there's nothing you can do but run.
Replayability
10
You can keep coming back to Zomboid for more and more. Currently the end-game is a bit easy, but they are still pushing out plenty of updates for the game, and are working on making it even more difficult. An absolute blast to play over and over with your friends.
Overall
9/10
The most refreshing take on Zombies you will have yet. So many Zombie games anymore are simply shooters, and the survival element is lost. However, in Zomboid, every movement, and every moment, count. Didn't check that dark corner before you rummaged through the house? That zombie just jumped you and bit you, and now you might turn. Do you tell your group, or press on and hope it blows over? Made the mistake of running to fast? The zombies have heard you, and the horde is coming. It's not a matter of if you'll die, simply a matter of when. How quickly that happens is entirely up to you. A must buy for zombie-survival fanatics.

If you liked this review, feel free to check out my curator page:
The Tipster

You are also welcome to join our group and play/discuss games together, here: The Tipster
Was this review helpful? Yes No
98 of 107 people (92%) found this review helpful
30.1 hrs on record
Posted: 27 October
Early Access Review
0 minutes into game...
Creates character - Rick Astley
Status - unemployed
Traits:-
Unlucky -4
Clumsy -2
Extreme fitness +6
Trait balance = 0 (good to go!)

1 minute into game...
Searched fridge - grabbed food
Searched drawers - found spoon
Equiped spoon as primary weapon
Searched bedroom cupboards - found sweater
Wears sweater

2 minutes into game
Runs outside
Encounters many zombies
Scoops out zombie eyeball with spoon
Collects zombie eye
Ponders the point on collecting the zombie eye
Drops the zombie eye

3 minutes into the game
Zombie horde spotted
Zombie horde spot me too
I run
I run into a giant zombie horde
500 zombies chasing me
Attacks the nearest zombie with my spoon
Spoon breaks
Zombies give chase

5 minutes into game
Exhausted
Extreme panic
Feeling nautious
Too hot
Removes sweater
Cools down
Sees big house
Opens fridge - finds dead rat
Pops rat in oven
Switches oven on
Runs upstairs
Goes into bedroom
Checks cupboard
Finds plank
Finds nails
Baracades bedroom door
Pulls curtains down
Zombies bang head on door
Creates sheet rope from curtains

10 minutes into game
Smells burning
Flames coming through floor
Rapels out of window using sheet rope
Horde burns
I've won!

*BANG*
Contents of my head splatter against the burning house

Friday13thJasonVoorheesLOLLERSKATES shot me. "Rick Roll that M#£$*%&"£$£R!!!"

Absolutely love this game!!

Can't wait for local co-op, NPC's, missions and vehicles! Steady developers who actually concentrate on fixing the important stuff *cough* DayZ *cough*
Was this review helpful? Yes No
77 of 82 people (94%) found this review helpful
178.8 hrs on record
Posted: 9 November
Early Access Review
This is a very good game.

Pros:

Zombies don't 'spawn' in.
All the zombies in the town spawn at the start. Zombies can't spawn inside the safe area you set up. Realistic, and also an issue a lot of games get wrong. This also makes it technically possible to kill ALL the zombies in the game - good luck with that though.

The isometric style works well for the genre.
The more 'old school' method of graphics actually enhances gameplay - especially if you are playing on a lower spec PC. You can have hundreds of zombies comming at you - and its not going to crash or lag. This simply cannot be accomplished realistically and effectively in a full 3d first person high-red format.

You aren't a super man.
You can't carry 6000 cubic feet of dirt, or wood, or potato chips. You are forced to make realistic decisions as you would in a real zombie apocalypse. Simply running through and clicking a 'loot all' button is not how this game functions. Also, don't expect to jump 6 feet into the air, or run 35 miles per hour either. You also have realistic amounts of ammunition, which has weight - so even a well-off survivor isn't going to be spamming bullets.

When you die, you're dead - or undead.
Regardless of if you like this or not - you can't deny: Things just got real.

General Realism
Food can spoil. Planned sickness and and infection (non zombie) system with medical system to combat such issues. You can scavenge for food (bugs and berries). Fishing. Trapping. Hunting (Planned). Fatigue (Needs Tweaks). Mood system (Patrially implemented).

Good Community
Its in the early stages of developement - and it already has a modding community thats doing some pretty good work - in fact, the developers are aware of this and support this, even working with a modder to incorporate their mod into the base game. Indie developing at its finest.

Good Multiplayer
You can survive the end times with friends, or duke it out with them in the zombie apocolypse (Pvp needs tweaks, and those tweaks are planned)

Planned Singleplayer and multiplayer NPCs
High quality NPC's planned, with the same functionality and needs as players. They eat the same, they kill them same. etc.

Cons:
You cannot rotate the camera.
You cannot and you won't ever be able to. It doesn't break the game in any way, but its a drag, we just have to deal with it.

Needs more hotkey options.
Item binding buttons for switching to various items while still moving. Craft X options. Cook X options. (Upon release I'd like to play with a group, and it will just be easier for the guys cooking and whatnot.) Quality of life improvements mostly. There should be a hotkey to drop bags in a pinch if you need to abandon weight and run. There isn't

Would like to see some minor automation.
Ex. You can build using wood at your feet currently, but if its a space over, you have to move it, or hold it to use it - all entered as separate commands. I would like a 'use nearby' option to be toggleable, for example. If I tell a guy to build a wall, I would like for him to walk (or run if toggled) back and forth to the wood pile and wall and build the wall/ floor, etc. if its reasonably close. It should also be toggleable to prevent this if unwanted. I would also like to see this with the cook or craft X options. Streamlining repetitive menial tasks improves the experience.

Realism. and Lategame Tweaks.
The realism is good, but with realism comes even more expectations. I would like to see food preservation options. I would like to see societal rebuilding in the lategame (especially with NPCs) However due to the lategame currently being somewhat easy, I suggest that new challenges are thrown into the mix. Horde Migrations (Planned). Bandit/ Raider group - From another town? Vehicles and weapons to combat you with - that you can get if you win perhaps? Restore power (In minor ways). Restore running water (Partially). The idea is that eventually you must die, but farming made it possible to live indefinitely. I think surviving forever should be possible - but should be made difficult. Dudes attacking with machine guns and zombie hordes will always be a real threat.

Waiting.
Lots of planned features. Good features, but features that take time, and as the indie market and development process is a somewhat new phenomenon, and it goes against the modern world's fast-life culture, it can be difficult at times. Movable funiture, Portable Storage (Wheelie bins, Wheelbarrows), Vehicles. NPC's. NPC's. . . . . NPC's. All things we're waiting for.

Minor Concerns

Tweaks Needed
There are various things that don't quite work that well yet, and need to be solved, like sleep/no sleep options in multiplayer - as well as how some moodles function (moodles are buffs/debuffs/warnings that describe various status effects on your character) - but the game is early release, so it gets a pass on those things for the time being.

The map is huge, but there is no 'random' map - and your map options are limited.
The only map options are what region/town on the map in which you spawn. The base map is fantastic, and features a good mix of environments, and they do continually expand the map. (If map expansion continues - especially beyond release - then one map only will make a lot more sense and this will go into the 'pro' category - Especially if the map becomes ALL of kentucky like some rumors have suggested) [Even if its DLC, or if modders have to do this - DO IT. lol] - More maps are being made by modders as well.

Sandbox mode
You can tweak zombies to be whatever kind of lore you want - Fast, strong, mutant freaks - Slow, shambling, traditional corpses? - Its all up to you. Weather options. Utility shut down times. Day lengths in real time. Availibility of loot. Loot respawn options (mostly for servers).
However, since there is a 'survival mode' already, I would like to see sandbox expanded more. Maybe you DO want to be a crazy madman who can run faster, or maybe you want a headstart of skills, maybe you wan't skills to progress and train faster. Maybe you want to start with some sort of gear loadout. These things don't fit with the spirit of the game as much, but they should be options in the sandbox. This will appeal more to the 'hardcore' crowd by allowing them to test things in a sandbox environment (Like how fast am I with athletic and lvl 5 running?) - Or maybe you want to play where your guy is fast, AND the zombies are fast - like some sort of human enhancing drug worked on some like you, but causes ill effects in others - making them crazy I Am Legend monsters. It will also appeal to casual gamers by allowing them to nerf harder aspects of them game.
In short, Sandbox has a good amount of options, but I'd like to see more - primarily the ability to set starting trait and skill points. Sandbox is about freedom.
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401 of 563 people (71%) found this review helpful
2.8 hrs on record
Posted: 23 July
Early Access Review
Drank bleach, jumped out the window, got infected and suffocated my wife with a pillow. Then I started playing Project Zomboid, quite the game.
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48 of 52 people (92%) found this review helpful
14.7 hrs on record
Posted: 14 October
Early Access Review
So I bought this game when it was on sale and decided to write a review about it.
I need to say that the devs did a great job on PZ. This game is for people who really want to survive, not just to shoot some zombies in the head.

What I really like from this game:
- Survival is very hard
- Every thing you do has consequences
- It gets better every update
- You really need to take some time with what you do
- The world is very interactive
- Everything CAN go wrong

What I think that could have been better:
- More options in the sandbox mode, since it really just stays survival but easier or harder
- The multiplayer really still needs some work ( But they are working on it)

So if you like really hard survival games and realism, pick this game up
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44 of 49 people (90%) found this review helpful
14.4 hrs on record
Posted: 7 November
Early Access Review
Had a problem of inventory buttons disapeering and got loads of help from the developers and thats a sign of folks who care about their game and community.
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36 of 40 people (90%) found this review helpful
1,233.6 hrs on record
Posted: 16 September
Early Access Review
OK, review time.

Would I recommend this game? Absolutely. It's one hell of a fun game that just keeps getting better with each new build. It's not perfect, there are still a few rough edges, but the Devs are busting their butts to get everything working properly. 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.

There are some great elements of the game still being worked on (NPC's, Map Expansion) that will certainly alter the current games play style. No longer will we be "limited" to just raiding Muldraugh, West Point, or the "New(ish)" Mall area/recent expansion......which to be perfectly honest is quite a bit of looting to begin with. It honestly necessitates a new Safehouse/Fortress for each area as carrying all the stuff you find between forts would be kind of pointless...as the current map is that big....(map link) http://pzmap.crash-override.net/ and the planned additions of Louisville, Fort Knox and whatever lies in between them will make this a HUGE map.

My play style is a little Kamikaze(ish), i love to get a Nailed Baseball Bat or an Axe and take on a horde or two, just swinging away till either the zombies are dead, my weapon breaks, or i have to run and get bandaged up.....maybe have my character drink some bleach if the zombies made me bleed. Consequently, i rarely have a character last much beyond a month in the game. But that's the fun of the game, it lulls you into thinking that you are "Too Good" for the mere zombies to hurt....until they get you surrounded and you remember that you swore to yourself last time, that you would not let that happen again.

But don't take my word for it, try it out for yourself and see how well you do. Just remember the words on the screen at the beginning of the game "This is how you died"

EDIT on November 30, 2014

As i write this we have just had a recent hotfix of Build 30, which brought in a Medical Overhaul. I have fallen out of windows and broken feet and legs, requiring me to bandage and splint the injuries then just wait for it to heal. I have cut my hands climbing in thru broken windows, had to get some tweezers and pry out the lodged glass before bandaging, possibly having to stitch the wound. Been scratched and bitten by zombies, requiring me to disinfect, stitch/bandage the wound and hope i did not get infected.

Of course, before i can do any of this, i had to locate the needed medical equipment at various locations on the map. With the new overhaul, it's even possible to bleed out from a bad wound if i cannot locate some band aids, bandages, or even some sheets or clothing to rip up for use as a low grade bandage. One nice thing is the ability to clean a bandage for reuse.

I swear, every new build the Devs come up with just continues to draw you in and add more game immersion, and they have plans to "adjust" the game to make it harder for you to survive a lengthy amount of time.

The MP has continued to improve, with more and more Game Server companies starting to add PZ to their inventory. And i just realized i did not mention some of the other new things in the latest Build (30.3) We have more Sandbox options available when starting a new game, including adjusting how often Zombies respawn, whether or not you want random loot respawn and it's frequency.

OH yeah, the incredible Erosion mod has been integrated into the base game which literally is Mother Nature taking over the map...vines growing up buildings, cracks in pavement, trees losing their leaves as fall approaches then regrowing as spring comes, bushes and trees growing in places where we Humans would remove them, SNOW, and so much more that i just cannot think of right now.

OK, I don't want this to be a 10,000 word review so i'll stop here. but as before, if you would like to see some gameplay there are plety of videos on youtube from guys like MatthasGames and Eckyman. Or, check on Twitch or Hitbox and catch a live stream. Either way, I hope you enjoy what you see and you too join the Zomboid community.
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55 of 71 people (77%) found this review helpful
55.5 hrs on record
Posted: 4 October
Early Access Review
died due to overcooked meat after survived for 9 months

10/10
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30 of 32 people (94%) found this review helpful
25.8 hrs on record
Posted: 15 October
Early Access Review
This game interested me for a while before I finally bought it. I have to say it's well worth the 15 bucks I spent. The atmosphere is amazing. When I play I usually turn off all lights, and then use a headset for a full immersion experience. I love the fact that you make the story as you go along. I haven't played for very long, but with that said I will be playing this game a ton from here on out. In my last play through I lived 16 days. I found a huge warehouse surrounded by loads of zombies. I cleared them out for a full in game day. Finally when I was done I searched the warehouse. The power was off by this time in the game. I was stumbling around in the dark as I forgot my flashlight. I went to the 2nd floor trying to find a bed or couch to sleep as I was exausted. I thought I saw a door......well was no door was a railing. Fell to first floor and got stuck behind crates with a broken leg. Eventually I died as I couldn't move. I killed over 200 zombies, secured my safehouse area, gathered enough food and water to last me a month in game time, and the thing that kills me is that. This game is amazing! 10/10
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27 of 28 people (96%) found this review helpful
82.8 hrs on record
Posted: 3 October
Early Access Review
Do you like the anxious feeling of looting an abandoned home for supplies while the undead horde clambers in through the windows, hot on your heels?

Do you want to pray for rainfall on your wilting cabbage crops as you nurse your last can of baked beans before starvation sets in?

Do you sometimes wish you could wake in the middle of the night only to find your fort has been breached by zombies as you slept, and now they have every door and window surrounded?

Maybe you get your kicks running down empty streets, clutching your wounds and praying you didn't catch the virus from one bungled encounter.

If any of this is appealing then Project Zomboid is for you! Remember, you will all eventually die.
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67 of 96 people (70%) found this review helpful
7.9 hrs on record
Posted: 27 October
Early Access Review
I got to be a nearly naked black man trying to fight against the zombie hoards with naught but a spoon.

10/10
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58 of 83 people (70%) found this review helpful
2.0 hrs on record
Posted: 7 October
Early Access Review
Better than DayZ in my opinion.
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23 of 24 people (96%) found this review helpful
3.9 hrs on record
Posted: 14 October
Early Access Review
Okay this game is one of the best examples of how a indie-game company should make their games. there are so many reasons why this game is so fun.

It Truly captures the feeling how it would be out there if a zombie apacolypse ever broke out. The game doesnt even suggest survival. I't simply asks the question "how long can you survive?" This is one of those games that just seem impossible, but as you figure it out and you die and you die, you notice that each time you survive a little longer. you learn from the mistakes you make and the feeling you get from that is really rewarding.

As for the game machanics itself, when i was playing it I almost forgot it was still in Early Acces.

10/10
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22 of 24 people (92%) found this review helpful
81.5 hrs on record
Posted: 9 November
Early Access Review
Alright. First of all, I do not know why I am writing this. It won't probably get noticed, but if you are reading this, and are thinking of buying it, listen up.

Do you like left 4 dead? If you do, this game isn't similar to that, at all. This is a game where you create a story. Create a character and try your best to live his last days or weeks (or even months, if you're skilled enough). This is a game of patience. You have to slowly experience your character to his limits. You have to teach him how to fish. YOU have to teach him how to build a fort, and you have to teach him how to fight the greater evil.

Be careful though. This isn't a story about how you suddenly met 100 zombies and went full rambo on them and now you're the old man telling your grandkids these tales. It is a story, a tale on how you survived against the dozens of hordses what came around when the mankind fell. This game, THIS GAME is the one where you can prove your point with your friends in the argument of "Who is the one of us to die first?" or "Who will last longest?". This is the suitable game for that. They are even going to add advanced NPC's soon that are going to function just like a normal player. Spooky, aint it?

Now, back from the character. The music is extremely good. Let me give you an example of an interactive music demo from ingame music. Click on the link, and read the text and try to live the story. You don't have to listen to the whole song.

Imagine the violins playing when you've fought your last battle, and got bitten. You know you have a few hours left and decide to take your stuff and leave. You wander off to the city. The city is quiet, but suddenly zombies appear around every corner. You ready your shotgun.

Your panic increases when you put the bullets in the barrel and you become slower every second. You dropped a bullet accidentally out of panic. There's no time for more reloading. You equip your shotgun and stand still for a few seconds to aim correctly into the horde. A few zombies fall, but it doesn't hinder the movement of the undead. You take a few steps back and you fall. You get up as fast as you can. You can hear the zombies growling a hundred feet away.

You arrive home. Your last moments are near. You open the drawer and find a picture of your family, dead a long time ago. Your tears drop down the picture, and it gets wet. After 30 minutes of crying, the tears start fueling your rage. You are after revenge.

You return to the horde. You walk slowly and wait until the zombies hunker near you. You have your trusty machete in your hand. As the zombies come you slice them up and roar like a predator from every slaughter. As you work your way through all of the zombies, they start to increase in numbers. Suddenly, when youre swinging the blade into the skull of the last nearby zombie, the color of your sight starts to disappear. You now see only in the colors of white and black. You try to retreat but eventually pass out.

THIS IS HOW YOU DIED.

The game will become even more masterful when the seasons, the medical overhaul, and the other survivors arrive. Just wait. I love this game. You should try out the demo if youre still considering, but I have a few things to tell you. Enter houses through windows, holding E when you are trying to access them. The doors are rarely open. You also have limited time, because the character youre playing as has got bitten. It gives some taste what the game is like. I have no idea how outdated it is what-so-ever.

Oh, its an early access game? The devs are the most active devs I've ever seen. They are very systematic, every monday there is an update of what they are doing, was it big or small, its still there every week. They are also open for suggestions, as they added a brilliant mod to the develop scheme a few weeks ago, what introduces seasons.

I would reccommend this game to anyone, and soon you can still play it alone with no friends because of the NPC's. You can literally team up with them and arrange them to loot for food and such.
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47 of 68 people (69%) found this review helpful
49.9 hrs on record
Posted: 27 June
Early Access Review
Went into a childs bedroom and found a bottle of bleach and 10 9mm rounds.
10/10 accurate household
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20 of 23 people (87%) found this review helpful
4.9 hrs on record
Posted: 3 October
Early Access Review
Project Zomboid is a great sandbox Zombie survival game, it's actually more of a zombie survival simulator as the attention to detail is far better than most games of this genre.
Watch my review here
https://www.youtube.com/watch?v=74wbeZrs6Pk
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71 of 113 people (63%) found this review helpful
21.1 hrs on record
Posted: 22 June
Early Access Review
Took over a grocery store, made it a fortress, celebrated with a cupcake, and died instantly. 10/10 I regret nothing.
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17 of 19 people (89%) found this review helpful
26.5 hrs on record
Posted: 10 November
Early Access Review
Today I got utterly ♥♥♥♥-faced on Chardonnay, fell off a roof, got trapped in a toilet by several zombies after my baseball bat broke because I was too drunk to kill them, got thirsty and had to drink toilet water and then fought my way out by stabbing them to death with a spoon. When I got home I discovered my broccoli patch had rotted. Just another day in Zomboid land.

To qualify this a little; I have no real interest in zombies (either in games, film or tv) and don't much care for survival games, even less so early access. Took a punt on this after Steam threw it up randomly in my recommended list (I think because I play Alien: Isolation) and I read a few reviews.

PZ manages that rare thing of being a pretty hardcore, serious game which should be quite depressing in many ways but somehow manages to also provide deeply satisfying moments of hilarity and 'how the hell did I get out of that?' gameplay.

It throws you in at the deepend and resolutely refuses to offer you a hand, let alone a life vest. You will die, often and when you least expect it. You will only have yourself to blame, or the git who put a burglar alarm on their house. I'd recommend reading as little as possible by way of guides and wikis and just going at it, the sense of bewilderment and confusion and the resultant satisfaction from figuring stuff out is part of the fun.

Lastly, the devs seem very active in the community and there are great looking updates on the horizon. This game is shaping up to be a bit of a cult classic.
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23 of 30 people (77%) found this review helpful
11.6 hrs on record
Posted: 5 October
Early Access Review
With geeks outside my door, I barricaded myself in and read a book I couldn't understand until I died. - 10/10
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