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:
Mixed (198 reviews) - 68% of the 198 user reviews in the last 30 days are positive.
Very Positive (12,400 reviews) - 90% of the 12,400 user reviews for this game are positive.
Release Date: Nov 8, 2013

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Early Access Game

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

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

What the developers have to say:

Why Early Access?

“Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, and it’s been a rollercoaster, but we find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.

How often do we update the community?

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

How often do we update?

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

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

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

Details of major milestones can be found below.

What is required for 1.0?

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

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

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

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

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

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

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

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

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

What about after 1.0?

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

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

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

Development Costs

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

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

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

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

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

What if PZ stopped making any money tomorrow?

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

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

Approximately how long will this game be in Early Access?

“See above!”

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

“See above!”

What is the current state of the Early Access version?

“See above!”

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

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

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

“See above!”
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Recent updates View all (139)

October 17

Court Short


Hey survivor people. A quick note before we start things off:

We’re aware the wait for the new animation system is frustrating, and it’s also frustrating for us to feel like we’re inches away from kicking them out of the door – only for unforeseen tasks to stretch out beneath our feet and further elongate your already elongated wait.

We don’t want it to sound like an excuse (as we clearly feel that you should have been slapping police zombies with spiked rifles long before now – and as a side-product seen where the new system will take us with our other 1.0 features) but we when we think about it every ‘big’ change in PZ has felt a bit like this. The initial release of the 0.1.5d demo, the long ‘Winter of No-Content’ before the 0.2.0 build and indeed the advent of MP. They have always been necessary and impactful, but they’ve also always strained patience and resulted in ‘trust us, we’re on it’ style blogs like this one.

These days matters are cushioned (to an extent) by us having a wider team: ace and plentiful community request work from RJ can go into Build 35, General Arcade can deliver a steady stream of VOIP builds as we approach its integration, Mash can industriously fill in new areas of the map. The final descent of the anims may feel frustrating, but at least it’s evident that other cogs in the machine continue to whirr.

The peril of devs working in an open window though, and reporting on hopes, problems and progress on the game features we feel will be in our upcoming builds is more than apparent here – likewise the pressure of reporting dev stuff to you on a weekly basis when there are hype trains, roadblocks and necessary diversions to contend with on the journey. We’re far from perfect in this respect, but we hope you appreciate this mentality rather than some of the alternatives. You don’t have to look far online to see what other approaches (or a blanket silence) can bring.

As such, we do apologise for the anims/combat/clothing/backpacks wait and dearly wish it were not so – but we know that ultimately it’s good for Zomboid, good for all the big-name features that people want to play with and ultimately good for players. It’s just a pain in the bum for everyone and their dog in the mean-time.

So, with all this in mind… on to Mondoid!


We’re in the guts of combat at the moment – tying in a bunch of mechanics that had to be disconnected from the previous set-up and transferring them across to the new animation system.

The new animation approach essentially replaces the state machine that the game has used since the very first version of PZ for a whole bunch of character actions. There are two separate systems, one of which has fresh animation states that blend into each other in the upcoming, newfangled, modern and more powerful way.

However, there’s also a whole bunch of code still relying on code that says stuff like: ‘Check if the player is in the last frame of this 2D animation! Switch to this new state! Add some XP defined by what this crazy survivor is up to!’. Sure, as you’ve seen in our videos, the combat’s working – but beneath that there’s XP, damage from stats, world collision, MP, etc etc.

All this needs transplanting into our new events within our new state system. There’s a lot to get through, and it’s of a volume that’s greater than anticipated. But, with that said, we’re chugging our way through the pile.


Ooh, look at this intriguing new location…

(Note: this is part of an area that’s not based directly on the real world map that we’re adding.)


RJ is going to return to more universal gameplay areas for both SP and MP areas of the game next, but for now it seemed relevant and sensible to expand the new multiplayer server admin powers in Build 35 to people hosting smaller co-op servers too. To this end he’s just released Build 35.19, which IWBUMS public beta testers can gain access to here. If you’re a regular co-op host then we 
really, really 
could do with your feedback and bug reports.

In terms of VOIP: internal balance and tests continue. We’re currently widening the testing pool to include hosts and moderators from our various online communities to get extra feedback, after which IWBUMS will come a-calling.

This week’s amaze-o hideout from Mescalin. 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 hereOur Discord is now open for chat and hijinks too. If you want to see a general overview of the content of PZ builds past, in testing and upcoming then we also have an updated PZ status page these days.

61 comments Read more

October 10

Trucking On

It’s a bit of a quiet Mondoid this week, as we continue ironing out the remaining bugs in the new animation system. As such, there’ll be no animation video this week, but we know the wait’ll be worth it. We’re fully aware this is taking its time and some people are frustrated at the wait, but we’d rather take a bit of flack, than release something that will disappoint. Often short 30 second videos give the impression that everything is ready to release so we understand the frustrations, but there really are still too many game-breaking issues that would leave many more people much more frustrated, but we’re getting through them all. We know we can take our time, but when we do deliver we’ll deliver what we’ve promised.

Build Status
Romain continues hammering away on IWBUMS build 35.18, adding the ability to access and modify the server’s database directly, simplifying server management, and hopefully limiting the need for mods to have direct access to the server’s file system.

He’s also attempted to slay the multi-headed hydra of save scumming, this time by implementing transaction IDs for player actions, commonly used for financial transactions in the real world, so no more copying saves between computers whilst on multiplayer (sorry!) or reloading a backup. This will hopefully solve a lot of problems with cheating that still exist in the game, though it's too early to tell if there’ll be any complications that will arise.

Additionally, General Arcade continues putting out new, more stable VOIP builds. Internal testing continues, we’re trying to make sure it won’t crash servers or corrupt saves, not to mention introduce lag. We’re also trying to get the default VOIP settings just right, a Goldilocks task if ever there was one.

Turbo has released the first version of WordZed to the modding and translation community! You can find a link here along with a tutorial video  – this will both allow for modded radio and TV data to be added to the game, allowing modders to build in their own lore into the world. In addition to this, Turbo has updated all the language translation files to allow for us to get all the community translations of the radio and TV content into the games. Thanks again to our dedicated translator communities, bringing the news along with Spiffo cartoons to our non-English speaking players! After this, Turbo is going to explore how to integrate the in-game radio system with the VOIP, allowing players to transmit their voices across Muldraugh’s virtual airwaves.

Cool Mods
Over on the workshop, someone’s managed to add a lightsaber into the game, for all your zombie-chopping needs.

Nolan appears to have suffered a cloning disaster, perfect for your latest plan to Take Over The World!

Be sure to check out South Wuxburg, USA, as well!

And, Finally
The Small, but Important thread, detailing all those little issues people have with the game that have so far not been addressed, a big focus of build 35, is now over 270 suggestions. If you think of anything small, but annoying, things about Project Zomboid, please add them to the list!

This week’s Multiplayer disaster is courtesy of Lenin, over on steam. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! The BOIT now also flags that our Discord is now open for chat and hijinks.

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


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

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

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

About This Game

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

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

Current Features

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

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

    Planned Features:

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

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

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

System Requirements

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

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

    • OS: Windows XP, Vista, 7, 10
    • 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 Sept. 2016! Learn more
Mixed (198 reviews)
Very Positive (12,400 reviews)
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7,517 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
22 of 34 people (65%) found this review helpful
83 people found this review funny
Not Recommended
63.3 hrs on record
Early Access Review
Posted: September 29
I'm sure my great grandchildren will love this game when it's finally finished.
Was this review helpful? Yes No Funny
16 of 26 people (62%) found this review helpful
25 people found this review funny
Not Recommended
12.4 hrs on record
Early Access Review
Posted: October 1
Hi, I'm from the year 5527.

NPCs and transportation are still 'coming soon'

It's a good game for a while, and probably the best zombie survival game out there. It's just that the developers are so slow now that it's hard to actually recommend this game. They continually put out mundane updates and claim they are working on NPCs, but it's just so slow. This November it will be 3 years on Steam Early Access, and apparently it was out on their site for a while before then.

Right now it suffers from the problem that every other survival game has - the world feels lifeless. Sure, there are zombies, but you end up feeling like the Omega Man.

I'll come back to the review once NPCs have been added, should that ever actually happen.
Was this review helpful? Yes No Funny
48 of 81 people (59%) found this review helpful
Not Recommended
367.0 hrs on record
Early Access Review
Posted: October 3
The Development of this game is slower than a shambling zombie. The truth is i used to love this game but the lack of progress over the years and the condescending attitude of the forum moderators have ruined it for me.

Week after week we listen to the cheerleaders chanting for the Dev's but those of us who have been here a long time know the truth. The Dev's announced Animations were "coming soon" and "Close" we are over half a year later and still waiting. They refuse to commit to any Eta's because frankly they've never been able to meet a deadline so they just leave us in the dark waiting and waiting.

The Dev's get side tracked working on features no one really wants or asked for like the nutrition system, Metal Working and TV shows. They haven't focused on finishing and implemanting the features that everyone actually wants like NPC's, Animations, Vehicles and even something as simple as being able to see a back pack on your character's back.. It's like they have some form of development ADD.

I can't recommend this game... I've been following it's progress for several years and what I've seen is that people are getting sick and tired of an unreasonably slow rate of progress. Combine that with endless excuses and a cult like follwing ready to rush to the defense with "the Dev's are awesome and you all just need more patience" mantra. People have shown an unbelievable amount of patience and i respect that but i feel sorry for the fans that are waiting monday after monday for months even years for any sign of the promised features. How long does it take before patience becomes Resentment.. . for me it was way to long.

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20 of 34 people (59%) found this review helpful
1 person found this review funny
Not Recommended
422.7 hrs on record
Early Access Review
Posted: September 29
I think I will finally give this game a review, I have been playing this game for a long time now, I cannot give it a thumbs up yet do to the fact it has taken so long in development, I understand that it is a small team, but for real, the lack of adding content should not be this slow even for those that take part in IWBUMS. I read an article yesterday where the devs said "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,” and we are nowhere near that in any way shape or form this was from 680 DAY'S AGO. Screw the Naysayers who say this game is not worth it, because it is , the game play, the idea, the graphics are all great, the game is fun, but it is unfinished. The DEV's have a ♥♥♥♥ ton of people that are assisting finding bugs with the whole IWBUMS, so I ask why nip pick at the content you have and try and make it perfect, the whole point of early access is to push the content, let people find the bugs, and you fix them and assist with development.

Every Monday I am disappointed I want content because I really love playing this game, I have a game where I have lived on my own for almost a year now, but it is getting boring, even with the tiny bit of updates they have added. At some point you need to listen to the masses and give them what they want, and sorry to say it but people want NPC's, transportation, and quest just to name a few. I mean it a game, push what you have and let us break it, let us play it. When there is a massive update to the game and you have goals and NPC's I will change review to thumbs up. Until then I would say do not expect anything to change any time soon.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
6 people found this review funny
Not Recommended
5.4 hrs on record
Early Access Review
Posted: October 4
I'm sure my grandchildren will write a better more detailed review but, until the game actually gets out of limbo, I can't recommend this.
Was this review helpful? Yes No Funny
6 of 10 people (60%) found this review helpful
Not Recommended
16.6 hrs on record
Early Access Review
Posted: September 28
Worth a buy at 15 dollars?


Before I purchase a game one thing I always look at is developer updates. Does this game get regular updates? I am afraid not. Therefore it’s not worth buying unless you want what the game has to offer at this moment and are not expecting too much more.

I bought this game many moons ago and I still have yet to see much of change from when I purchased it so many moons ago.

Sorry Zombiod no thumbs from me.

Was this review helpful? Yes No Funny
6 of 10 people (60%) found this review helpful
2 people found this review funny
Not Recommended
7.5 hrs on record
Early Access Review
Posted: September 23
I bought this long ago, back when Desura was their key provider.

On one hand I'm glad they're taking their time to make the game (because hopefully that means they want this to be really good).

On the other hand, holy ♥♥♥♥, I thought this was a game about how you died, not, "This is how I planted hundreds of acres of crops and built an entire third-floor defense base out of wood and nails and read dozens of books on how to survive and afk."

Just go play Survival Crisis Z.
Was this review helpful? Yes No Funny
7 of 12 people (58%) found this review helpful
1 person found this review funny
6.9 hrs on record
Early Access Review
Posted: September 25
A very, very good zombie survival game. Its a breather from the over-the-shoulder gritty shooter zombie games that try (and fail) to tell a story.

First off, this game is in fact extremely realistic- how so you ask? If you are injured by say a sharp peice of glass, you can rip apart some curtains, soak the peices in disinfectant and apply the bandage, then when the bandage gets dirty you have to take it off and re-apply ANOTHER BANDAGE. Weapons lose durability when used, your line-of-sight is limited by every object in the game- the list goes on. A strong attention to detail, a simple and intuitive crafting system that is tinker-friendly, and a constant feeling of dread when the walkers come around is what makes this game stand out. Thumbs up for this one!
Was this review helpful? Yes No Funny
8 of 14 people (57%) found this review helpful
225.9 hrs on record
Early Access Review
Posted: September 24
When it's finished, it will be THE go to zombie apocalypse survival game on the market. In fact, it already is...
Was this review helpful? Yes No Funny
8 of 14 people (57%) found this review helpful
Not Recommended
6.2 hrs on record
Early Access Review
Posted: September 28
It's a great game, for a while. You really feel the tenseness of going out on scavenging runs, the fear that you'll go to sleep and wake up with someone eating you, the struggle to maintain both mental/emotional needs just as much as the physical ones, and you'll have the ♥♥♥♥ scared out of you when you stumble across zombie hordes (Or vice versa). But seriously guys, I bought this game waaaay back since before it was on Steam (Something like 2010? It's also why I have very few hours on Steam), and I remember that the development promises were the exact same things . Like, NPC's and trading were a big thing, and other than a different inventory management system, nothing notable has changed about the game since then. I really wanted to give this a thumbs up, but I'd not reccommend hopping on this ghost ship.
Was this review helpful? Yes No Funny
Recently Posted
15.1 hrs
Early Access Review
Posted: October 20
Gotta like it as it is, for it'll never be finished or improved. Ever.
Helpful? Yes No Funny
1,831.2 hrs
Early Access Review
Posted: October 20
Absolutely the MOST fleshed out zombie apocalypse simulation game out there. it has it all, zombie combat, pvp, crafting, building, RPG elements, i cant even begin. persistent servers run by both the game devs themselves and players. If you have a thousand hours to spend and have fun, this is the game for you.
Helpful? Yes No Funny
I Like Turtles!
8.2 hrs
Early Access Review
Posted: October 19
Fantastic fun with friends
Helpful? Yes No Funny
It Redrum
1.5 hrs
Early Access Review
Posted: October 19
You can drink bleach in this game.

Helpful? Yes No Funny
[коммунист] kompot
80.4 hrs
Early Access Review
Posted: October 19
project zomboid is the best zombie game.

no other zombie game has come close to the realism of this. hunger and thirst are one of so many other things that you have to consider in this game, and if you haven't seen videos of the game, you will die many,many times because this game is realistic. you will be very lucky to survive a week and extremely lucky to survive multiple months when you first start playing, however the best way is to experiment and find your own strategies to killing zombies and build your own bases with barely any limitations (unless you count high probability of death) getting multiplayer to work with a specific person like a friend can be difficult (or at least it was) but the best way to find out about the game is to play it since everyone has a different opinion on this game.
Helpful? Yes No Funny
3.1 hrs
Early Access Review
Posted: October 18
Helpful? Yes No Funny
Mr Falcos Jervil
24.4 hrs
Early Access Review
Posted: October 18
Why Play?
Link to my Video review for those who don't like to read :

And now for the review:
Zomboid is one of them game you love or hate I can see why people don't like but yet I love it extremely realistic for a small group of indie makers it’s well made.

1/ How do I feel overall about the money iv spent?
It's £10 well spent yes stuff need to be added and few fix here and there but i don't feel like i've been rip off even after all these years of it been in early access.

2/ How much time will you spend playing the game?
Build a base is hard and the online is challenging so lots can be spend.

3/ Do you think you will have fun?
Me and few friends ran our own server and it was brill is defo fun game.

The Pro’s
Controls are fairly good.
Art style is brilliant
Menus and UI easy on the eyes
Items and chartier outfitting it awesome.
Fair amount of Guns
Somewhat Realistic Building.
Mod support.
Crafting ?

The Con’s
Next to no NPCs to interact with.
No transportation at all walk all the way around a BIG map.

Final Score and overall feelings?
Good game to waste time on worth £10 and can be modified too.

On scale of 1-10 am going to give this an 5-10

My System Spec:
Windows 10
Gigabyte Technology Co., Ltd. GA-78LMT-USB3 (Socket M2)
AMD FX-8350 4.00 Ghz (4.20 GHz Turbo) 8x Core CPU
NVIDIA GTX 760 2048MB Graphics
8GB DDR3 1600MHz Memory
2TB Hard drive
24x DVD Re-writer
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3.8 hrs
Early Access Review
Posted: October 18
The game itself is worth the money but the chances to survive are not so high I guess...
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133.1 hrs
Early Access Review
Posted: October 17
This is the best survival game along with "The Long Dark" that I've played. And yes it's been in early access for 4 years or something, but in it's current state it's well worth the money.
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1.2 hrs
Early Access Review
Posted: October 17
how many years since this was put on steam and still you haven't made a basic thing to bring the player together. No filter for ping or number of players, nothing but mindless scrolling through tons of emty server because of this bs developer. It's just 1.2 hours, I'm gonna refund this bs.
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