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?
Recent Reviews:
Mostly Positive (117) - 77% of the 117 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (12,485) - 86% of the 12,485 user reviews for this game are positive.
Release Date:
Nov 8, 2013
Developer:
Publisher:

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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 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 (204)

April 26

Blends n’ Shades



 

Evening all. Some good vehicles stuff today as they approach their public release, and info from the animation coalface.


BUILD 39 IWBUMS BETA
As stated last week, we’re in the final IWBUMS beta build(s) before we get vehicles out to public. This week we discovered an annoying map streaming hitch in MP (previously slightly obscured, but made more visible by last week’s improvements to chunk loading) so have this week been ironing it out – which hopefully means that today’s public IWBUMS beta play more smoothly. It has been released today as a part of Public IWBUMS Beta 39.52.

Also included in Build 39.52 are improvements to vehicle collisions with zeds. In essence there’s now a far higher chance of turning zombies into crawlers, and your speed is now tied to the amount of damage you do – and whether you’ll be rewarded with a blood splat.

Vehicles now also bump slightly when driving over corpses and, while there is a ‘boost’ bug associated with this that we need to deal with – illness on the team has meant we couldn’t fix this in time for the release today, but hopefully you can forgive the occasional car-catapult.

Elsewhere loot in cars has been brought in line with what you’d expect from the loot in nearby houses, fixes have been made to zed pathfinding, XP from broadcasts has been increased, the mass of car wrecks has been reduced and outdoor generator use has been enabled in all game modes by default. Full changelist here.


ANIMATIONS
As regulars will know, we have Mark from Bitbaboon working on our new animation system – and he’s using his knowledge from his lengthy experience as a Technical Director in the world of AAA game publishing to make the implementation of new animations (for both the PZ modding community, and PZ developers) as modular and intuitive as possible.

The primary dev and modding tool that facilitates this is called AnimZed, and this week Mark thought it would be fun to give you a video tour around some of its functions – while he continues to prepare AnimZed, and the PZ codebase, for the point post-vehicles at which we can all jump in.

There’s just one quick item of note: in the video when animation stances change in AnimZed they suddenly flick to their new position – this is because in demonstrating the tool the ‘blend time’ was left at 0 seconds meaning instant switch between one pose and another. In the game they would clearly be blended so they look smooth and natural.

(Oh, and our apologies for the robo-voice in the vid, but Mark thought it better than his own gruff Brummie accent.)

https://www.youtube.com/watch?v=7UfoY-trxJQ

This vid gets quite technical, but hopefully explores and explains the breadth and scope of what we’re aiming for a little better than dry boring text.


WEATHER
Turbo’s weather system – a realistic representation of temperature, weather patterns, precipitation, fog, snow and ice melt has been taken for a few spins backstage in the recent week to spotlight the key areas that need fixing/improvement before it can be integrated into public test builds.

Tester feedback has been pretty positive, outlining especially that you can really feel the passage of the time of day a lot better now – and people also seem to like the way that a storm will gradually roll over a map in a way that it would in real life.

[Slight warning for headphone users]
https://www.youtube.com/watch?v=MLg4pLyrrWQ


We are also treating this as a way of killing two birds with one stone, as up till now there are areas of the game where visibility has been a problem due to our current shaders – and as such Turbo has been experimenting with many and various time of day and seasonal settings.

His side mission being to get the right balance so PZ’s visuals don’t become over-saturated, and on the other side making sure the winter months aren’t *too* drab and dreary. Please note that the following are super WIP – some are a little too garish still, but do look quite good at the correct time of day.



For now however Turbo is concentrating on the system’s bugs – like the way, for example that fog disappears completely when you enter a building, making the area around the house visible.

OTHER STUFF
Elsewhere in PZ-land Stas is getting to grips with our improved gamepad functionality and set-up options, while long term Louisville construction continues, and Bitbaboon Steve is on hand to go deeper into the optimization of our MP game.

In terms of the Build 39 vehicles release then Blindcoder is also currently working on the update to the official online PZ map that’ll reveal/spoil every gas station, residence, warehouse, farmhouse, henhouse, outhouse and doghouse that’s new in the upcoming release.

This week’s trailer park massacre from Sergeant Giacomo. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 open for chat and hijinks too.
14 comments Read more

April 5

Vehicle IWBUMS



Hey everyone – today we’re retiring our Steam vehicles beta branch and moving it into our traditional ‘I Will Back Up My Save’ beta slot as Build 39.

If you’ve been holding off from trying out our trucks, vans and cars as you were waiting for them to feel stable and (almost/increasingly) non-buggy then we’d politely ask you to consider entering the fray today.

We need an extra burst of community testers for the final patches before launch. We need to know:
  • What’s unclear about the way we’ve implemented Vehicles and the Mechanics skill
  • How the game runs on your machine. [And if there are any issues we will 100% need to know what sort of computer it is, alongside your tech specs]
  • How vehicles are changing the way you play – both in the early and late game. And, of course, whether or not you’re having fun.
  • Any bugs and weirdness that stick out like a sore thumb.
Please post feedback in the Build 39 in the new thread on our forums.

You can find the IWBUMS beta branch in your Project Zomboid – right click on Project Zomboid in the Steam games list, left click on properties and navigate to the Betas tab.

(Please note that, due to the extent of engine and gameplay changes in Build 39, existing savegames will not be compatible – a Steam beta branch of the pre-vehicles Build 38.30 will be available at the time of launch should people wish to finish off their existing games before moving onto vehicles.)

Clearly the team’s main focus is currently on getting Build 39 polished and out of the door – yesterday releasing Vehicles Build 41 that addressed issues impacting on community translations, missing car spawn zones, lots of player-crafter gate related bugs, split-screen niggles and lots of other fixes.

In the background, meanwhile, Bitbaboon Mark continues his animations work for when the team crosses over to them, Stas is polishing his new MP chat system to drop into Build 40 and Turbo is working on ‘type of sky’ game colours (the shade of the screen when its sunny, normal, cloudy etc) and should have some time-lapse vids to show next week.



This week’s ignored rest stop from Wei. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 open for chat and hijinks too
155 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 – 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
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 / Please make sure to try the demo before purchasing!

    • OS: Windows XP, Vista, 7, 10
    • 64bit OS required
    • 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
    • 64bit OS required
    • 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
    • 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
    • Ubuntu LTS 6.04/Steam Machine. Requires Libgcc 6 or higher
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
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