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.
Additional fixes, including a fix to the Shoving bug, will be provided in a 42.12.2 release. \n\n\n- Added priority logic for ballistic targets body part colliders: Head > Spine > Pelvis > Others, and updated camera target selection to prioritize body parts. This significantly improves headshot targeting across all firearms. \n\n- Disabled most aspects of the visual system that blacked out unseen rooms. This has been taken back into the shop for future work, however the system and the power to fade out rooms remains in the code. \n\n- Fixed missing BodyLocationGroup.getOrCreateLocation(String) which was needed by clothing mods.\n- Fixed non-exposed WeaponCategory enum in Lua which was needed by mods.\n- Fixed the toxic effect of generators not being updated for player-made rooms whenever roofs are added or removed.\n- Fixed issue with ripping clothing returning dirty rags for clean clothes and vice versa\n- Fixed a performance drop when the player-made-building code runs, when there are no player-made buildings in the current cell.\n- Fixed PhysicsHitReactionScript.physicsHitReactionList not being cleared when scripts are reloaded.\n- Fixed exceptions when a HandWeapon\'s MuzzleFlashModelKey was unspecified.\n- Fixed animal traps not resetting the time an animal has been inside the trap, when the next animal is trapped.\n- Fixed issues when drawing item models by disabling face-culling.\n- Fixed some roofs not cutting away sometimes\n- Fixed some basement buildings being combined with above-ground buildings.\n- Fixed vehicle horns only playing twice. \n- Fixed not being able to open bottles of wine.\n- Fixed a distinct lack of fire bug in the CDDA challenge\n- Fixed exception when a recipe completes in a crafting station that isn\'t currently loaded.\n- Fixed an infinite loop calculating the number of sheet ropes that can be added when below ground.\n
Minimum Setup
- Processor: Intel 2.77GHz Quad-core Ubuntu LTS 16.04/Steam Machine. Requires Libgcc 6 or higherMemory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
- Memory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
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