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.
\n\nHi all, we do hope youre well and surviving okay.\n\nThis is a quick blog to update you with whats been going on in the back rooms on Project Zomboid over the past twelve months. Which is quite a lot and what we hope you agree is good and exciting news.\n\nThe first thing to mention, and the reason for the timing of this blog, is our new Design Director.\n\nChristian Allen (aka Serellan in the community and on the Workshop) has been a Lead Designer on many and various games with Ghost Recon: Advanced Warfighter and Halo: Reach perhaps the biggest names on his CV.\n\nMore importantly, however, he also has over 5000 hours in Project Zomboid both as a player and a modder which makes him firmly one of us. Or, perhaps even more importantly, it firmly makes him one of you.\n\nHe has been with us for a month now, and his first mission has been to muck in with the team and work on the bits of Build 42 where long-established players have been banging their heads on the moved furniture.\n\nChristians new role, however, is only one recent part of a period of reorganisation and new faces being introduced.\n\nGiven the growth of game, team and audience last year it became clear: we needed fresh, experienced, blood mixed into Project Zomboid development and production.\n\nAs such one Max Brode joined us in the October of last year from Ballistic Moon as Lead Producer, and has now become our Production Director.\n\nThis has led to us being a more organised beast through all our departments, though externally it might have been most noticeable in our QA and build release processes. Updates have been far more regular and consistent than anything B41, or anything previous to it, ever received. Our recently promoted Producer, Yana Marszalkowska-Duncan, has also been a big part of this.\n\nTo name all the promotions and reshuffles is perhaps a bit too inside baseball for a blog like this. However, it still gives us the opportunity to publicly welcome Max Nuttall (Production), Matt Sullivan (Community), plus Daniel Heelan and Matthew Harber (QA).\n\nNext up, we move onto the movers and the shakers of the code department.\n\nPatrick Brott, the amazing creator of B42s ragdoll physics, is now our Technical Director with a burning passion for cleaning up the more elderly areas of our codebase and making life easier for the modding community.\n\nHe is aided and abetted by our newly crowned Lead Gameplay Programmer Romain RJ Dron, who will be familiar to so many of you as one of our most longstanding contributors and most recently introduced animals to The Knox Event.\n\nThis pairing are now also joined by our Lead Engine Programmer Erik Grum Broes who we were delighted to have join us from Mojang at the start of the year. This also means that, alongside Thomas ProfMobius Guimbretiere, we now have two of the early Minecraft guys on our team which makes us both proud and grateful.\n\nClearly the prime and absolute focus of the code department is currently working alongside our friends at Vertex Break to bring you the MP aspect of Build 42 which, while we dont want to put a date on it and raise anticipation, is going well.\n\nTheres also been plenty of activity in the Art department this year.\n\nLongstanding contributor and mapper Ayrton Orio is now Project Art Director and as part of his new remit has been bulking up our map team significantly and bringing new realms of cohesion and town planning to our next raft of improvements to the Knox Event Exclusion Zone.\n\nAs such this year we have been delighted to welcome much-loved community mappers Melo , Erika and Dylan to the TIS stable as well as our newfound friend Nikola (aka Alokin).\n\nAlso joining us for an elongated spell (this week actually) is the famed Filibuster Rhymes who will be working to improve our vanilla cars although the fruits of his labour are unlikely to be a part of Build 42.\n\nThere are plenty of other folk both old and new (business-side and dev-side) who have gone unmentioned in this blog yet are doing amazing things. Its also important to note that all of our previous folks in code and art remain active and involved.\n\nHowever, given the aforementioned growth of game, team and audience we clearly needed to find new ways to operate and organize in our mission to create what we feel could one day be the best zombie game of all time.\n\n
NEW CHARITY MERCH
\n\nOh and also while we have your attention!\n\n
\n\nA happy coincidence with this blog is that we can also mention that alongside our friends at Makeship we can announce a new range of Project Zomboid charity merchandise for which all TIS proceeds will be donated to the charity Mdecins Sans Frontires (Doctors Without Borders).\n\nThis time round in the Spiffo shop are\n- \n
- Brawler Spiffo\n
- Project Zomboid Hoodie complete with claw marks\n
- Collection of PZ pin badges\n
\n\n\nLAST THING
\n\nBuild 42 players: the shove bug has been tracked down and a fix is now in testing. We should have a hotfix patch out early next week.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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