How would you spend your last days in a world infested by Zombies? This is what this game will be trying to provide a means for you to find out. A sandbox game where anything goes, will you try and find other survivors? will you go out in a blaze of glory taking as many walkers with you as you can or will you be cowering in an abandoned fortified house?
This is a great indie game I found the other day, they've just recently released a pre-alpha client for people to play. The game seem to carry the same kind of idea that Minecraft had, release early and provide regular and plenty of updates spanning hopefully years to come with the success of the game.
Here's my own first session, after dying a couple times learning the interface it all started to feel more natural. http://www.justin.tv/firkraagsc2/b/287088952 The game is much larger than this, this is just a small taste from my play through.
TL;DR – Just Give Me The Gist
Project Zomboid is a Zombie Survival RPG. Here are some of its planned features:
Retro-isometric style with plenty of zombie insides thrown in for good measure.
A massive city and the surrounding areas to traverse, explore and loot.
Open-ended sandbox world – survival is your only goal, and we’re sorry to tell you… you WILL die eventually.
Get infected. How will you spend your final days? Will you have a heroic moment of self-sacrifice, or end up chewing your best friend’s throat out?
Meet other survivors who you can join forces with, trade with, undertake missions for, or fight with for resources.
Loot, salvage, and build what you need to survive the apocalypse, from food and medical supplies, to weapons, even just booze to help get you through the nights.
Advanced item crafting allows you to use looted items to build weapons, traps, defenses, and many other things to help you survive.
Character progression. Learn skills and perks to help your character face the challenges of survival.
Starvation, illness, loneliness, depression, alcoholism, drug addiction, suicide, insanity, trust issues. There’s more to zombie survival than shooting zombie heads off.
Join your friends and survive the apocalypse together in co-op multiplayer.
The world changes the longer you survive; power plants fail, plunging the city into darkness and making batteries and tinned food prized commodities. The army rolls into the streets to perform ‘clean up operations’ and other gamechanging events occur the longer you survive.
Play in your browser, or stand-alone, on PC, Mac and Linux.
It will be released Minecraft style, where there will be continual updates adding new features, weapons, game-play and locations.
You technically cannot ‘pre-order’ or purchase the game, but we do give it away as a free gift when you buy our other games! (There are reasons why it has to be this way. Read our blog for an insight)
It is available here alongside aforementioned games, and there will be a tech demo coming soon.
The tech demo will just show a fraction of the planned features and is merely a taste of what is to come. We will continue developing after this point, feasibly for years and years, improving and expanding the game. We have an active community that helps drive development, which can be found here.
The Louis mod was pretty well made, slapping the L4D voices on just about anything is good humor! :D
Anyways, this game has been kind of a dream of mine ever since I read The Zombie Survival Guide. It's already met expectations, just hope they can keep it up with the updates!
Game looks promising, especially for a person that loves zombie stuff. Shame that its in very early stage atm, and well, loads of bugs in that pre-alpha client (which is nothing bad, its alpha after all).
I tried to make a last stand by sitting in my bedroom with my wife and my shotgun, hoping that a buttload of zombies would burst through the door. Then two zombies busted through the door and I couldn't kill them because the aiming mechanic is kinda weird. So I got bitten and bled to death.
On June 02 2011 11:51 LoLAdriankat wrote: I tried to make a last stand by sitting in my bedroom with my wife and my shotgun, hoping that a buttload of zombies would burst through the door. Then two zombies busted through the door and I couldn't kill them because the aiming mechanic is kinda weird. So I got bitten and bled to death.
Yes, sometimes aiming feels a bit off. Hopefully it's one thing they will work on. Next time you start bleeding though, remember you got bandages. Just open up the heart icon and apply them to the bodypart that's affected.
Glad someone made a post on team liquid. I was wondering when someone was going to do it. :p been following this game for a few months, the alpha demo is a blast to play!
--edit If anyone has questions and doesn't want to buy it yet I would be happy to answer but you can mostly figure things out via the various gameplay videos.
I watched a bunch of videos last night and this looks really promising. If they ever decide to turn this into a persistent world I'd be really impressed. The sandbox thing is cool, but since you die in the end it would be nice to respawn and have something to show for it, like a safe house or a stash of guns somewhere.
One of the main feelings that they wanted to bring out was how each play through is it's own isolated event. If things like saving were possible, if somebody was 2 hours in, saved 5 minutes ago, and right now their wife is getting chomped on by zombies....they could just say "well I didn't want that to happen", and then load up their save.
That's just something the people that made the game did NOT want as a part of their game.
On June 03 2011 21:28 BrTarolg wrote: So whats the status so far, is it worth buying yet?
Right now the pre-alpha feels like nothing more than a glorified demo, but it is only 5£ and for that you get every future update. So worth it is a matter of personal preferrence I suppose. I personally feel it is since it's a fun game already and I can't wait for more content to get added!
1) N, E, S, W / NE, SE, SW, NW directional control toggle 2) Inventory grows to fill vertical space of sidebar. 3) Fixed various bed related bugs. Added option to sleep to avoid accidental clicks, or to inform player why they can't. 4) Fixed pot dupe bug. 5) Fixed the death sound screw up. WHEN DID THAT START HAPPENING? 6) Planks of wood will be useable melee weapons 7) Ripped down barricades turn into wood plank with that much health taken off, so can be reused but with reduced health. 8) A few stragglers aside, zombies flock together and slowly migrate around the map in one or more groups, meaning the zombie density around the map will differ massively, and this will change over time. This means that your safe-house may be left alone for some time before suddenly being in the centre of a massive shambling swarm.. This may need some balancing in future updates, but should provide more strategy to avoiding the horde. (Also running nonchalantly down an empty street at night then bumping into a ton of zombies is cool) This makes the opening section easier since you can find areas with low zombie numbers. It also makes it harder since if you happen to have a swarm around your house you're in trouble! 9) Scratches have only 25% chance of infection, and you will only find out a day or more later when you get queasy if you were infected. Bites are 100%. 10) Added something little to the tutorial that was missed off due to time. 11) You survived for... 12) Bite / scratch / death sounds. 13) Uhoh! Something that'll catch people out a fair few times before they adjust their plans slightly. 14) Can barricade with hammer in your offhand. Forgetting to do this if you have wood selected and try and barricade a door, it will fail but NOT open the door to all the zombies you're trying to protect yourself against. 15) Context sensitive clicking is disabled when CTRL is held. 16) Beds can only be used when within 'open container/open door' range. 17) Skipping tutorial will retain the 'safe zone' until you venture out, to make it a way of skipping the tutorial without punishing the player and thus making it a more attractive option. You evil, evil person. 18) Experimental - Raised day length to 20 minutes from 15 now we have fast forward. Have also doubled speed of fast forward (CPU dependent) 19) Food / pills can be eaten by putting them on the heart icon, in analog to putting things in inventory. 20) Couches / sofas can be slept on. 21) Eating / pill popping no longer clears item from mouse. So eating multiple is just multiple clicks. 22) Restarting after death. Will skip front end and load the map again immediately. May cause obscure 'second playthrough' bugs from restart we'll have to deal with as they become apparent. May also be pushing it for memory on lower end PCs if the old map hasn't been garbage collected in time. 23) The heart icon does a little wiggle (like the moodles) when you sustain injuries, as a reminder that you might need to tend to some new ailment. 24) Mouse hotspot offset removed on Mac until proper cursors are working. 25) Options file saved in lwjgl cache with game resolution. For those Mac users that need a different res for offline. Will have no effect when played in the browser. 26) Padlock icon on inventory to keep it permanently displayed. For higher resolutions.
On June 05 2011 12:37 iNdEMAND wrote: and the list keeps growing. I dont know what it is but this game is strangely addicting.
Updated the patch notes in my post. Looks like it'll be a good one, and it should come sometime tonight!
On June 05 2011 19:07 FourFace wrote: How do you turn on the lights in the house ? Couldn't see where I was going so I quit the game right away
There's no way to turn lights on/off as of yet, it does make it quite moody trying to do things in the night. So right now I'm ok with it, mostly sleep with my character during the nights also.
On June 05 2011 19:07 FourFace wrote: How do you turn on the lights in the house ? Couldn't see where I was going so I quit the game right away
There's no way to turn lights on/off as of yet, it does make it quite moody trying to do things in the night. So right now I'm ok with it, mostly sleep with my character during the nights also.
a fire makes alot of zombies come, so turning on light isn't a good idea i think :o
On June 06 2011 07:19 shawty wrote: Haha so good. I died just now after setting the house on fire and trying to escape by using my wife as a distraction
Developers seem competent and have a good sense of what they want the game to be. They also are very open to the communities ideas. Lots of the things implemented in the build 0.1.4a (Which is now live by the way) were things the community suggested to make the game and experience better.
On June 06 2011 16:55 Ulfsark wrote: I have always wanted a semi realistic zombie survival game, I will be sure to keep an eye on this game.
Agreed, I've been theorizing a game like this for a long time. Imagine my surprise when I saw a developer taking a serious shot at it. Judging from the alpha demo they've got out for those who pre-order It's pretty damn good already and can only get better!
On June 07 2011 19:12 StreetHeat wrote: I'd love to see a multi-player persistent world where when you die you can play as a zombie and try to infect other players
Wouldn't it be quite boring shuffle'ing around like a slow ass Zombie just to get blasted in the head by a shotgun soon as you get near a survivor? This kind of gameplay would be much more suited for an action game like the versus mode in L4D imo.
new patch http://projectzomboid.com/blog/index.php/2011/06/build-0-1-4a-released/ I really like the direction this guy is going with his game. Awesome to see another sandbox game :D hoping he follows suit with the guy that made DF.. would love to see some crazy random shit happening in this game as well.
You survived for 38 days and 8 hours. Around 5 hours of gameplay. How? Sit in your house with barricades and eat food, sleep and fast forward. Leave the windows unbarricaded- and shoot through the windows. When barricades run out (before bullets) go scavenge more. Rinse, repeat. The longer you stay alive, the better the loot is. I got a flashlight, and cans of gasoline to make molotov cocktails (empty whisky bottle, cloth, gas)
It got pretty boring after a while. I ate the town bare, then slowly starved to death. So before I was about to die, I went on a killing spree with all my weapons.
How to start: AFter making soup, hide in the room upstairs towards the right of the screen. When the raider comes- sneak up behind him and hammer his head in. You get shotgun and baseball bat. Barricade, eat food, sleep- waste time from there on out.
I can't wait for the game to come out, tri-city features, more weapons/food/recipes.
On June 08 2011 13:03 shalafiend wrote: You survived for 38 days and 8 hours. Around 5 hours of gameplay. How? Sit in your house with barricades and eat food, sleep and fast forward. Leave the windows unbarricaded- and shoot through the windows. When barricades run out (before bullets) go scavenge more. Rinse, repeat. The longer you stay alive, the better the loot is. I got a flashlight, and cans of gasoline to make molotov cocktails (empty whisky bottle, cloth, gas)
It got pretty boring after a while. I ate the town bare, then slowly starved to death. So before I was about to die, I went on a killing spree with all my weapons.
How to start: AFter making soup, hide in the room upstairs towards the right of the screen. When the raider comes- sneak up behind him and hammer his head in. You get shotgun and baseball bat. Barricade, eat food, sleep- waste time from there on out.
I can't wait for the game to come out, tri-city features, more weapons/food/recipes.
It wasn't fun because you weren't trying to make it fun. Camping in the same building continuously can't be too hard to accomplish. Unless I'm mistaken, you can go into another building, barricade it, and sleep safely. I believe you can explore the surrounding countryside. And how the hell did you 'eat the town bare?' I'm pretty sure there is enough food for years, and that you should explore more.
But ignore my criticism. I don't even have the game, though I really want it. Is it fun, overall?
That is correct, the "town" as it is right now is just a small neighborhood where as when the release gets further along it will be a whole huge town. Consider it a demo with continuous updates to features and engine as they move along in development.
38 days is quite an accomplishment though, nice one!
* Fixed ATI crash bug. We're not sure but this may cause a slight slowdown as it was an optimization that we had to remove to fix it. We'd like to hear how this affects anyone? We'll work on pulling back performance to what it was, but non-ATI owners have to admit this needed resolving fast. We'll upload a performance fix asap. * Fixed camera bug. * Removed custom mouse pointers entirely, for now. Too many issues on macs and some PCs. * Various zombie spotting chances changed. A player not moving inside a building will rarely be seen by a zombie from outside and higher floors the chances diminish too since zombies tend to look ahead. * Sounds in buildings are muffled so don't travel as far outside. * Some horde balancing / fixes. * Some aiming tweaks. * Reduced footstep range slightly. * Zombie spotted music will not play if the zombies are miles away or many floors below you. * Made the horde prefer outdoor locations and generally ignore doors without any stimulus from inside. They will on occasion disregard this inclination, to keep you on your toes. After all if a zombie starts thumping he'll attract attention from others. ** may need tweaks ** * Bug meaning scratches were 100% infection fixed. * Removed accidentally left in 'debug shotgun shells'. * Beta blockers, anti-depressants, sleeping tablets and extra effects for booze. * Pills now work over time instead of immediately and can be stacked for faster / more powerful effect. No consequences... YET. * M to toggle music on and off (in lieu of a real option screen) * A secret thing.
Another patch 0.1.4b, they seem to be spitting out these at the moment, also a secret thing huh? Game keeps improving, I like it!
I dl'ed the demo last nigth, and damn, this shows great promise! Don't think they should pull a Minecraft though. People will be tired of it months before the release
This is far beyond stupid imo. Creating a SVN Repo somewhere takes 5 minutes, and backing up the code takes a couple of clicks and less than a minute for uploading.
Meh.. they always made a weird and incompetent impression on me. They seemingly took a lot of time to implement relatively trivial things and half of their blog posts consist of "We're sorry the update is delayed, the reasons for this are: [insert things which are basically not related to the game code at all]". This seems like the topping on the cake.
On October 17 2011 00:28 Hawk wrote: Geez, that sucks.
How was progress going?? Because this was pretty cool, even if it didn't hold interest for terribly long in alpha
Well nothing dramatically new was added. They added basic modding support, really basic classes and a couple of items two months or so back and fixed a little bugs and since then nothing's been happening. The biggest feature they wanted to bring in on the next update was multi map support and savegame support. They need more than two months for that? Really?
*puts on tinfoil hat*
Really, now that I think about it this seems somewhat suspicious. They need that much time to implement these kinds of things. Maybe they just have no clue what they're doing and realize that they're in trouble (since a lot of people have already bought the game and they realize that they don't quite have the know how to finish this thing in a reasonable time frame)?
Suddenly, someone breaks into their home and steals nothing but the two laptops, which incidentally contain the only valuable copies of the code and a phone or something?
And this happens by chance when, during a time where 4 of the 5 guys are at or around the location for the weekend since they have a team meeting on monday, are not actually at "the office" (which is actually just the flat of the 2 main coders)?
*puts off tinfoil hat*
Anyways, if a lot of people (like me) will want their money back right now, they're pretty fucked, I think. They can't deny people their money (super bad PR) and if they give back the money they will lose a large percentage of their funds.
This is far beyond stupid imo. Creating a SVN Repo somewhere takes 5 minutes, and backing up the code takes a couple of clicks and less than a minute for uploading.
Meh.. they always made a weird and incompetent impression on me. They seemingly took a lot of time to implement relatively trivial things and half of their blog posts consist of "We're sorry the update is delayed, the reasons for this are: [insert things which are basically not related to the game code at all]". This seems like the topping on the cake.
No offsite backup? Isn't that like a rule for development, or life in general - prepare for the worst. Not to berate these guys because their game certainly showed some promise, but I feel pretty bad for the fans and supporters that were constantly let down after they invested in the project.
Fun fact: Paypal froze the company's accounts for 180 days since they basically collected money for a non-existant product with their preorders (i.e.: protection from scamming). People were raging like mad about fascist Paypal bringing down indie developers; seems like they were right after all.
It also really helped with their publicity that one of their developers went on to post on Twitter while drunk after all of that. Amongst other things, he insulted critics, babbled about taking all of the money and jumping from a bridge and going back to "professional programming since gaming sucks".
He apologized afterwards, but still, this is ridiculous. I realise having your home broken into and your worken stolen is devastating but you're not exactly helping your cause with such reactions (especially considering the circumstances, not having backups etc.).
I think a quote on Reddit put it right:
So let me get this straight. My porn collection is backed up on more external hard drives than all of Project Zomboid.
With large parts of their code gone and their dev team apparently being in some limbo between apathy, misery and cluelessness, the chances of this game being published at some point in the future just got dramatically worse.
man this was a really great concept. and frankly, all they needed to do was copy/paste onto a USB stick with they put in they coat pockets or something, and all progress would be safe, o well, shitty deal for everyone.
On October 17 2011 07:31 PaqMan wrote: Wow! I was seriously about to get this game too. I think I'll hold back a month or two and see where PZ goes from here.
I was in the same boat. The game showed a lot of promise but the way that the developers have handled this situation has made me iffy about it.
Any faith I had in this being eventually complete is lost. I get that the guy is going through a tough time, but being idiotic on twitter just seals it for me. Again I feel bad for the "investors" that may never get what was promised.
yep. I hope this puts the nail in the whole bs, pay us for a beta and well keep on updating business model that companies seem to be going towards now. Stupid minecraft started that crap
You guys are so negative. You cant just turn your back on indie developers when shit happens to them or when they screw up bad (or both at the same time). these are a handful of guys pouring their hearts, minds, and bank accounts into a project that has the potential to be a great game.
Don't give up hope yet folks, we could still see a great game if they can get through the hard times.
On October 17 2011 22:32 PassiveAce wrote: You guys are so negative. You cant just turn your back on indie developers when shit happens to them or when they screw up bad (or both at the same time). these are a handful of guys pouring their hearts, minds, and bank accounts into a project that has the potential to be a great game.
Don't give up hope yet folks, we could still see a great game if they can get through the hard times.
What transpired above is so easily avoidable that it almost sounds really suspicious. And I just really dislike that cheesy ass business model of paying for a beta and hoping that some amateur outfit of programmers comes through on their end.
On October 17 2011 22:32 PassiveAce wrote: You guys are so negative. You cant just turn your back on indie developers when shit happens to them or when they screw up bad (or both at the same time). these are a handful of guys pouring their hearts, minds, and bank accounts into a project that has the potential to be a great game.
Don't give up hope yet folks, we could still see a great game if they can get through the hard times.
I think that the people that are complaining are the ones that paid for it, so they feel like they've been "robed". Even tho they are being too bitchy, they have the right to complain.
The problem is those people from Reddit that haven't paid a dime and decide to spam the guy's email and twitter with negative stuff.
We should ignore them and motivate the devs to keep on working on those awesome indie projects. That's how awesome programmers rise from nowhere. :D
On October 17 2011 22:32 PassiveAce wrote: You guys are so negative. You cant just turn your back on indie developers when shit happens to them or when they screw up bad (or both at the same time). these are a handful of guys pouring their hearts, minds, and bank accounts into a project that has the potential to be a great game.
Don't give up hope yet folks, we could still see a great game if they can get through the hard times.
What transpired above is so easily avoidable that it almost sounds really suspicious. And I just really dislike that cheesy ass business model of paying for a beta and hoping that some amateur outfit of programmers comes through on their end.
Natural selection 2 is using the same model and im very happy with the beta I have access to. The professionalism of the developers of Zomboid is something i dont know anything about, and clearly this is a massively foolish mistake, so if your not comfortable giving them your money I totally understand. I just dont think its all over for them, they may still release a great game. I don't think this is a scam though if thats what your implying. Edit- if you havn't yet, check out NS2 here Its an amazing incomplete game that has a full time staff working on it with constant updates. Its a great example of that business model working. Link to TL NS2 thread cuz I love it so much http://www.teamliquid.net/forum/viewmessage.php?topic_id=170163
it's a business model that definitely has worked before (see: minecraft) but at the same time, it's so open to this kind of amateur shit that it needs to go away. It's a stupid trend that I hope dies off. Find investors like everyone did for ages so they have to deal with an angry investor if they fuck up and can't just be like 'oh sorry' if they don't finish. It's insane to think that this is the only time that some shit like this will happen if this kind of business model becomes more common place.
On October 17 2011 23:01 Hawk wrote: it's a business model that definitely has worked before (see: minecraft) but at the same time, it's so open to this kind of amateur shit that it needs to go away. It's a stupid trend that I hope dies off. Find investors like everyone did for ages so they have to deal with an angry investor if they fuck up and can't just be like 'oh sorry' if they don't finish. It's insane to think that this is the only time that some shit like this will happen if this kind of business model becomes more common place.
I can't argue that trying to sell a product that may or may not ever exist is a shitty business model, but if the development team is competent enough (I dont know if the Zomboid guys are or not), I think that it can allow small dev teams to get their game off the ground and into the hands of gamers without having to beg traditional investors to fund their wild ideas. I absolutely see your problem with the model though, it can make it easier for developers to back out of a project and screw the people who paid for it since they dont have single large investors to be held responsible to. But I still think the model has merit. (good for the consumer if the dev team is responsible and professional.)
I haven't given up on the developers and I really hope they haven't given up on the game, but I'm going to wait a few months and see where they go before I buy their game.
On October 19 2011 11:52 PaqMan wrote: I haven't given up on the developers and I really hope they haven't given up on the game, but I'm going to wait a few months and see where they go before I buy their game.
Judging from Lemmy's tone it sounds like he has given up on it. Drunk or not saying what amounts to fuck games, I'm going back to corporate programming, I'm really only staying on as consulting/helping the other two guys - Not for the people that invested - That's pretty fucked up.
This might not be the best example, but take Mel Gibson, who said all those horrible things out of alcohol and rage about jews, drunk or not that's in his mind somewhere. That's sort of the way I feel about what Lemmy said.
The minecraft pay model works reasonably well when the product gets delivered. It does not work when they try to sell you crappy vaporware so paypal is satisfied the buyer got an actual product. The key difference is the follow through, not continuous excuse of setback after setback, even one as tragic as them getting robbed.
I've probably said quite enough on this already, so I'll leave it be since I wasn't an active investor. Just someone looking from the outside at such a promising game (and what it might become - persistent open world zombie killing and backstabbing all in the name of survival) end in such disappointment. A plague o' Indie development.
**Had to bump this thread seeing as the entire topic has changed with mega updates since last post** They didn't give up! Huge update came out recently which I decided I had to bring this thread back to life.
This is now IMO the best zombie apocalypse game out there at the moment - now there is NPCs with interaction, saving, multiple areas, limited zombie migration and new weapons being brought in such as this one! with aiming which makes this game even more exciting.
Barricading is now properly possible and with skills that can be developed there is actually a lot of fun to be had from the game now. Developing skills like blunt weaponry means more effective damage with baseball bats etc.
I just tried the demo and after getting used to the controls, it was quite fun! I ran out of the house and left the wife to die after the house was overrun with zombies, but circled back after about two in-game days and she was still there . Anyway, the new features they're adding really seem great- I'll definitely be keeping an eye on this.
On March 29 2012 11:49 Sigrun wrote: I just tried the demo and after getting used to the controls, it was quite fun! I ran out of the house and left the wife to die after the house was overrun with zombies, but circled back after about two in-game days and she was still there . Anyway, the new features they're adding really seem great- I'll definitely be keeping an eye on this.
Yeah the story they're going for hasn't been focused on in a long time,so the wife doesn't do anything yet but its later planned that she will recover and work together with you to survice the zom-pocalypse which should be fun! (the devs have been focusing on the gameplay mechanics and save feature for a couple of months)
Oh man, I bought this a long time ago and played it for a day or two, and intentionally forgot about it so I could one day return to the finished product. I was unaware of the robbery that happened but I'm glad to see they persisted, and the aim system looks pretty cool. I can't remember, but can you shoot while moving? If not, you should be able to, just with severely reduced aim.
this game is getting some really big updates recently. The potential of this game really excites me. Hopefully the release is this month but the developers haven't said much.
Anyone still playing this? I decided to download it on steam since I had bought the alpha ages ago. They're pretty much completely overhauled the game since that whole theft thing happened. Still got some work to do, still some silly bugs but it's really really addicting and a fun concept. Some stuff is disabled atm--i know no NPCs/survivors for now, and some other random stuff. But it's been progressing along, and I know they're doing a price bump... maybe even tonight? It's somewhere on the site.
e: you probably should download the tech demo to see if it will run on your machine. despite being the old school isometric game engine, it does hog quite a bit of resources atm. The next patch is supposed to address that a bit, and there's a compatibility mode that disables zooming and camera rotation, but it will drag on some machines. There's some fixes you can try, but it's worth knowing before buying.
I read through a bit of the thread and don't know much other than I think I want to buy this game but the trustworthiness of the devs to deliver what they promised has been called into question. How are they looking now?
Honestly, I don't think it ever WAS in question. I distinctly remember buying this game about 2 years ago, when the game was in alpha. The site said, in red letters, something along the lines of: "You're paying for this game in it's current state. We intend to continue to support Project Zomboid and actively develop for many years, but we can't promise anything."
I agreed to this and bought the game regardless. I'm not sure why so many people seem to think they're robbed if the game isn't developed when the site distinctly said you were paying for the product in the state it was at then, not what it could become in the future.
with all that shit regarding the theft of laptops and stuff, id say it was questionable at the time. now it looks quite legit. lots of regular updates and all that jazz. if they contunue to head in the direct theyve been going, they will have a nice game when it is done.
Hey guys I have been relatively late to the party - although not as late as I usually would be because I, like Hawk, have a huge problem with paying for incomplete games. I put a cheeky review in Steam and I thought I'd share it here in case anyone is considering getting involved and getting the game
I very much recommend this game for anyone who:
a) Likes tense, realistic zombie games;
b) Wants a game that feels more like a movie (i.e. Dawn of the Dead) than dynasty warriors (i.e. Dead Rising);
c) Doesn't mind a game being unpolished (e.g. currently no NPCs in the build I am playing).
The game is extremely compelling, even if a little thin on the ground for content. You must grit your teeth and carve out some space for your character to call 'home'. Barricade the doors, shut the curtains, create a sheet rope to access the second floor window. Then get building your perimeter wall and planting your crops. Don't forget rain collectors. Now you have the basics of survival, you can make forays into the dangers of the city, staying in cleared out houses along the way and making sure to attract as little attention as possible.
This game has the potential to leave a huge, huge indent on future zombie games, probably the same way DayZ has already done. When NPCs and multiplayer are added (especially LAN which would be incredible), this could become the FTL of the zombie genre.
Considering I have got 30 hours of fun from this game, I would say that it's definitely worth £5. In terms of £10, it's your choice: either wait until the game is a little more advanced and REALLY get your value, or jump in and support the developers early on and enjoy running around a town full of 4500 zombies with no NPCs.
Right now I would rate this game a compelling 7/10 but it has the potential to hit 9 or 10/10.
For reference here is how I rate other non-arcade zombie games:
Resident Evil 4: 9/10 TellTale Games The Walking Dead: 8.5/10 Left 4 Dead: 8.5/10 Resident Evil 2 or 1: 8.5/10 Left 4 Dead 2: 7.5/10 Dead Island: 7/10 Dead Rising: 7/10 The Last of Us: 7/10 DayZ (currently): 6/10 (with the potential to be much higher) Dead Rising 2: 5/10
As you can see I have left a space at the top for 9.5 and 10/10. Reason being there has never actually been a zombie game that lives up to the tension, excitement and cloying exigency for survival that permeates the finest zombie movies.
Project Zomboid does have a chance to reach that level or somewhere near it. The fact that the merest scratch can but not necessarily will turn you eventually into a zombie is a welcome change to the superhero melee murder spree that many other zombie games offer. The fact that you can die of hunger, thirst, regular disease and being soaked to the bone by freezing rain adds tension. Your crops can die of diseases, a horde of zombies can shamble up to your safehouse and lay siege to it. Firing your gun attracts three times as many zombies as you originally intended to engage.
So there you have my take on this charming, albeit incomplete, little game.
Hey guys me and a couple of other friends have recently gotten into the game since multiplayer came out, if anyone would like to join us just PM me and I can give you the IP, so far we only have around 4 people constantly playing.
On February 22 2014 14:41 Anesthetic wrote: Hey guys me and a couple of other friends have recently gotten into the game since multiplayer came out, if anyone would like to join us just PM me and I can give you the IP, so far we only have around 4 people constantly playing.
Similar to the above - my brother and I have a server up and running and would be more than willing to have some company for post-zombocalyptic fun.
ps - the lights and water are already out and we've managed to burn many buildings down ^_^
On February 25 2014 03:19 Kojak21 wrote: how does the online work? like how many people per server?
There are private and public servers. I'm not sure what the capacity is but i know of some that had ~100. PvP is a bit of a mess at the moment so I don't bother with public servers since everyone just constantly 1-shots everyone else with guns which = not very fun to me.
On March 03 2014 10:26 QuanticHawk wrote: the new patch really fixed framerate issues for me. i should dl the mp version. though from what i have read, servers get stripped down really fast.
I really wish this were on consoles. Just have a night of playing with friends would be fun.
Servers do get stripped fast. Still lots of bugs (mostly with fire) right now in mp too. The upcoming Build 25 is supposed to resolve a lot of issues and trapping/hunting should be fun.
We currently play with just 2-4 people and it's been a fun time so far.