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Project Zomboid - All News

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Monday - February 24, 2014
Tuesday - January 21, 2014
Wednesday - January 15, 2014
Thursday - January 02, 2014
Sunday - November 10, 2013
Friday - September 27, 2013
Thursday - September 12, 2013
Saturday - August 17, 2013
Sunday - August 11, 2013
Saturday - July 27, 2013
Monday - July 22, 2013
Thursday - July 11, 2013
Friday - July 05, 2013
Monday - November 21, 2011
Box Art

Monday - February 24, 2014

Project Zomboid - Multiplayer Update

by Couchpotato, 04:10

Indie Stone has a new development post with information about a new multiplayer update for their Zombie Survival RPG Project Zomboid.


In case you didn’t spot it, over the weekend, we’ve finally put out the first ever online version of Project Zomboid out to the public! We snuck it out to get the worst of the issues resolved before the Mondoid, and early indications are really promising! There’s people running Roleplay servers, PVP servers, public and private. Mostly everything is functional, from farming to carpentry (though there are likely bugs still) and people are having a great time!

In the short term until we add trapping, hunting and some other late game features (that are on their way!) it can become a little difficult when joining a server that’s already had 100 people in the past 2 days stripping Muldraugh clean, so server ops may be tempted to reset the world fairly regularly until then. There’s plenty of balancing and bugfixing still to do but what’s there feels pretty complete!

The multiplayer version is currently in its own Steam branch, so if you want a try then you’ll need to follow the instructions here!

Remember you will need to have access to a server, which you can either set up yourself, or look around in the Servers forum for public ones you can join, or private ones you can apply for a user/pass for.

Tuesday - January 21, 2014

Project Zomboid - The Third Act Twist

by Couchpotato, 00:39

Indie Stone has a new development post with a few videos about the online part of the game. Also take alook at the main photo. Is that you Joxer?


Online multiplayer with persistent player run servers! Yes!

We have no figures on maximum player count as of yet, but we’ll be expanding our tests in the run up to release and suspect it’ll be connection and server spec limited only. Bugs aside, it managed 10-12 or so on a domestic cable connection pretty effortlessly though, and could probably have gone higher and whatever the limit can definitely be optimized further.

Anyone with a copy of PZ will be able to launch their own dedicated console only PZ server just by passing the appropriate parameters to the executable (or running a batch file, or whatever) with whitelists and blacklists, choice of co-op or PvP (purposefully defaulted to co-op to ram the point home) and all that goodness. Servers will be fully moddable using the same stuffs you mod PZ with now. Modders will be able to create their own networky messages to sync the server and client, and we’ll add checksums to check both server and client are running the same mods. In future we could look to auto-download stuff in cases the clients don’t have what is required.

Due to the moddable nature of the game and the easily decompilable nature of Java, it’s likely that we’re not particularly hack resilient, so until we can work on some solid countermeasures, people should stick to whitelisted servers with user/pass access, to allow servers to be policed effectively and ‘wrong’uns’ removed. You can read more on all this on this thread, where Lemmy was very proud and also frustrated to hold his tongue on the status of the multiplayer in his responses.

We also plan for split-screen to work seamlessly with the multiplayer once it’s reintegrated, so two, three, even four players on a single machine (perhaps in a living room on SteamOS!) all to inhabit the same online world together.

Wednesday - January 15, 2014

Project Zomboid - Preview @ Eurogamer

by Couchpotato, 01:30

Eurogamer takes a look at the Early Access version of Project Zomboid.

"This is how you died."

This cheery caption appears not on the Game Over screen of Project Zomboid but right at the start, before you've even started playing. Straight away, it's setting your expectations to a more realistic level. In short: this is not a game you're going to win.

As the lone survivor of a zombie outbreak in the state of Kentucky, now locked down and quarantined, your goal is survival. Actual, proper survival, not the bastardised version we've been taught to expect from other games. It's not a test of strength or even cunning, but a test of your sheer bloody-mindedness. How can long can you persist in a truly hopeless situation, before you make a catastrophic mistake and end up torn to shreds?

Thursday - January 02, 2014

Project Zomboid - Preview @ Pixel Perfect Gaming

by Couchpotato, 04:48

Pixel Perfect Gaming has posted a new preview for Project Zomboid.

There is an endless laundry list of high points that Project Zomboid brings to the table, but it’s impossible to mention them all in a single review.  Still in the early alpha stages of development, developer Indie Stone Studios is working diligently to implement content that will improve the gameplay. But if Project Zomboid is already this good during the development phase, you can only imagine what the finished product will be like once it finally launches.

Sunday - November 10, 2013

Project Zomboid - Now on Early Access

by Couchpotato, 03:33

In case anyone is interested in Project Zomboid the game is now available on Steam Early Access for $14.99. Here is a video and the game details.

Project Zomboid is Now Available on Steam Early Access

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 – your continued survival relies on your own cunning, luck and ability to evade a relentless horde.

We’re a game that’s in heavy active development, so when we were considering our appearance on Steam Early Access we thought it vital that we provide potential buyers with as much information as possible about the current state of our game.

Sometimes with alpha funded games people don’t know what they’re jumping into until they’ve bought the game, and annoying compatibility issues can spring from the woodwork after download.

To do our best to avoid this we’re launching with a playable demo you can try out first – in which a pre-made character’s fate is already sealed by a zombie bite. It’s our way of making sure that you’ll be satisfied with your purchase, and so you can be sure that a game in alpha (that’s due some extra optimization work in future) runs at an acceptable lick on your machine if it’s of a lower spec.

To double down on this over the coming Friday, Saturday and Sunday (8-10 November) we will be co-ordinating livestreams with many of our existing players and streamers. Our hope is that we’ll have as close to uninterrupted coverage of the game as possible, with hosts and (time permitting) developers available to answer your questions.

If there’s no available livestream, or if you’d prefer it, then you can also check out some of our regular YouTubers’ guides and opinions on the game. (We specifically asked this lot to cover both the pros and cons of our game and its development, but it goes without saying that they already enjoy playing it!)

Finally, we’re on Twitter (@theindiestone) and our website and forums can be found at Here you’ll find the development updates that we blog every Monday in our ‘Mondoid’ updates.

If, after all this, you’re up for jumping into Project Zomboid, then thanks for the support – and good luck in your gruelling battle against an inevitable death!”

Friday - September 27, 2013

Project Zomboid - Development Update

by Couchpotato, 00:32

Project Zomboid has a new development update talking about memory optimization for the games engine.

This week has been a very interesting and exciting one. It started with a sudden issue with the game presenting itself last Wednesday, which turned out to be down to memory creeping back up to dangerous levels on Intel cards. We finally decided enough was enough and made some bold changes to finally look to address the FPS and memory issues in Project Zomboid. We’ve had one particular plan in mind for a long time, but it always seemed a drastic move.

But with the run up to Steam, we figured if we left it any longer it would only hold us back in the future, with Westpoint being added soon, we’d just keep hitting this problem, and this is our best shot at finally fixing all the performance issues.

Thursday - September 12, 2013

Project Zomboid - Steam Keys Available

by Couchpotato, 01:02

The Indie Stone have a new development post with news that Steam keys are now available to all game buyers.

So we’ve finally gone and done it. The first big step toward Early Access is getting our game running within Steam, and to begin the process of giving out keys to our existing customers. The time has come! To make it clear, we are NOT currently available on Steam Early Access, however Desura customers of Project Zomboid are able to redeem Steam Keys.

Saturday - August 17, 2013

Project Zomboid - The Happy Mondoids

by Couchpotato, 01:00

Project Zomboid has another development update for the zombie ARPG.

Hello Mondoid survivors! It’s a fairly short crackle of gunfire from the Indie Stone safehouse this week, but nevertheless one that contains enough joy-nuggets to stave off despair. It’s all systems go round here, and you should be able to taste the fruits of a fresh Desura build imminently.

First up comes the news that our part-time coder, the gallic superstar Romain Dron (aka RobertJohnson to any internet people out there) is now joining the team on a permanent basis. Huzzah! He’s quit his job in the real world, and is now 100% committing himself to our build up to the Steam release – and beyond.

This means he can really get motoring on balancing, fixing and adding new survival features – shoring the PZ foundations, ready for the introduction of the NPCs and metagame that Lemmy is neck-deep inside.

Forum-goers will also be aware that we’re currently running a spate of internal and community test releases of the next Desura build (currently build 13). This is the primary reason for the thread-bare Mondoid this week, as the dev team are hard at work getting the build ship shape and don’t feel quite so guilty leaving the Mondoid short and sweet.

Things are progressing well, and each version is more stable than the last. We were hoping for a Mondoid Desura release but sadly it looks like there’s still a bit more work to do. In the meantime, feel free to drop in and give the builds a try (but back up your saves!)

Sunday - August 11, 2013

Project Zomboid - Sheet Ropes & Old Friends

by Couchpotato, 00:25

Project Zomboid has another development update on it's webpage. They even posted two new videos to watch.

Hello everyone!

First off, we apologize for the delay in getting this build out. The reasoning behind this is while we’ve cleaned up the majority of issues found in closed testing, we really want to get the invisible wall / crafted door related collision bugs sorted out. It’s proving elusive so far, but is affecting many people’s enjoyment of the game, as well as making bad impressions on new players. As soon as this is sorted we’ll do a final quick closed test and release. Hopefully it shouldn’t take too much longer to weed out.

Before then, we’ll show you a few new things you have to look forward to in the nearish future!

Saturday - July 27, 2013

Project Zomboid - Last Romain Standing

by Couchpotato, 00:54

ProjectZomboid has a new update for anyone that's interersted were the Project Leader Romain gives a status update.

Greetings fair Mondoider. Last week you learned the wonders SHAZAM! but there was a voice that was curiously absent. A French voice. The voice of our very own Romain ‘RobertJohnson’ Dron. So this week we thought we’d have a chat with him, as we’re nice like that.

Hello Romain! So, word on the street is that you’re the man to talk to about the next update. OMG WHERE IS IT ETC?

Yup, looks like it’s up to me this time… although Chris is the one who creates the release builds. Yup, I still don’t have absolute power. As to when it’ll release, well I should hope it’ll be soon™. What’s more it should be releasing alongside my new version of Last Stand! Hoorah!

On top of the Last Stand stuff (that you’ve mentioned now, completely ruining the tension) what tweaks and fixes will the next build herald? What will be of relief to seasoned PZ players?

Well, the big stuff is on the upcoming post – but on top of what’s listed there I’ve now added fixes for inventory browsing. I’ve re-added the shift key to let you select multiple items for instance, and now clicking in your inventory will stop you from shooting in-game and stirring up the aggression of the local zeds.

A big task I’ve had, meanwhile, was the complete rewrite of the save/load system for camping and farming. It needed a ground-up approach to finally be rid of the teleporting crops bugs and I HOPE it’s now fixed – the map streaming made it a real toughie to gets to grips with. It was really hard to reproduce, understand and grapple with. As of right now I’m more balancing and polishing, and it feels really good. Can’t wait till it’s out!

Monday - July 22, 2013

Project Zomboid - The SHAZAM! Report

by Couchpotato, 00:07

Project Zomboid has another developer update on the games webpage.

Good morning Zomboidateers. Today is an exciting day for the Indie Stone gang as Will, Mash, Chris and Andy have congregated deep in the industrial heart of North East England for the Super Huggy Awesome Zomboid Annual Meeting! (SHAZAM!). This is the point at which we actually get to see the pained expressions of our co-workers while we speak, rather than guess at them over Skype.

We’re chinwagging about both business-y and gameplay-y stuff, so we thought it might be a good opportunity for us each to individually have a Mondoid chat about what we’re up to in the background – as well as beavering away on the next actual update.

Thursday - July 11, 2013

Project Zomboid - Tough Old Week

by Couchpotato, 01:33

Project Zomboid has another development update on it's website.

Hello again,

Right, let us get this bit right out of the way first: this isn’t a, “yaaay! There’s an updated version released!” blog post. Sorry. Truly. But we’re all rather knackered after Rezzed and then burning the midnight oil to get a stable Desura release in the week following. So rather than risk bollocksing everything up horribly while our brains are a bit fried, we’ve taken a step back to relax, recuperate, and regenerate those pesky brain cells with a view to coming back harder, faster, stronger in a day or two.

That said, if you did miss it – yaaay! The Desura build came out! And it had that new Last Stand mode in it! Which you could play split-screen multiplayer if you have a couple of PC compatible joypads lying around! Here’s proof!

Friday - July 05, 2013

Project Zomboid - So Close We Can Feel It

by Couchpotato, 02:49

Project Zomboid has a new development update.

Hello Zomboiders,

Since Rezzed, we’ve been tirelessly trying to get the latest build up to Desura release quality. Regulars to our forum will be aware we’ve started doing a short run of test builds (with the file strategically uploaded to the servers for short periods to minimize on the crazy bandwidth bills we had the last time, and mirrors created soon after)

It’s so close it aches, and after a long long day of trying to finally nail the reoccurring and endlessly frustrating ‘teleporting crops’ bug and finally think we might have got it. Then just as we start finally writing the Mondoid, we find out that the recently repaired carpentry stairs may still have a few issues. Such is game dev, I guess. Then it turned out the farming was still an issue. Some days it all slots into place, and others bugs repeatedly beat you across the head a bit and don’t go down without a fight. :)

Anyway, since these are both vital things people have been waiting for since the last stable version, we’d rather wait until we got it in there. And as it’s 8:30pm it looks like we’re running out of time for today. That doesn’t mean we’ll stop work, and are looking to fix these two issues as we speak. And as soon as we nail these two issues, we’ll post the next version on the forums. We’ll likely be working for a good few hours yet, but didn’t want to delay the Mondoid any more and keep people in the dark. That’s not to say it’ll be tonight, it all depends on if we nail these pesky things.

Monday - November 21, 2011

Project Zomboid - Zombie Survival RPG

by Skavenhorde, 17:23

Project Zomboid is a zombie survival RPG. Right now it is an alpha, but like Minecraft and Driftmoon, you can buy the game now and play it. I did so quite a while ago and have spent many hours in this game bashing zombies and trying to survive. It's a tough brutal world that is highly addictive as well. Here is the game info:

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.

Here are a few updates about the game:

Simulated Fear and Loathing in Knox County - This goes into the NPC system and dialogue variations of the NPCs that you will encounter. As of now this is not implemented, but you can meet other survivors in the game. They just won't say anything.

Caution: Zombies at Work - A dev update on what's going on with the game. It goes into path-finding, LOS, artwork and a few other details about the game's progress.

A Rough Guide to PZ Mods - Episode 1: Stories - There are already many mods for this game. This blog entry highlights a few of them from the forums. Here is an example of one of them:

We’ll start by spotlighting a pair of mods by prolific forum-goer Ontogenesis. In Case Of Fire and Revenge Of Baldspot are both brilliant stories with exciting narrative and clever modding to back it up. While In Case Of Fire stands independent of the tutorial story, Revenge Of Baldspot focuses on Bob’s anguish over Kate’s death and the doomed wankiness of the raider who killed her. This is probably the best mod available for people who feel a small burning in their belly when around our team, and in particular a certain Mr. Batsphinx.


Alternatively, In Case Of Fire is an ingenious, quirky mod about unique NPC Crazy Chris and his antics. It just about does what it says on the tin, with some tasty surprises. This is a must-have extension for fans of fire and/or Project Zomboid. You can find both of Ontogenesis’ story mods on our forums, here and here.

Of Sawn-Offs and Sprite Animation - They talk about the artwork in the game and a tease about the new weapons and recipes that will go live in the next update. I should mention that there is a lot of crafting to this game. For example: if you have a can opener, a can of tomato soup and a pot then you can make a pot of soup. That's just one of the basic examples of recipes and doesn't sound like much, but food in this world is essential in order to survive. As of now there are not that many recipes, but there are many planned for future releases.

Here is a helpful hint to anyone who picks up the game, you will want to barricade your doors and windows using a hammer, nails and planks when you go to sleep. Trust me on this one, you don't want to wake up surrounded by zombies.

A Rough Guide to PZ Mods - Episode 2: Maps - Here are some more mods. This time dealing with maps the community has made for the game. This is one example:

a complete conversion of the default map comes in the form of Triptych’s Cloquet. Set in an apocalypse where survivors have been forced to retreat back to caves on the other side of the river, the map features a fully kitted-out, homely cave labyrinth, bridges to cross the river and the town where the zombie horde roams tirelessly. The map brings a welcome freshness to PZ for those who have played the vanilla map to death. Pun intended. You can take your chances in the caves by downloading Cloquet here.

You can download the free demo, which is version 0.1.4c or buy the full game is $7.99. It is available from Desura or Google Checkout.

Information about

Project Zomboid

Developer: The Indie Stone

SP/MP: Single-player
Setting: Post-apoc
Genre: Roguelike
Combat: Real-time
Play-time: 20-40 hours
Voice-acting: Partially voiced

Regions & platforms
· Homepage
· Platform: PC
· To be announced
· Publisher: The Indie Stone