
Project Zomboid
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Project Zomboid
Project Zomboid is an open-ended zombie survival sandbox where each day is a struggle to stay alive. In Muldraugh and West Point, survivors loot homes, craft gear, build defenses, and evade relentless hordes. Hunger, illness, and changing conditions make preparation as important as finding supplies. Steam players rate the game 94%% positive across 370,519 reviews. Listed interface languages include English. Released November 8, 2013.
Credits
Lowest recorded in 36 months
$4.462026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 20 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Italian | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Danish | Yes | — | — |
| Dutch | Yes | — | — |
| Hungarian | Yes | — | — |
| Norwegian | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese | Yes | — | — |
| Russian | Yes | — | — |
| Turkish | Yes | — | — |
| Japanese | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Finnish | Yes | — | — |
| Korean | Yes | — | — |
| Thai | Yes | — | — |
| Ukrainian | Yes | — | — |
| Czech | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Play modes
The Steam PC description lists solo play, online multiplayer, and local split-screen co-op for up to four players.
Controller
The description specifies Xbox controller support on Windows; other gamepads can be configured manually.
Language
Listed interface languages include English. Full audio is not specified for the listed languages.
03Frequently asked questions
What do you do in the game?
Loot houses, craft items, build defenses, and try to evade the relentless zombie horde.
Can I play with others?
Yes. The description lists online multiplayer and local split-screen co-op for up to four players.
Which modes are included?
Alongside Sandbox and Survival, the description lists challenge scenarios and instant-action Last Stand.
“Isometric survival anchors deep character customization and a mood-driven permadeath system across thousands of community mods.”
Our Verdict
Project Zomboid earns an 8.5 overall, and that score certifies it as the deepest post-apocalyptic survival simulation on PC and a thirteen-year evergreen classic built by a small studio that never stopped giving. It is a specialist's masterpiece — narrow in its appeal, uncompromising in its difficulty, humble in its presentation, and utterly without peer in the depth of what it simulates. The 8.5 holds both the towering strength of that simulation and the very real barriers that keep it from being a game for everyone.
Buy it for survival simulated to the bone

Buy Project Zomboid if you want the apocalypse modeled with a fidelity nothing else approaches. This is the game for hardcore survival-simulation fans, for players who love building characters and crafting optimized builds, for tinkerers drawn to deep interlocking systems and a vast modding scene, and for anyone who finds meaning in the slow, careful work of staying alive one more day. The combination of build-craft character creation, a medical-and-mental survival sim, deep base-building and the weight of permadeath produces an experience of unmatched richness, and once the systems click it is the kind of game that becomes a permanent fixture, measured in thousands of hours rather than dozens. It rewards patience, planning and mastery as completely as any game on the platform, and the configurable sandbox plus the endless Workshop mean it can be whatever you want it to be — a relaxed builder's retreat or a desperate fight for survival. For the right player, this is not merely a recommendation but an essential, a game that will quietly eat years of spare time and be welcome to them.
Skip it for visuals, console, or mercy

Skip Project Zomboid if you need the things it deliberately withholds. The isometric pixel art will not satisfy players who expect AAA visual quality, and that is a genuine taste barrier no amount of atmosphere overcomes for some people. It is PC-only — with no console version and no handheld support, the biggest platform gap in the product — so a large potential audience simply cannot play it where they game. And above all, the permadeath and the brutal first ten hours, which drive an estimated 80 percent of newcomers to quit, demand a tolerance for repeated failure that not everyone has or wants. This is honest gatekeeping rather than a flaw: the difficulty and the presentation are the filters that define who the game is for, and a player who needs gentle onboarding, modern graphics or a console release should look elsewhere without regret. Knowing your own taste here is essential, because forcing yourself through a game built to reject you rarely turns into the love its devotees feel.
The barriers and the small-studio triumph

Two forces frame the final score. The first is the set of real barriers — the steep learning curve, the acquired-taste visuals, the PC exclusivity — which keep the overall from climbing higher even though the underlying simulation is arguably worth a near-perfect mark for its intended audience. A game this hard to enter cannot score as if it were universally accessible, and the 8.5 honestly weighs that friction against the depth. The second is the achievement, and it is genuinely admirable. The Indie Stone, a small UK studio, has spent thirteen years building and freely expanding the most detailed survival simulation in gaming, earning a 94 percent positive rating and a loyal community that has stayed for over a decade, all while refusing every microtransaction and paid-DLC temptation. That combination of obsessive ambition, longevity and commercial integrity makes Project Zomboid a conscience benchmark as well as a technical one, a small team's enduring labor of love that out-simulates the entire genre. The 8.5 is the verdict of a specialist classic — demanding, humble, bottomless, and unmatched at the one extraordinary thing it does.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
First of all, if you have never played this game, it is one of the best zombie survival and you should try it. I have played PZ since it's release, I have close to 3000 hours in the game but most of that time isn't recorded on steam. It's a fun game and you should try it. But I'm still going to leave a negative review. Why? Let's delve in. This game has been in Early access for over 12 years, the devs have made millions in sales, that in itself is not a problem as long as the game is being actively worked on but the development pace has slowed to a crawl and at the rate it's going it's unlikely the game will EVER be feature complete. The devs have lost the passion they had when they started the project and it's very obvious they are barely working on it anymore. This how PZ update history looks like. 2013: Release 2014: Builds 25, 26, 27, 28, 29, 30 2015: 31, 32, 33 2016: 34, 35 2017: 36, 37, 38 2018: 39, 40 2019: Nothing 2020: Nothing 2021: 41 2022: Nothing 2023: Nothing 2024: 42 2025: Nothing 2026: 99.9% chances of nothing since they spent the last year fixing multiplayer and just release the fix. I think you can see the issue. 11 years ago they were communicating about how they were making great progress on NPCS. Just read this post from 2014 while knowing this feature is far from being in the game in 2025: https://projectzomboid.com/blog/news/2014/07/its-an-npc-related-mondoid1-no-hype-pls/ The game is not yet abandoned but if this trend continue, it will soon be. On top of that the latest decisions are very questionable. Nerfs, Nerfs, Nerfs, tedious mechanic, nerf, nerf. They heavily nerfed the traits you get when creating a character because people figured the meta. Instead of buffing the traits that were not picked they just made all the meta pick irrelevant. That has made it so if you want to be a person that has a job you need to be half blind, prone to illness, a slow healer, overweight, and if you go in a moving car it will give you fever and you'll die. They brought jobs such as Knapping, glassmaking or pottery which add very little but tedium and I'm pretty sure nobody asked. This is the kind of content you expect of a mod or something you would do once the game is feature complete. The scope creep is unbelievable while important game systems get ignored. Unpaid modders are doing more for this game than actual developers. Moders fixed the broken multiplayer before they did, they created NPCs before they did, they implemented archery before they did and so on... When people are rightly calling them on it they throw a tantrum and refuse to take accountability. A dev even insulted the player base on twitter and told people to off themselves. They will say the updates are long because they don't want to release bugged content but then will still release bugged content and shield themselves behind the early access tag. Multiplayer broke it took them over a year to fix it (allegedly so there is no/little bugs on release) and it is full of game breaking bugs. The fanatical fanbase is not helping either anybody pointing any issue will be dogpiled. I have seen bug reports get downvoted into oblivion on reddit with people chain replying "ItS EaRlY aCcEsS" like mindless drones. Here's an example of an upvoted comment on a bug report thread: "Honestly we really just need to make fun of people who complain about the release schedule and unstable builds.". With a community that can't see the problems there is very little hope for positive change. I have lost any hope this game will ever be feature complete and I simply cannot recommend giving these lazy people any more money until they finish what they started. I will update my review if things improve but so far it has only gotten worse and worse. Last update b42 has killed any interest I had in the game because it's just a more tedious version of b41 (I like that they added basements and expanded the map, the rest is a downgrade). At this point it's not even about money, it's just infuriating to see people with a gem doing nothing with it. I wish they would just sell the IP to a studio that is interested in actually making the game the best version it could be. Not a bunch of people struggling to find the motivation to work on their game for an hour or two per week (if that).Show moreShow less
My buddy said that if I get 200 likes on this review, he'll buy me a case of beer and some vodka.Show moreShow less
As a former employee of The Indie Stone who worked on the game for 5 years, it appears this company is in the midst of a major restructuring. Several senior members of the team who have been present for years, and contributed major aspects to the game's current design, have been let go in quick succession, under the purview of a small group of recently-hired developers from the AAA industry that were brought on. I believe the purpose of this restructuring is to make the company leaner and more attractive as an investment to a potential buyer. There appears to be a major scaling back of planned game features, following the dismissal last year of a senior developer responsible for setting up several major systems for the game that lend it its current look and feel. Unfortunately it appears Project Zomboid is undergoing a transformation that may end up stripping away most of what gave it it's unique appeal. If you are a fan of this game, please be prepared to lower your expectations. The company's previous artisinal approach towards the game's design is being abandoned in pursuit of a marketable Minimum Viable Product.Show moreShow less
Woke up in a house. Turned on the TV. Watched a cooking show. Had some baked beans. Read a book. Took a walk and got chased into the forest by a horde of undead. Ripped my clothes and face to shreds on the bushes and trees. It started raining. So I broke into a house and cut half my body on the broken glass. Smashing the window attracted another horde that poured into the house. Tried to fend them off with a spoon. Grabbed a microwave, ran upstairs and blocked the stairs with the oven. All my food and gear is downstairs... and the TV. So now I will miss the 12 o'clock show about wooden floors. And that really ruined my day. Just buy the game. It's great.Show moreShow less
The core gameplay loop of Project Zomboid currently rests upon 2 pillars: 1) I am a human being. This means that our human character ingame must drink, eat, sleep. There must be clothing, shelter for them. But food is limited and it can go bad, water and electricity will shut off, clothes degrade. Such needs are satisfied by the game's exploration and looting, gathering, foraging, fishing, building, etc. 2) I am in a zombie apocalypse. This means that, as a human, zombies will try to eat the playable character. The character must gather weapons and fight, acquire protective gear, stealth around the zombies, all of them in order to survive the horde. These 2 pillars work well together, because in order to gather the resources to satisfy the human needs, one needs to explore and gather, but such actions puts one in confrontation with the zombies. And in order to handle the zombies, one's character must be well of in terms of their need, least they succumb to the horde. Its a catch 22 of game development. The issue is that this formula quickly becomes obsolete. As you acquire skills and material in the game and you build up your base, the need to engage within this cycle becomes non existent. After a player gets familiar with the game and its controls, there is nothing stopping them other than the new artificial "muscle strain" mechanic from quickly making sure that both pillars are finished within a couple of weeks of game time, at which point the game just stops dead in its tracks and you are forced to answer the question "what now?". Here is something that might upset the playerbase. Project zomboid is a boring game, the combat is not interesting, its just hold mouse 2 while pressing mouse one on heads, the exploration is repetitive, finding similar stuff continuously. And that is good, realism is one of the strong points of this game, and I would not want that changed. What makes this sequence of events interesting is the whole "human in a zombie apocalypse" scenario. The main character of the game is not the actual living human in the game, its their story. The story is the main character, and Project zomboid is both a scene and a set of tool for the player to tell that story. And all of this is competently made, but this is a story that stops being interesting after Act 1, after the human character has established a foothold in an area and has gathered the necessary skill and materials for survival. There is still more to do in the game of course, but those things are in no way connected to the story. Imagine a zombie movie in which a survivor has successfully established a base in a small town with enough food and water for a long while, and access to more if needed. Plenty of tools and material, skill are there and only improving. All is well, they have survived and will do so for a long time. Then after all of their struggles they randomly pack a car with supplies and drive off into the big city and get killed. And the only reason that anyone could have come up with for that action is "Just because". This is what i imagine the story of the average player is like. After learning the game and getting into the gameplay loop, your are hit with the brick wall that is the lack of more gameplay loop. You can continue the loop, gathering more material, killing more zombies, building more base. Or you can do something else that is completely detached from the story building up until then because you got bored of the gameplay loop, and the only story reason for you to do so is "just because". Why would you bother learning to fish/forage/farm when there is plenty of food in cans everywhere in the city? Just because. Why would you build your own base when there are plenty of good houses all around? Just because. Why would i care about the build 42 crafting of tools from scratch when there is a perfectly good melee weapon in my neighbors house? Just because. And yes, you can change the setting in order to reduce the amount of skill and material that you can collect, but that merely delays the inevitable end of the gameplay loop, it does not add anything to it, it makes it even worse by the diminishing returns your actions will have. Build 42 has brought the playerbase and substantial improvement in the technical aspects of the game, i love the new visual aspect of the game, the new music, sounds, lights. All of that is good and well, but all of the content added for the gameplay is purely more "just because". Do i think its interesting that i can make my own weapons and armor from scratch? Yeah. Do i think its relevant to the game that i play? Will i actually bother to go through the elaborate crafting for a piece of metal that is marginally better at killing zombies? No. The only solution for this problem is the third pillar of the game, that is currently not even in the game, human NPCs. 3) I am a human, among other humans. That means that that i interact with other humans, that they, like me, have needs and desires, and are also in the zombie apocalypse trying to survive. I can see a version of Project zomboid that instead of hitting a stone wall after basic skill and material acquisition, NPCs will come in the story to shake things up. Suddenly there is competition for those precious resources, the zombies will have another target other than the player. Will we compete, fight, befriend the NPCs? Will we make our own group or be alone? Will our group go into conflict with others? Will there be politics, trade between the communities that arise after the dust settles? NPCs will transform so many of the games "Just Because" into pieces of story with actual reason and significance. If implemented correctly, they will continue the game's gameplay loop beyond the first stage of the game and, hopefully, in its totality. Project zomboid will stop being a "last person on earth" game and will become the "life and death of a survivor of a zombie apocalypse" game that it always wanted to be. There is just one last problem, a closing thought. This game has been in development since 2011, was released in 2013. Build 41 was released in beta form in 2019, stable in 2021. Now its the end of 2024 and build 42 unstable has been released. Human NPCs will first be added in a basic form in build 43, and fully developed only in build 47. My only hope is that i will live long enough to actually play that game that has been promised.Show moreShow less
Took the car, went to mums, killed Phil. Sorry, Phil. Grabbed Liz, went to the Rosewood, had a nice cold pint and waited for the whole thing to blow over. 10/10Show moreShow less
I feel a little dirty not recommending this game. I've played a lot of Project Zomboid, and I've had a lot of fun with it. But my decision not to recommend it isn’t about the fun I've had - because yes, it can be fun. That said, many people don’t find the game enjoyable in its current state, so your mileage may vary. I’m not going to dive too deep into the game’s current shortcomings - most of them require context that a new buyer won’t have, and frankly, I don’t think I could explain them concisely. Instead, I want to look at this through the lens of someone considering an early access game: “Is it fun?” and “Can I trust the dev team?” Is it fun? Yes. Depending on what you’re into. Project Zomboid can absolutely be a good time. There’s danger if you want it, and a variety of survival systems: farming, fishing, trapping, hunting (in B42 unstable only), cooking, seasonal weather, and more. The early game especially is great. You’re under-equipped, desperate, looting empty diners with a fork as your only weapon, wondering if this is how it ends. The map is massive. You’ve got cities, small towns, lonely farmhouses, lakeside resorts, and miles of open wilderness. There’s an active and talented modding community. And the settings menu lets you fine-tune the experience to your liking, whether that means zombie hordes on every corner or a quiet, slow-burn survival sim. There’s a lot to enjoy here. So what’s the problem? Development. That’s the problem. I used to think Indie Stone had a solid handle on things. But after the painfully long gap between B41 stable (released in December 2021) and B42 unstable (finally dropped in December 2024), I’m not so sure. And even now, more than half a year later, B42 is still unstable, unbalanced, and clearly unfinished. Let’s not forget that this game has been in Early Access for twelve years. That’s not me exaggerating. Twelve actual years. The people who bought this game in high school are now married, mortgage-bound, and sending their kids off to school. And after all that time, the latest unstable build still feels like it needs a few more passes. Meanwhile, modders - people doing this for free in their spare time - are releasing impressive, functional content in a matter of days or weeks. When you compare the two, it’s hard not to wonder what the official dev team is actually doing with their time. It feels like they’re just keeping the lights on and hoping nobody asks too many questions. Now let’s talk about NPCs. Or rather, the fact that they still don’t exist. This has been the most requested feature for years. We’ve been told they’re coming, but at this point, the light at the end of the tunnel is looking more like a flickering bug zapper. You, as a new buyer, might not care about NPCs right away. But you should. Because what their absence really tells you is that the game is still not finished. And worse, it might never be. The real problem is the endgame. Once you learn the ropes, the early tension disappears. You loot what you need, set up a base, get some crops going, and then… nothing. No major threats. No events. No real reason to leave your house unless you get bored. And you will. There are no storylines. No big herds wandering in to ruin your day. No evolving threats. Just you, your soup, and an endless loop of sleep-eat-read-repeat. And despite how obviously this hurts the game long-term, B42 does nothing to address it. It adds more systems, sure, but not ones that reinforce the core gameplay loop. Out of everything added, maybe two things feel like genuine improvements. Everything else feels like side dishes when what we needed was a main course. Final thoughts I really wanted to love this game forever. And in some ways, I still do. But after watching how long it takes for updates to drop, and how little progress seems to be made with each one, I’ve lost faith. The modders have already built NPC mods. They’re janky, sure, but they exist. If people working evenings and weekends can pull that off, then a full-time professional studio with access to the source code should be able to deliver something playable in far less time than it’s taken. We should not still be waiting for core features twelve years in. We should not be squinting at patch notes hoping for something meaningful while celebrating ten-year-old promises that still haven’t come true. If you buy this game, you might have a great time for 10 or 20 hours. Maybe more with mods. But eventually, you’ll hit the same moment everyone else does. You’ll stop, look around, and ask, “Is this it?” And the answer, unfortunately, is yes. This is it. Not recommended.Show moreShow less
add sexShow moreShow less
UPDATE: The developers maliciously and falsely flagged this review as "abusive" in an attempt to hide/delete it which was promptly dismissed by a Steam moderator. -------- UPDATE2: The forums are still being mass-censorshipped to this very day alongside the discord. Proof: https://i.imgur.com/R9thdEh.png https://i.imgur.com/TSxepjA.gif https://steamcommunity.com/app/108600/discussions/0/3198118671847571681/ A survival game with potential that ends up failing drastically short due to the huge random factor. Surviving your first couple of days is easy since food is borderline abundant in every house along with water being a common commodity at every tap, toilet and bathtub. Eventually, however, these resources will dwindle, not only by the human consumption but due to the basic services shutting down, leaving any fridge-dependant foods to be almost instantly spoiled, leaving you very dependant on rare canned foods, chips and other conserverd commodities which will run out real fast depending on your character. "Just create a farm!" you say? Fantastic Idea! Just one flaw: You need to find a shovel/trowel and plant seeds. While seeds are rather common, trowel/shovels are not. I have spent countless of hours, killing hundreds of zombies to clear out a big piece of farm-land just to spend even more time searching dumbly for seemingly common tools In order to have any kind of chance to survive. And then you have the second problem of water. You will need a LOT of it (especially for farming) and it's extremely heavy which means the game is basically forcing to you live near water sources. Another serious randomness issue you will run into is finding axes/saws in order to make logs and planks. Don't find any? Forget about trying to build a base.. "Just scavenge forever!" is a semi viable strategy for a fairly long time if you know what you're doing but that gameplay loop turns mundane real fast. "What about the combat"?.. Well, it's sorta broken with zombies randomly ignoring being pushed and getting a hit on you... In a game where a single scratch will end your run due to there being a chance of you getting the "zombified" infection that can't be cured in any way, shape or form. "Just be careful.. Or wear armor!" Zombies in this game are extremely plentiful and firing any sort of gun to avoid being scratched will form massive hordes chasing you in no time. Ammo is rare and armor/clothing crafting is another case of requiring several rare items while also being unreliable. "Uhh.. Play with friends in multiplayer to even the odds?" It's bugged to sh*t, mostly because they only had a beta up for like 3 days before pushing it out as "released". TL;DR: Avoid this turd like the plague and go play - Cataclysm: Dark Days Ahead - instead. It's free and infinitely better in every way.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.
