“This Is How You Died” A Project Zomboid Review (PC)
Reviewed on PC (Steam)
Throughout the month of October, I was searching for a spooky game to sink my teeth into. I stumbled upon Project Zomboid, a game nearly a decade into development. It ended up being the needle in a haystack of indie survival horror clones. The game released on Steam for early access in 2013, the competition was fierce as Day-Z and 7 Days to Die were released only a few weeks after.
So how did I get hooked on a game that’s been in early access for almost a decade and released at a time where the market was becoming very saturated with Walking-Dead simulators?

Love at First Bite
From the moment I started the tutorial the tone was set and Project Zomboid sunk its teeth into me. Immediately, the tutorial issued a warning. You are alone, there will be no rescue, and you will not survive. so much so that the game’s catchphrase “This is how you died” appears at the start of each playthrough. A reminder I saw many times on my first day playing.
The game is brutal and has no ending (save for mods). Still, I found myself walking back into the zombie-infested hell that is “Knox Country” time and time again.
Create a Survivor
Starting with character creation, it’s painfully apparent just how grounded Project Zomboid is.
A point system is used where beneficial (positive) or detrimental (negative) traits add or subtract points from a grand total of 8 with the end-goal being to end with zero. The trait system is deep and allows for a marriage of builds, albeit complex and confusing at first.
Depending on the occupation and traits chosen, players are assigned points for skills across different categories such as Agility, Combat, and Crafting. I randomized a build and was on my way.

There is no hand-holding here.
The gameplay is simple enough, survive by any means necessary. Players have access to movement options you’d come to expect such as walking, running, and sneaking. Zombies are able to hear or see you at different rates depending on character weight, skills, and movement choice. Players have a limited cone of vision and are completely unaware of anything not in that cone.
On top of all this, after every death, players are able to find their zombified past life and recover lost items.

Like many other survival games, players must track and meet basic human needs. Where Project Zomboid shines, however, is the addition of emotional conditions such as boredom, anxiety, and panic.
Stressed and panicking while fighting zombies? Smoke a cigarette and take beta blockers to alleviate these or suffer decreased melee damage and critical chance. Bored and hungry? Better watch tv and eat something or else the player ends up unhappy, causing every action in the game to take longer.
Here’s how my first solo run of Project Zomboid played out.
I picked Muldraugh as my starting point, a town with a sizeable residential area as well as shops and warehouses. Starting in a house with nothing but clothes on my back, I began to search for a weapon. At the very first door I opened, a zombie was already waiting for me and a chase began.
Defenseless, I immediately walked out of the house. Luckily a player’s base walking speed when healthy is faster than every zombie. Unluckily, I picked one of the more heavily zombie-infested maps and was met with more of the undead fiending for my flesh. After weaving through a horde I climbed a large fence and breathed a sigh of relief. I then looked to my immediate right and came face to face with another mouth breather. A nonstop chase ensued and I eventually became too tired to outpace my dead neighbors and succumbed to the horde.
Though an unsavory introduction to the game, subsequent playthroughs became easier and I survived a little longer each time. I kept coming back because Project Zomboid perfectly encapsulates what it would feel like if you were thrown into an apocalypse.
The atmosphere, aspects of realism, and most importantly zombie interactions are what make this game stand out. The sound design and the reminder that “nowhere is safe” give a very The Walking Dead feel. Much like the show, I constantly found my anxiety rising with my characters as I attempted to survive another day.

Misery Loves Company
Multiplayer provides more of the same gameplay, except it’s a bit easier. Having a friend at your side makes zombies more manageable. The more players with you, the less you’ll get focused, but the more resources your group needs.
The game can turn into a cakewalk with friends, especially if they have more experience and a better character build than you.
I recommend doing a few initial runs solo, with no guide, for the best experience.
The main issue with the game is actually its selling point. Players are left to experiment and discover things themselves, leading to a steep learning curve. Any gameplay issue I encountered or disliked is easily alleviated with mods. Want guns to be stronger and zombies to sprint? There’s a mod for that. Want an ending to the game? There’s a mod for that. You get the idea. Any style of zombie survival is possible and only adds to Project Zomboid’s replayability.
This game is one I will come back to whenever the zombie-bashing itch appears. If anyone is wary about early access games, I can definitely say to shelve those worries and dive in.
Project Zomboid (PC – STEAM)
FINAL SCORE: 8/10
Thank you so much for making it to the end!
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