Next up - Project Zomboid (2024)

After several barnstorming ‘future plans’ blogs this one is a bit more near-sighted we are afraid, but might cast some light on our intentions for the general upkeep of PZ while larger-scale features are worked on.

First though, the boring-er stuff!

HOUSEKEEPING

TEAM EXPANSION!

We are looking for a game development specialist, likely someone with AAA experience, who wants to go indie and doesn’t mind one of their superiors being a cartoon raccoon. We need an Animation Engine Programmer, who would be in charge of improving the code guts of Project Zomboid.

Good experience required with working on or developing character animation systems in a proprietary engine: root motion, blending, masking, inverse kinematics, ragdoll etc. Competitive rates, flexible working, worldwide dev team. Apply within.

GET OFF THE OLD BETAS PLZ!

At some point in the near-ish future, we will be tidying up some of the older Build 41 MP betas available on Steam. Namely, 41.60, 41.61 and 41.65.

Please return to the non-beta live version of the game as soon as you can to be 100% sure that you avoid any game or mod corruption when these disappear – whether on a server or in SP.

(The sound issue that meant that some remained on 41.65 has now been dug up, fixed and patched in 41.68 stable.)

UPCOMING 41 PATCHES

Today we hotfixed the stable build with an FMOD sound engine update that should finally solve the issues experienced by some players with certain output/peripherals set-ups. It should not cause any issues with server version mismatches.

Next up will be a small patch, 41.69, designed to counter what we feel are some of the more pressing issues that the game currently has – and where a fix can be quick, simple and hopefully non-disruptive. The issues at hand currently are:

  • Problems with safehouses, including unwanted teleports for safehouse members when the safehouse owner is offline.
  • An issue with a non-responsive PvP icon impacting on general play.
  • The fact that looted VHS tapes are single-use and can’t be used by other players.

We apologise for these small patches, and know it’s annoying having to wait for a server owner or host to update, but we hope that this will be the last of these smaller niggly patches for a while.

The team will then implement quite a lot of QOL and balance work that we already have waiting backstage into the internal beta, and we can knuckle down on 41.70 (if all goes well) as a wider and ‘small feature-led’ patch with a longer lead-time for the community.

This will also contain many and varied improvements to the MP experience, alongside some work to make our game better compatible with the SteamDeck.

SOUND DEPARTMENT

The patch described above will also contain a lot of the recent work from our friends at Noiseworks – who are now known as Formosa Interactive UK btw, but our dev relationship with them won’t be changing.

On the menu for this sound update are the following:

  • Reworked Shotgun and M16 sounds, and additional firearm sounds for the Desert Eagle and the M9.
  • New indoor reverb tails for small/medium/big rooms for all firearms to make them sound more realistic indoors.
  • Additional foley sounds for zombies tripping over fences/obstacles/through windows
  • New environmental sounds for the Electricity/Water shutdown, and how the world reacts when either happens. There’s different shutdown sounds for inside/outside, and electric appliances play shutdown sounds in sync with these when the player manages to catch the event while close-by. Plus attempting to drink or get water from taps when the water is off might play water sputtering sounds.
  • A new background atmo bed for foggy weather
  • More specific roomtones for different building types, along with some random oneshot sounds. For example, in the prison you can occasionally hear rats, or other metal squeaks. Meanwhile in the mall, while the electricity is still running, there’s a chance of mall music playing.
  • A bunch of additional world emitters for streetlights, neon signs, hot dog stations, gas pumps, arcades etc – all of which also react to the Electricity shutting off.
  • All the vehicle doors have also been re-worked and split into layers for more variation and to make them squeak less often.

The guys are also in the process of reworking the music system to address tracks not playing out – and also have future plans to make combat music more engaging and dynamic.

BEYOND 41

Okay, maybe a little from our future plans. RJ continues to work on our first implementation of PZ livestock. Look at this happy beast!

Next up - Project Zomboid (1)

This week’s foggy, rainy Gotham-esque nightmare from †. A changelist of all our pre-release patches since the 41 beta begancan be found here. The Centralized Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discordis open for chat and hijinks too.

Next up - Project Zomboid (2024)

FAQs

Is Project Zomboid ever be finished? ›

There is no end date. It'll be done when it's feature complete and we're satisfied enough with the game to release it from EA. Even after release, some of us may continue to work on it. PZ is instead very much a game you should just play and enjoy for what it is today rather than waiting for something final.

What is coming in build 42 Project Zomboid? ›

Highlights. Build 42 for Project Zomboid brings game-changing features like animals, new weapons, verticality (skyscrapers and basem*nts), and enhanced crafting systems. I want to play it.

Is Project Zomboid still being worked on? ›

In 2011, The Indie Stone were subject to a high-profile setback within the indie gaming community following the theft of two laptops containing the game's code. Since then, Project Zomboid has appeared on Steam Early Access and continues development to this day.

How many devs does Zomboid have? ›

The Indie Stone current logo (2018). The Indie Stone is a small independent developer responsible for the creation of Project Zomboid. Chris "Lemmy" Simpson, Andy "Binky" Hodgetts and Marina "MashPotato" Siu-Chong established The Indie Stone in 2009, later joined by Nick "Nickenstein" Cowen in 2011.

What is the end goal of Project Zomboid? ›

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.

How long is a hour in Project Zomboid? ›

Game time in Project Zomboid is dependent on the Time setting in sandbox, by default 1 real life hour equals to 1 in-game day.

What is the largest bag in Project Zomboid? ›

Wearable
NameCapacity
Large Backpack2.027
Military Backpack2.028
Satchel1.015
School Bag1.015
6 more rows
Apr 8, 2024

What is the longest Project Zomboid run? ›

Surviving a week is challenging but doable. Surviving a month is hard. The longest verified time that a player has survived in the current version? Over eleven months.

Is Project Zomboid good in 2024? ›

Yes. Regretted buying it when I did years ago when it was in early release, but have put over 800 hours in since release, and have been coming back for another play through off and on since. Definitely worth it in 2024. I have 1000 hours with some friends, It's one of the best, most immersive games I've ever played.

Will there ever be NPCs in Project Zomboid? ›

Following early game development, NPCs were removed from the game. In an upcoming update, NPCs will be reintroduced with revamped mechanics.

Why is Project Zomboid sad? ›

The player is sad due to prolonged boredom, stress, or consuming certain food items. Unhappiness makes all timed actions take longer: equipping weapons, transferring items, crafting, construction and so on.

Why is Spiffo in Terraria? ›

Trivia. The pet is a reference to Spiffo, the mascot of the open-world survival horror video game Project Zomboid. The buff tooltip is a reference to the Project Zomboid world start screen.

Is Project Zomboid realistic? ›

The big premise of Project Zomboid is that it is a realistic simulation, almost as realistic as it gets. That means, if you get bit, that's it. Within a few days, you will be a shamblin' down the way with the rest of the horde.

What caused the Knox event? ›

The general consensus on the origins of the Knox Infection in the PZ community is that it originated as an airborne bioweapon from the infamous secret military base in Rosewood.

How long does it take to finish Project Zomboid? ›

When focusing on the main objectives, Project Zomboid is about 47½ Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 752 Hours to obtain 100% completion.

Do zombies spawn forever in Project Zomboid? ›

By default, zombies respawn in Project Zomboid after 72 hours of leaving a particular cell (which is roughly 300x300 tiles). Additionally, the number of undead respawning in a cell is about 1% of the undead's total population. Avid players also discovered that the respawn rate increases as the game progresses.

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