
Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die? All it takes is a bite..
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?
In the towns within the Knox Event Exclusion Zone our survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming. Continued survival relies on cunning, luck, and the ability to evade a relentless horde...
Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
Online multiplayer survival with persistent player-run servers.
Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
Full line of sight system and real-time lighting, sound and visibility mechanics. Get spotted? Fire a gun? You’re in trouble…
Absolutely vast, and growing, map that’s loosely based on real world Kentucky. A huge area in which you explore, loot and set up your fortress.
Vehicles with full physics, and deep and realistic gameplay mechanics.
Tools and items can be used to craft weapons, barricade and cook. Build zombie-proof forts by chopping trees, sawing wood and scavenging supplies.
Deal with depression, boredom, hunger, thirst and illness while trying to survive.
Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
Farming, fishing, carpentry, cooking, trapping, character customisation, skills and perks that develop based on what you do in-game.
Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
Atmospheric dynamic music that matches your Knox Event adventure.
Imaginative Challenge scenarios, on top of our regular Outbreak, Rising, Apocalypse and nightmarish Extinction modes.
Local split-screen co-op.
Full, open and powerful Lua modding support.
Xbox Controller Gamepad support on Windows. (Other gamepads can be set up manually)
The return of Kate and Baldspot, the initial story-driven stars of the Project Zomboid tech demo.
In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
Constant expansion/overhaul of the countryside, towns and city that have been ravaged by the Knox Event
More items, crafting recipes, weapons and gameplay systems.
Steam Achievements support.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 481.9Kreviews | 94% | #90 | $300.6M |
| $24.99 | 783ratings | 82% | #199 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 3337 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Eu sou um pai de 45 anos, provavelmente uma das pessoas mais velhas jogando esse jogo. Sou pai solteiro do meu filho, que agora tem 14 anos. Meu filho ganhou esse jogo do tio dele, então instalamos no computador dele e ele começou a jogar. No final da semana, ele já tinha 24 horas nesse jogo. Isso foi horrível pra mim, porque já era difícil pra mim encontrar maneiras de passar tempo com meu filho, já que ele está sempre com os amigos ou só assistindo YouTube. Então, decidi comprar na minha conta na Steam e pegar esse jogo pra ver se eu conseguia jogar junto com ele. Entrei no jogo, escolhi meu personagem e comecei a jogar, mas fiquei travado no que era pra fazer. Pedi ajuda pro meu filho e ele fez um jogo pra eu entrar. Adorei, porque foi o melhor tempo que passei com meu filho desde que minha esposa morreu. Esse jogo, desde então, nos aproximou de novo, e agora a gente até passa tempo junto fora de casa também. Esse jogo me lembrou que dá pra se divertir em tudo, e trouxe pra mim e pro meu filho muitas lembranças felizes.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best CN #36, worst CA #97 · 14 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 326.86/day in the week to Sep 1 → 367/day in the week after.
Of the 12 markets with a position on both sides, 12 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Danish, Dutch, Hungarian, Norwegian, Polish, Portuguese - Portugal, Russian +12 more
Hours played at review time, across 3.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So many half baked, forgotten, or other wise abandoned features its insane. Current """"""""""stable"""""""""""" build is a mess, even after 5 years of "internal QC", "Third party firm QC", and beta test branches. Modders are keeping this game playable, IE the ladder climbing mod as the current build overhauled the entire map with broken buildings and nonfunctional ladders; and the mod that turns the 20kg anvil that's been in the game for years that (somehow) does not function as an anvil with the "improved" crafting system into a functional anvil. Surface level gameplay (running around killing zombies and looting food) is fine, but the longer you look or try to engage with its systems, the worse it gets. So many crafting recipes make zero sense or are very obviously place holder. Almost inexcusable after more than a decade and a half in development. Long time fans are die hard and will turn a blind eye or handwave issues away under the guise of "realism". "Realistically" I don't see this game ever releasing. Hoping the glacial pace of development picks up with the new AAA hires and this gets turned into a feature complete game some day, but right now you'll go bald pulling your hair out trying to piece together a cohesive experience.
There are loads of intricately simulated mechanics in Project Zomboid, but none of them are particularly fun to interact with. In fact, most of them are boring or miserable to engage with. A lot of its systems are impressively detailed in isolation, but the actions the player repeatedly performs inside those systems are shallow. The developers seem to add mechanics with little regard for how those mechanics affect gameplay pacing, decision-making, or fun. They add things for the sake of simulation, without always asking whether interacting with them actually makes the game better. The devs have built a zombie combat system involving multiple weapon types, armor zones, and a system where your emotional and physical wellbeing affect your ability to swing a weapon, aim calmly, and catch your breath. Is fighting zombies fun, though? Not really. The basic combat loop consists of slowly backing away while swinging your weapon until your character gets tired, then running away to rest for a bit. That is essentially the entire loop. Because of the permadeath mechanic, and the fact that zombies can potentially kill you in one bad encounter, the zombies seem to have been balanced around being relatively nonthreatening. On the default difficulty, you can power-walk away from them or weave through streets crowded with them without much difficulty. Once you understand the basic techniques for managing zombies, the main ways to die are getting bored and losing focus, making a careless mistake, or trying to fight a large group without bothering to split them up first. Turning the difficulty up until zombies are genuinely threatening does not necessarily fix the problem, because permadeath makes every death extremely punishing. If dying means repeating hours of tedious progression, making zombies dramatically more dangerous can easily make the game more frustrating rather than more fun. The devs have also built a dozen different crafting skills, ranging from farming and carpentry to mechanics and flint knapping. Is this system fun to interact with? Again, not really. Much of it boils down to spamming low-value or useless actions in order to raise a skill high enough to finally do the interesting stuff. If you die, you lose all of those grinded skills, which can represent hours of real-world time. I am not opposed to losing progress in a permadeath game if rebuilding that progress is fun. The problem is that much of the progression in Project Zomboid is not fun to repeat. The devs have built a massive, sprawling world with an enormous amount of attention to detail. Is that world fun to explore? Often, no. Most locations contain very little of interest, so experienced players tend to learn which locations contain valuable loot and head directly there. Many players simply use the online interactive map. If you spawn somewhere isolated, you may have to pick a random road and follow it while hoping it eventually leads somewhere useful. If you choose poorly, you can spend an enormous amount of real-world time walking through mostly empty terrain without encountering anything interesting. The in-game map starts blank, so the game itself often gives you very little information to make navigation interesting rather than arbitrary. The devs have also created a detailed vehicle system that simulates the health and condition of individual components such as the battery, engine, tires, brakes, and suspension. Is this fun to interact with? Not especially. Like the crafting system, progression often means repeatedly dismantling cars and putting them back together until your Mechanics skill is high enough to do what you actually wanted to do. Made a cool car? Great. Drive too fast, crash badly, and your character can die. At the end of the day, you are left with an exceedingly impressive and detailed simulation that seems primarily designed to be exactly that: a simulation. The problem is that simulation depth is not the same thing as gameplay depth. Project Zomboid contains an enormous number of variables, systems, skills, objects, and simulated interactions, but much of that complexity does not translate into interesting decisions for the player. Instead, it often translates into repetitive procedures that you perform over and over again. I love hard and challenging games, and I do not mind losing progress when failure is part of an interesting gameplay loop. But difficulty needs substance behind it. Project Zomboid often feels less like meaningful challenge and more like grind wrapped in an extraordinarily detailed simulation.
Bonjour à mon sens c'est un jeu video des plus interessant depuis des annees il ne sert à rien d' épilogué pendant des heures testez le soyez patient et le vortex du jeu vous aspirera
Horrible decisions lately, forced the creator of a public map to delete it, hotfixes that break the game, bad performance and tons of bugs as in lately and a sparse community that has been boot licking TIS for way too long, gonna keep my down vote 'till they do the right thing. Edit: I wanted to add, 2293 hours of game, hope that matters when I say, LOVE the game, I still play it, just because of how the base game allows [i] everything[/i] thanks to mods. But honestly, as a "company" they are taking the PC route, just check the official message as to why they had to bring down the community b42 interactive map, it's disgusting how they sound so corporate yet claim to be so communicative towards their own community, claiming they "allow criticism" and yet both having a toxic community that white knights the ♥♥♥♥ out the game and straight up closes discussions when deem possible.
Awful game, awful devs, awful modders. I had to fix so much of their own ♥♥♥♥ for this game only to run for a day then next day they ♥♥♥♥♥♥♥ break the game again. Made by speds for speds!
Lo jugué por primera vez y me morí. Lo jugué por segunda vez y me morí. Lo jugué por tercera vez y me morí. Lo jugué por cuarta vez y me morí. Lo jugué por quinta vez y me morí. Lo jugué por sexta vez y me morí. Lo jugué por séptima vez y me morí. Lo jugué por octava vez y me morí. Lo jugué por novena vez y me morí. Lo jugué por décima vez y me morí. Lo jugué por undécima vez y me morí. Lo jugué por duodécima vez y me morí. Lo jugué por decimotercera vez y me morí. Lo jugué por decimocuarta vez y me morí. Lo jugué por decimoquinta vez y me morí. Lo jugué por decimosexta vez y me morí. Lo jugué por decimoséptima vez y me morí. Lo jugué por decimoctava vez y me morí. Lo jugué por decimonovena vez y me morí. Lo jugué por vigésima vez y me morí. recomendado
Ignore my playtime, I have played more outside of Steam. I am completely convinced that everything in this game which could potentially be interesting is taken from C:DDA, and babyfied so that people who almost exclusively play hero shooters, Minecraft, and games from their childhood can play a bit of this on the side. This is a game that immediately struck me as being made out of passion for things that are not video games, and, from what I saw online, it seems I was right. The only game they proudly claim fueled the design philosophy in any way appears to be The Sims. There is nothing about this game that is particularly well-designed, individual traits of its mechanics are middling at best, especially in how they interact with one another. I was disappointed to see that unique item interactions feel like rare gimmicks rather than something in abundance, which is what gives me a feeling that the game will only end up being wide as an ocean, deep as a puddle, as it were. There is no room to come up with creative solutions in a meaningful capacity, which pollutes any potentially intense moment of gameplay with the constant knowledge that you are playing a 'sandbox' game which limits you heavily, purely by the inventiveness, or lack thereof, of the uninspired developers. What I mean to say is: being good at this game would just be accruing a collection of cool tricks that you learned on social media; there is no expression on the behalf of the player. You will likely never experience the thrill of being in a tight situation, only to save your sorry ass by finally figuring out how to interface with a system you previously couldn't get the hang of; you will only ever have minorly different variations of running away in a different type of line. It's less like playing in a sandbox and more like playing with the sandcastle some other kid made. I do really appreciate the visual style, and the appearance of the UI. The atmosphere of the game is nice as well. Multiplayer could be pretty fun, but I didn't try that myself. I will try the game again when NPCs are added.
bring the online map back
The game itself isn't bad but the dev are ungodly slow. I've owned the game for 10 years now and it feels like every other update they just scrap all their progress and remake everything. This is theseus ship the video game, every update they remake everything but never provide the key features the community wants. No one cares about being able to craft pottery or make metal medieval armor in a zombie game, people do however expect after more than a decade to be able to have an NPC companion. The game by itself isn't awful, the devs who are completely out of touch with what the community most wants are awful however.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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