Game Feed

Build 42.12.3 UNSTABLE Hotfix Released

by Higgs

FIXED: Fixed missing biomes (e.g stones, twigs, boulders can be found in the world again) Fixed not being able to sharpen blades beyond Handle Condition.

Project Zomboid's new design director probably has more in-game hours than you, and he worked on Halo to boot

by editor@pcgamesn.com

When it comes to zombie killing, there are a few people I'd choose to have by my side. Aragorn, son of Arathorn, for starters. Then probably John Wick. Most important would be Jean-Claude Van Damme, thanks to the Canadian tuxedo he commonly wears - we all know teeth can't penetrate through denim. But if we were talking real-life people (yes, JCVD is fictional), Project Zomboid's new design director Christian Allen would be right up there. Not only does he have an impressive CV when it comes to working on videogames, he's got more hours in Project Zomboid itself than all but the most dedicated fans. Read the rest of the story... RELATED LINKS: The best Project Zomboid mods for B41 and B42 New Project Zomboid update improves ranged combat, shotguns, and chocolate milk Huge Project Zomboid mod adds over 100 new real-world weapons, so get shooting

Build 42.12.2 UNSTABLE Hotfix Released

by Higgs

Minor additional Hotfix for 42.12: - Fixed Linux build not starting. - Fixed language encoding for some languages. FIXED - Fixed shove bug. The call to IsoGameCharacter.Hit() had to have bIgnoreDamage == true for the shove through zombie bug not to occur. - Fixed melee and ranged targets for other split-screen players being highlighted. - Fixed very mysterious buildings that were blocking the highway south of Muldraugh. - Fixed EffectsManager double-freeing models. - Fixed a vulnerability in the Lua deletion code. Our thanks to Jab for reporting this. This was included in a previous patch to both B41 and B42 but not referenced until now for security reasons as it affected both.

Since Last We Spoke

by AmazingSully

{STEAM_CLAN_IMAGE}/4460946/eb5a25c671ba5a323cf4becf271562d0ade71b49.png Hi all, we do hope you’re well and surviving okay. This is a quick blog to update you with what’s been going on in the back rooms on Project Zomboid over the past twelve months. Which is quite a lot – and what we hope you agree is good and exciting news. The first thing to mention, and the reason for the timing of this blog, is our new Design Director. Christian Allen (aka Serellan in the community and on the Workshop) has been a Lead Designer on many and various games – with Ghost Recon: Advanced Warfighter and Halo: Reach perhaps the biggest names on his CV. More importantly, however, he also has over 5000 hours in Project Zomboid both as a player and a modder – which makes him firmly one of us. Or, perhaps even more importantly, it firmly makes him one of you. He has been with us for a month now, and his first mission has been to muck in with the team and work on the bits of Build 42 where long-established playe...

42.12.1 UNSTABLE Hotfix Released

by nasKo

Additional fixes, including a fix to the Shoving bug, will be provided in a 42.12.2 release. - Added priority logic for ballistic targets body part colliders: Head > Spine > Pelvis > Others, and updated camera target selection to prioritize body parts. This significantly improves headshot targeting across all firearms. - Disabled most aspects of the visual system that blacked out unseen rooms. This has been taken back into the shop for future work, however the system and the power to fade out rooms remains in the code. - Fixed missing BodyLocationGroup.getOrCreateLocation(String) which was needed by clothing mods. - Fixed non-exposed WeaponCategory enum in Lua which was needed by mods. - Fixed the toxic effect of generators not being updated for player-made rooms whenever roofs are added or removed. - Fixed issue with ripping clothing returning dirty rags for clean clothes and vice versa - Fixed a performance drop when the player-made-building code runs, when there are no player-made b...

New Project Zomboid update improves ranged combat, shotguns, and chocolate milk

by editor@pcgamesn.com

A new Project Zomboid update has just launched, and it's a big one. It's been a while since we last heard from The Indie Stone, but that's just because the team's been cooking hard on its latest overhaul for one of the best zombie games on Steam. The latest round of Project Zomboid patch notes kicks off with a notable adjustment that ramps up the risk-reward balance of ranged weapons. Then it fixes disappearing shotgun damage, upgrades dryers, and makes chocolate milk more realistic than ever. There's a lot to go through, so let's get started. Read the rest of the story... RELATED LINKS: Grimdark, Balatro-styled slots roguelike Cloverpit launches to a rave reception Terraria 1.4.5 makes it easier than ever to keep your villagers happy Celestial Empire takes Cities Skylines to ancient China, and it's stunning

42.12.0 UNSTABLE Released

by Higgs

UNSTABLE WARNING - Due to changes in Generator fuel consumption and corresponding defaults; existing saves will likely experience increased fuel consumption; Meta: 'Generator Fuel Consumption' Sandbox Settings can be changed in debug mode. There is an issue when Refueling from Gas Pumps currently found last-minute. It must be cancelled with ESC, or by sprinting. Your character may not move if you simply try to walk away. How do I subscribe to the Unstable beta branch? {STEAM_CLAN_IMAGE}/4460946/596a582cc576b072a2f33862c9c00f12e34f673e.gif NEW - Reordered hit location damage calculation to occur after physics ballistics body part is selected. - Ranged weapon damage can now make use of specific body part damage modifiers. This brings ranged damage into line with how melee combat works, head shots will receive 3x damage, legs and arms get dealt far less. - Fixed Shotgun Targeting Bug. Zombies were dodging your pellets. When aiming a shotgun at a specific body part, the other pellets were ...

Huge Project Zomboid mod adds over 100 new real-world weapons, so get shooting

by editor@pcgamesn.com

Have you ever wished that Project Zomboid's weapons were more realistic? Then you'll be happy to hear that this isometric zombie apocalypse simulator has an add-on which injects over 100 real-world weapons. That's not all, either. This massive, fan-made mod, dubbed ORGM Rechambered, also allows you to mix up ammo types, loading your weapons with hollow-point ammo and more. In short, if you know your guns, you'll be right at home. Right up until the living dead chow down on your flesh, that is. Read the rest of the story... RELATED LINKS: The best Project Zomboid mods New Project Zomboid mod makes the game way more realistic by adding lots of cars New Project Zomboid update improves map, fixes spawns, and makes games longer

Project Zomboid Early Access review

by editor@pcgamesn.com

"This is how you died," Project Zomboid kindly informs me as I make my first tentative steps into zombie-infested rural America and attempt to survive this isometric apocalypse sim. Whether it's from being eaten by zombies while scavenging in an abandoned house, dying from starvation and dehydration or bleeding out in the forest, far from first aid supplies, the Grim Reaper scratches everyone off his list. It's harsh - downright mean, often - and can be a confusing, obtuse mess for those who have not delved into the wiki, but it's turning into one of the most detailed, feature rich zombie titles out there, demanding that anyone sadistic enough to want to experience the zombie apocalypse must take it for a spin. Read the rest of the story... RELATED LINKS: The best Project Zomboid mods New Project Zomboid mod makes the game way more realistic by adding lots of cars New Project Zomboid update improves map, fixes spawns, and makes games longer

42.11.0 UNSTABLE Released

by nasKo

How do I subscribe to the Unstable beta branch? NEW - Added new CraftLogic UI - Several CPU and Memory usage optimisations. - Added "Add Padding" and "Patch Hole" garment-ui context menu display icons for the fabric item. - Clicking on the top half of a two-container object's sprite will select the second container in the loot window. - Added two extra levels for zooming in on the mini-map. - Added an in-game-map option called "PlayerZoom" to control whether the player model is displayed at zoom level 20 or greater. - Added ability to bind a hotkey for toggling the Building UI. -- This is currently unassigned, and will require a player to bind a key to it. - Added ability to use Shift, CTRL or ALT modifier to keybindings. -- There are currently no new keybinding using this, but players can set up their own. -- Only one modifier key can be used. - Added a new type of style layer, "Text", to the in-game map. -- Text layers are used to define the font and color of the baked-in map annotat...

New Project Zomboid mod makes the game way more realistic by adding lots of cars

by editor@pcgamesn.com

Project Zomboid's cars are fickle, treacherous machines that always seem to break down at precisely the worst moment. You need a vehicle - once you've picked clean your starting neighborhood and have designs on the big army surplus store in Doe Valley, four wheels and an engine become essential. But a lethal collision never feels far away and mechanical failure is inevitable. My car died in Louisville once. My base was in southern Muldraugh. That was a long walk. As Project Zomboid build 42 rolls on and The Indie Stone launches successive, game-changing updates, one new, car-focused mod makes the entirety of Knox Country feel more alive and real. Read the rest of the story... RELATED LINKS: Napoleonic multiplayer shooter celebrates "massive response" to crossplay update Maze Mice is a new roguelike from the developer that inspired Balatro's creation Minimalist city builder Islanders New Shores strips the genre right back

New Project Zomboid update improves map, fixes spawns, and makes games longer

by editor@pcgamesn.com

There are parts of Knox Country where I feel perfectly at home. The gas station at Fallas Lake is one of my mainstay bases. I also have a house picked out in Muldraugh - as long-term shelters go, it's far from optimal, but it's where I lived during my first ever game, and you always cherish your first ever game of Project Zomboid. Largely, though, The Indie Stone's post apocalyptic world feels dangerous and inscrutable. That, of course, is the idea, but navigating Knox - and sharing points of interest with other Zomboid players - can sometimes be frustratingly difficult. The new Project Zomboid update is here to help. Marking another vital overhaul to unstable build 42, it adds extra map details, fixes that immersion-spoiling issue with zombie spawns, and makes default games last longer. Read the rest of the story... RELATED LINKS: Brutal sci-fi looter shooter The Forever Winter is now more realistic and lethal Last Epoch Season 3 has a date, and my favorite ARPG is getting prehistoric...

42.10 UNSTABLE Released

by Higgs

Slightly shorter changelist for this patch due to various team members working on larger scale changes required for balance, QOL and other required features for 42. How do I subscribe to the Unstable beta branch? {STEAM_CLAN_IMAGE}/4460946/596a582cc576b072a2f33862c9c00f12e34f673e.gif NEW - General improvements to player map. - Added street names to the in-game map. - Added a new type of style layer to the in-game map, called ImagePyramid. This is used to control the draw order and color of image pyramids. - Forests no longer fade out when zooming out on the in-game map. The fading out was done due to the slowness of drawing all the forest polygons. Now, the zoomed-out forests are rendered using an image pyramid. - Textures in image-pyramid zip files are no longer loaded on the render thread. Loading is now done on filesystem threads. When a needed image isn't yet loaded, a lower-resolution one is rendered instead. - Updated Fire and Smoke visuals. (Please note this is a visual change o...

Big new Project Zomboid update makes maps much more varied and realistic

by editor@pcgamesn.com

There's a specific suburb in Muldraugh that I always use for a base; it's the one between Cortman Medical and the trailer park, just south of the gas station and the church. It's not because the houses are all on two floors, or because I often seem to find a working car there. It's because the zombies themselves seem to stay away - it's very lightly populated, and in Project Zomboid, the more alone you are, the better. But as much as safety, in Zomboid, I also relish unpredictability. It's the not knowing that keeps The Indie Stone's undead epic alive. With that in mind, the new Project Zomboid update for unstable build 42 is ideal. Read the rest of the story... RELATED LINKS: The best Project Zomboid mods New Project Zomboid mod adds huge new map with five towns and 1,700 buildings Major new Project Zomboid update transforms gun combat, cars, and hunting

Build 42.9.0 UNSTABLE Released

by Higgs

UNSTABLE WARNING - DUE TO CHANGES TO THE ZED SPAWNING SYSTEM SOME UNEXPECTED SPAWNS COULD OCCUR IN EXISTING SAVES - UNSTABLE WARNING How do I subscribe to the Unstable beta branch? {STEAM_CLAN_IMAGE}/4460946/596a582cc576b072a2f33862c9c00f12e34f673e.gif NEW - Zombie spawn map is now generated automatically. -- Two levels of noise are applied to the spawn map to generate a variety of Z spawn configurations. -- Noise is seed-based so each new game will return a different configuration, unless a specific seed chosen. Details: An improved Zed Spawn Heat Map system has been implemented. The Heat map is now generated automatically based on certain tiles' locations on the map. Each of those selected tiles is given a certain radius of influence and a zombie spawn multiplier. For instance, Military tiles will have a large radius and a high zombie multiplier, while Vacant tiles (ie: broken windows for instance) will have a medium radius and a low zombie multiplier. This system is also coupled wit...