Project Zomboid in 2026
I have talked about zombies before. I’ve even talked about Project Zomboid a little bit before. That last link goes to a post capping a 31 day blog challenge in July, three years ago. It used to be unusual for me to play games for so many years.
Let’s not get ahead of ourselves, though. Let’s do this right.
What is Project Zomboid?
Project Zomboid is a sandbox zombie horror survival game with an isometric view and a fairly simple artistic style. It looks a little bit like Sims 2, and depending on your settings, can kind of play a little like Sims 2 as well.
The game is technically in early access, but it’s been in a fairly complete state for many, many years. People have been able to play the game since 2013. Different builds of the game mark landmark feature advancements by the primary game developers.
The current build is 42, which was highly anticipated for several years, as it revamps the crafting system, introduces farm animals, and to everyone’s surprise, brought a sorely needed facelift to the game which made the whole experience fresher and more exciting. Build 42 came out a couple months ago and the game has enjoyed renewed interest and excitement ever since.
I used the phrase “primary game developers” because this game has a thriving mod community. There is a staggering number of mods available for this game. One of them, which I’m not going to play, is called “Project Viewpoint” which changes the game from a top down, isometric display to 1st or 3rd person. The mods for this game run the gamut, from minor, quality-of-life fixes, to completely reshaping the game beyond anything the original creators intended.
The Setting and the Story
The game is set in a fictionalized 1993 Kentucky. Depending on the choices you’ve made starting the game, you are a survivor of the zombie apocalypse, and this is the story of how you died.
You typically start in a house alone, and you have a few moments to loot your house for the things you’ll need to survive, before the zombies start breaking down your door and crashing through your windows. You’ll want to get a weapon, some food, water, some useful tools (such as a can opener), a bag to carry your stuff in… that sort of thing.
This is a pre-Internet world. You get glimpses of Kentucky life through newspapers, radio and TV programs, fliers, and situational, atmospheric story telling.
There really isn’t much in the way of official lore or an intended story in the game. It’s sandbox, and the greatest stories told by this game tells are emergent.
Why does Brian Buhl like this game?
Years ago, when I first started playing it, I think I kind of hated it. The game can be cruel. Things can happen that truly do not feel fair. You can have a character that you care about, that’s survived some terrible situations, die because of a blind corner that you thought you cleared. Or, fall to their death because the game didn’t paint a clear distinction between the floor you’re on and oblivion.
Without cheating, there is no running the clock back, reloading an old save, and continuing as if the mistake didn’t happen. You have one life, and it is fragile, and the entire world is trying to take it from you.
That’s not the kind of game I normally enjoy, and I didn’t enjoy it until something clicked in my head. I started getting better at the game, and the cheap shots stopped landing as often. I started having fun, and even started playing with the sandbox settings to make the game even more challenging.
As your character performs actions in the game, they get better at those actions. There isn’t a leveling system like you would find in a roleplaying game. There is a skill system, which was recently expanded in Build 42. There are all the different weapons skills, but then there is crafting skills such as Carpentry, Blacksmithing, Knapping, Carving, and tons of others. Progression in the game comes from building these skills, up to a value of 10.
Progression is also measured environmentally and through certain accomplishments, such as clearing an area, establishing a base, setting up renewable food sources, building a complete library of skill books, and any other goal a player might set for themselves. The cooking and crafting is extremely flexible, with its own rewards. The game either has depth, or provides a good illusion of having depth.
This is a game that can be played solo or with friends. The experience is different, and I enjoy both.
Anything I don’t like about it?
I think the vision the primary game developers have for this game doesn’t always line up with what I find enjoyable, and I don’t think they are consistent with which elements of the game they choose to be “realistic” and which elements are allowed to feel gamey.
I’m usually not that kind when I think of the developers, actually. I’m not convinced they have a unified vision for the game. I also think they work at cross purposes to their stated and implied intentions.
For example, Build 42 introduces a number of new crafting skills, such as Glassmaking, Blacksmithing, Pottery, Masonry, and Knapping. It is clear that a bunch of effort was made to change the crafting system and expand what a player can do. However, Pottery and Glassmaking are slow to level and don’t offer much to the player in terms of utility. Blacksmithing offers tons of amazing utility, but is one of the worst grinds this game has ever seen. Masonry and Knapping are somewhere in between. The schizophrenic developers are saying with one voice, “Check out these new toys,” and then with another voice, saying, “This game isn’t about thriving in the apocalypse; this is how you died.”
I’m not sure I’m getting the idea completely across, and that’s okay. I’m enjoying the game, and most of the things I would normally complain about can be addressed just by loading a few quality-of-life mods.
Conclusion
Project Zomboid is a good game, but something of an acquired taste. I don’t think this game is for everyone. However, it is widely configurable, with tons of mods available, making it a game that potentially anyone could enjoy.
By the time Build 42 came out, I had stopped playing. I returned a little bit reluctantly, but now I’m playing with more enthusiasm. I’m also playing with easier settings, trying to keep the experience more relaxing. That’s weird to say about a zombie apocalypse game, but it’s true. Clearing a town, building a base, securing power and food… these can be very relaxing and enjoyable experiences.
In my current solo run, I named my character Bella, after the character from The Repossessed Ghost, and it’s amazing what a name can do. It has been a sort of magical experience. Zomboid Bella can’t cast spells, but she’s exceptionally lucky, and really is thriving and making great progress pushing back the zombie hordes. I will be sad when she eventually dies, because that’s how all Project Zomboid games end. In the mean time, it’s a lot of fun, and special treat when I’m not overwhelmed with other real-life challenges.



