-> ''[[EndOfTheWorldAsWeKnowIt These are the end-times.]]''
-> ''[[FailureIsTheOnlyOption There was no hope of survival.]]''
-> ''[[ForegoneConclusion This is how you died.]]''

''Project Zomboid'' is an isometric zombie survival {{RPG}} created by a four person team from Britain. It takes inspiration from games like ''VideoGame/SurvivalCrisisZ'' and ''VideoGame/{{X-COM}}''. The game is set in a fictionalised version of Muldraugh, Kentucky; a small town by the side of a highway which includes a number of businesses, a large logging camp, some light industry, and various classes of housing. The developers are releasing periodic updates, ''VideoGame/{{Minecraft}}'' style, with each update adding a feature or two to the game. Features to be added include randomly generated quests and [=NPCs=], expansion of the perks and skills system, more weapons, more craftable items, and more survival needs like sanity and hygiene.

Notable for [[http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ having]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-google-checkout-screwed-project-zomboid/ extremely]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-destiny-and-webhosting-screwed-project-zomboid/ bad]] [[http://projectzomboid.com/blog/index.php/2011/05/things-can-only-get-better-surely/ luck]], but still managing to get the pre-public demo out on schedule, give or take a few months. You can play the (now quite outdated) demo [[http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ here]]. The game also managed to get enough votes in the Greenlight system on Steam, allowing it to be purchasable as an Early Access game. Updates and bug-fixes are still on-going, of course.

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!!This game contains examples of:

* TheAlcoholic: The character can get drunk in order to reduce panic. If you get drunk enough, your character will randomly stumble around.
* ActionSurvivor: All player characters start out unskilled and unequipped, with no more advantages than some basic professional training.
* AwesomeButImpractical: Combat, full stop. While a competent player will have no trouble with a half-dozen or so zombies, any more than that and the best option is usually to just run, no matter how well equipped you are. Melee combat is silent but ''extremely'' dangerous (a single bite or scratch could result in you eventually zombifying), the shotgun is devastating and safe to use but it attracts zombies from all over the map to your position, and Molotov cocktails attract zombies ''and'' run the risk of burning down your safehouse, as well as potentially killing you.
* BigNo: The demo character gets one if [[spoiler:the raider shoots his wife.]]
* BoozeBasedBuff: Alcohol can substitute for painkillers, anti-depressants, sleeping pills, and beta-blockers. However, drinking too much will make the player drunk, and mess up coordination.
* BoringButPractical: The Park Ranger profession. While it doesn't help with combat or barricading, given how much it rains in Knox County, the weather resistance is actually pretty handy.
* ContinuingIsPainful: If your character dies, you can begin another on the same map - without any skills or inventory, at a random point on the map.
* CrazySurvivalist: The raiders. You can be this as well.
* DarkerAndEdgier: The final game, as currently advertised, looks as though it will essentially be a grittier, more realistic VideoGame/SurvivalCrisisZ.
* DisposableWoman: Kate Smith, the demo character's wife, [[spoiler:can survive the tutorial (and, in fact, be perfectly fine aside from the leg injury), depending on the player's actions... but plays no further role in the story either way.]]
* TheDevTeamThinksOfEverything: In the tutorial, leaving the oven on while you run off to listen to the radio will result in your house burning down.
** Merely nailing boards over a window does not block all visibility through it, you need to cover up the gaps with either a curtain or a sheet.
** Water can be drawn from anything with a tap (kitchen sink, bathtub, etc.) and can be stored in any empty container, be it a plastic bottle or a cooking pot.
** Take too many pills and it could kill you.
** Trying to get in and the door is locked? [[DynamicEntry Just smash a window!]] Oh, you did that [[SoftGlass with your bare hands?]] [[RealityEnsues Hope you have some bandages!]] And you just [[FromBadtoWorse set off a burglar alarm too?]] Here comes a [[OhCrap zombie horde]] shambling over to check out the racket. Start running.
* DoNotRunWithAGun: Some lighter weapons can be used while moving, but heavy ones will immobilise the player character.
* DownerBeginning: You start off the tutorial with your things stolen, no food, a wife with a broken leg, and zombies everywhere.
* DownerEnding: There’s no chance of rescue or a game win screen; you will die eventually.
* DyingMomentOfAwesome: The game is littered with these. Knowing that you're infected and running out onto the street to die in a blaze of glory are fun parts of the game.
* EndlessGame: Well, endless in that the game doesn't end until you die.
* EverythingFades: Completely averted. In later versions bodies will remain on the map until they gradually decay (leaving skeletons behind which will never disappear unless taken) and rain will eventually be able to wash away any outdoor bloodstains, but in the current version, every single corpse, bit of gore, and blood spatter will remain on the map ''permanently'', providing a rather satisfying visual record of the player's exploits.
* FailureIsTheOnlyOption: You ''will'' die, despite your best efforts.
* FanNickname: Baldspot for the tutorial player character.
* FromBadToWorse: Paypal decides to limit their account. Then Google Checkout decides to mess with them. Then a there was a car bombing near their flat. Then two of the devs were robbed.
* GatelessGhetto: Justified in that the town is under quarantine. As the game goes on, the infection will spread, the quarantine lines will either expand outward or be overrun, and more areas of the map will thus become open for player exploration.
* GhostTown: Eventually. At the start of the outbreak the town is fairly heavily populated with [=NPCs=], but the vast majority of them die in the first few days and the rest will hole up and hide, leaving the streets deathly quiet.
* HealThyself: Although there is no instant health, you can still treat injuries by bandaging them and getting plenty of food and rest while waiting for them to heal naturally, using pills to treat any pain.
* HideYourChildren: Although the developers are still actively debating amongst themselves and the community as to whether or not children will appear in the game, the 'no' side of the argument is currently winning.
* HyperactiveMetabolism: Averted. Eating will increase healing rate, but will not give you instant health.
* ImprovisedWeapon: Baseball bats, a hammer, and boards of wood can be used as weapons. Get some nails, and you can have yourself a spiked bat. Get an empty bottle, a rag, a torn sheet, or a sock, along with some gasoline, and you have a molotov cocktail.
* InUniverseGameClock: Six hours of real world time equals about a month in game time.
* InventoryManagementPuzzle: A very real element of surviving. You desperately need ''everything''.
** You can also only add/remove items from containers like plastic bags or backpacks if they're equipped, and you have three 'equip' slots total including the 'wear on your back' option for certain ones.
* IsometricProjection
* ItemCrafting: Used to make several items in the game, as well as upgrading existing ones.
* KillItWithFire: How? Why, with Molotovs of course!
* MercyKill: How do you skip the tutorial? [[spoiler:Smothering your wife with a pillow.]] YouBastard.
** The game's wiki notes that many first-time players do this [[http://www.pzwiki.net/wiki/Pillow accidentally]].
* MolotovCocktail: One of the weapons in the game.
* RealityEnsues: You know how most ZombieApocalypse games have you conveniently immune to the virus? Yeah, that's not the case here. Infection is an actual game mechanic.
* RunDontWalk: Inverted. The character used to be only able to walk, until the developers realized the game wouldn’t be so dark running around like Benny Hill.
* ScavengerWorld: As would presumably follow a zombie apocalypse.
* ScheduleSlip: The general rule of thumb is that an update will ''never'' be released on the day it's scheduled to be released on, and might take anywhere from weeks to months more than originally intended.
* SanitySlippage: Planned to be implemented in future releases; there is an extremely basic version present now, but it has no noticeable in-game effects beyond making the player character much more susceptible to panic.
** In earlier versions, the player will see ghostly versions of zombies everywhere, even more so as the insanity gets worse.
* SaveScumming: The game autosaves every time you sleep or close the game, so this is extremely difficult to do, although still hypothetically possible (though prone to causing bugs) if you manually back up your savegame files, or forcibly close the game.
* SerialEscalation: Surviving a single day in this game is relatively easy. 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''. Worth noting that the eventual cause of his demise was not the zombies, but rather the fact that there was no more food left on the map and farming and hunting haven't been implemented yet.
** Check out the player who [[http://i.imgur.com/lulPY.png lasted over a year]]
* ShortRangeShotgun: The shotgun is really only useful up to a few feet.
* SpreadShot: The shotgun is basically a wedge of death.
** Currently, the shotgun is only a Wedge Of Death because there's no code for 'slight damage' on zombies with ranged weapon.
* SprintMeter: If you run around a lot, you will get a exhausted moodlet that will prevent you from running, and will make your melee attacks weaker. If you do so while heavily encumbered with loot you can actually [[TheDevTeamThinksOfEverything injure your back]].
* TooAwesomeToUse: In some ways, the shotgun. Its noise will attract zombies from all about, making it more useful when there already is a zombie horde, not to mention ammo is somewhat rare.
* WizardNeedsFoodBadly: As the game goes on, you will need to look for food to eat. Start going hungry, and your strength goes down, and your healing time decreases. Starve yourself, and you start losing health, along with a massive decrease in strength.
* ZombieApocalypse: Using pure [[Literature/TheZombieSurvivalGuide Max Brooks]] rules - no fast infected, no special infected, no zombified animals, only headshots kill, and no immunity - a single bite ''will'' infect you, no exceptions, with the only currently confirmed cure for a zombie bite being immediate amputation of the affected limb.
* ZombieInfectee: Getting bitten will cause this. Getting scratched has less of a chance. Once infected however, it is only a matter of time before you join the zombie ranks.
** Brilliantly, this seems to work even if you get infected and then die from a different cause (certainly not from [[SuspiciouslySpecificDenial accidentally setting yourself on fire with a carelessly-thrown molotov]], that's for sure); watch your character collapse...and then get back up, with the permanent "Zombiefied" moodlet.
* ZombieGait
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