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The huge Project Zomboid build 42 is finally playable after years in the making

After several years, Project Zomboid build 42 is finally playable, albeit in an early form. The long-anticipated update to one of Steam's best-loved zombie games is a transformative overhaul packed with new features, from richer environments to animal husbandry, hunting, and a dramatic combat rework. Build 42 promises to be one of the most substantial upgrades to the survival game since its early access launch back in November 2013, and now it's finally ready to test.


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RELATED LINKS:

Project Zomboid shows off exciting upgrades for long-awaited build 42

Project Zomboid build 42 will allow spooky basements and sewers

Project Zomboid Build 42 will make the map a lot bigger

Build 42 Unstable Out Now



Build 42 Unstable is now available to play!

Important
  • Those who play Unstable must be aware that they’re playing a work in progress.
  • This Unstable exists so we can collect player feedback to find bugs and improve our game. Some key features, primarily multiplayer, are initially disabled – they will be re-enabled later.
  • Build 41 saves and mods are NOT compatible with Build 42.
  • There will be bugs and annoyances, and game balance will likely be way from perfect, particularly with the zombie distribution and combat changes.
  • Your saves may break after Unstable updates.

We’re aware people have built up a lot of anticipation for the first unstable release, and have done our best to make it an enjoyable experience out the gate. But as those who were present for the first b41 unstable release will attest, it’s in unstable for a reason and our unstable branches evolve a lot during the process, so please be understanding and constructive if you come across issues.

 
[h3]HOW TO PLAY?[/h3]
The Unstable branch is now accessible to anyone who plays Project Zomboid.

Right click Project Zomboid in your Steam library and hit “Properties”.

Then, navigate to the betas tab and select the “Unstable” branch from the dropdown menu.



If you find a bug, read this first, then post it on our forums.

If you put it anywhere else (including Discord) then your report will likely get lost.

[h3]WHAT’S IN? WHAT’S NEXT?[/h3]




[h3]PLEASE NOTE:[/h3]
  • Due to some unavoidable last minute compatibility issues, unstable 42 for Mac will arrive in a subsequent update, very possibly falling in the New Year.
  • SteamDeck / controller input is still WIP, and currently not recommended for play
  • MP will be enabled during the Unstable beta process.
  • Our GOG friends will get access to Unstable very soon too, we’ve just had a lot on our plate but will try and roll the unstable out to GOG asap.

The team is still hard at work improving aspects of the game that will be mixed in during the Unstable beta process.

Initial patching, alongside any major issues that arise from the player community, will concentrate on:
  • Polishing of Craft and Building UIs
  • Ingredients tuning
  • XP gain adjustments
  • More icons, better tooltips
  • Various collision issues

None of these areas are finalized, and we welcome your thoughts on all of the above so we can prioritize our patching.

A focus for us during Unstable will be hunting. Currently deer migrate over the map along paths preordained at the game’s start, and they leave poop and broken twigs that those with the tracking skill can follow – which testers seem to have found cool and atmospheric.

These rudiments are fun enough, but to get more of a Call of the Wild feeling we’re going to have to give the deer, their deaths, and the tracking much more focus during Unstable as the animal husbandry side of animals is what has received more than the lion’s share of attention during dev.


[h3]CURRENT KNOWN ISSUES[/h3]
Ballistics system:
  • Shooting at crawlers / on stairs with the new aim system is problematic. This will be addressed in the new year.
  • Rare game crash during heavy usage of the M16 (fixing this is a top priority)

Crafting:
  • Search bar ignores selected categories
  • Recipes can use Items instead of values (e.g. hunger values)
  • Batteries can behave oddly

Build Menu:
  • Tile properties for new player build constructions need to be set up, some moveables can’t be picked up etc
  • Players can’t disassemble moveable objects and reclaim resources

GrappleTech:
  • Clipping and minor animation issues while picking up or dropping corpses, dragging on stairs and throwing corpses over window frames and fences
  • Improvements required for turning animation while grabbing, and arm overtwist while dragging and turning.
  • Shoving animation currently plays after dropping corpses.

General:
  • Some missing 3D models and icons for items
  • Not currently able to look around while seated
  • Some animal pathfinding bugs present (e.g. animals can walk through closed gates)
  • Liquids UI improvements needed
  • Some hitching while dragging/zooming the new spawn map.
  • Further balance is required for sneaking in different weather and darkness conditions

Project Zomboid set for a massive update that should get a Beta before Christmas

Project Zomboid, the highly rated and popular zombie survival game from The Indie Stone, is set to get another truly massive update.

Read the full article here: https://www.gamingonlinux.com/2024/11/project-zomboid-set-for-a-massive-update-that-should-get-a-beta-before-christmas

WhatZ Next



Hello everyone, and Happy Thanksgiving to those who celebrate.

[h3]UNSTABLE PLANS[/h3]
So what does the Unstable release currently look like, and what will happen during the beta once it’s out there?

Well, the scores on the doors are currently this:



As many have assumed, we are currently working on getting Unstable out before Christmas.

We feel like we will be in a good place for this, but clearly the closer we get – the shorter the window for any necessary patching before the Christmas season.

If we need to, we will choose to delay – but right now the enjoyment we’re seeing from our testers certainly would seem to suggest that the build will be in a good enough state for wider consumption. (And if it were to slip, at this point in time it’s hard to imagine it slipping far into the New Year.)

If anything were to happen to change our minds, you would be the first to know.


[h3]INTERNAL BETA TEST IMPRESSIONS[/h3]
We’ve had around 30 people on the internal beta giving feedback now, and overall the response has been very positive. Which, as we mentioned last time, has been a relief.

With the feedback too has come a clear spotlight on what we need to be polishing, both now while we finalise the build – and what we will be turning our attention to during the Unstable update process.

Testers have certainly seemed to enjoy the way the game feels now – with it playing more smoothly, and the world feeling more ‘alive’.

They universally have responded well to the new lighting, new map additions, new lore, animals, optimization, underground areas, dynamic music, player vocals, corpse dragging, farming and many other of all the manifold things that are in 42.

Our changes to the flow of PZ – with our rebalanced zed spawns, combat building up muscle strain and fresh focus on the player having to sneak by crowds – have also been welcomed.

This said, this is certainly a change likely to cause some debate in the community (it does switch things up quite a lot) but we would much rather balance things within the mainframe once we have something playable out in the wild.

It makes the game a little slower, more tactical and zombies more of a threat – especially now you also have the darkness to contend with. Those who prefer to go a little more Action Jackson might disagree, however, so we’ll see how it all shakes out once everyone gets their hands on it. (And, of course, sandbox will always be available to modify, or disable, aspects that folk don’t like.)

Given that rural and some residential areas have less zeds (though we are still balancing this and pumping a few more in) there’s also a vague feeling that the overall game might be a little easier for experienced players now but, again, we will tighten this up once we have more universal feedback from the playerbase at large.

People really seem to enjoy the animals too – both when running them over, and caring for them. Having deer and rabbits wander along their paths through woodland also gives the world a lot of life, but in terms of the actual hunting gameplay itself there’s a feeling that there’s much room for improvement. As such, this will be a focus during the Unstable process.

Currently deer migrate over the map along paths preordained at the game’s start, and they leave poop and broken twigs that those with the tracking skill can follow – which testers seem to have found cool and atmospheric.

The rudiments are fun enough, but to get more of a Call of the Wild feeling we’re going to have to give the deer, their deaths, and the tracking much more focus during Unstable as the animal husbandry side of animals is what has received more than the lion’s share of attention during dev.

Fishing, meanwhile, has gone down well – but from feedback we’ve already got a few ideas on how to improve it during Unstable also.


[h3]OTHER ITEMS[/h3]
A massive part of the final push for 42 Unstable has been from the crafting team, whose work has – up until this point in time – has generally been kept in a separate room from the closed beta testers while we keep feedback internal.

Much of this work has been to do with improving the various different UIs we were using, which weren’t intuitive enough and didn’t share enough key architecture between them to keep things consistent.

Although this will see some added refinement by the time you get your hands on it, this is the current iteration of the ‘crafting on a flat surface’ UI.



While it could also do with more direct information on what’s in each building recipe (unclear currently if this will make it into Unstable) we are also very happy with how crisp and clear our new Build UI is.

The Build UI overall is intended to remove much of PZ’s reliance on right mouse click – and can also be used to build items such as campfires.  In time, perhaps during Unstable, we will also be considering making the movables system a part of this – to cut down on general screen clutter.

[previewyoutube][/previewyoutube]

In terms of animals, one pain point testers have outlined is the need to manually draw a ‘zone’ for your livestock should you want to move them – farmsteads come with these created on the map, but it’s not immediately obvious to new players.

As such, Prof has come up with a way for each animal to automatically create its own zone to feed, drink and breed within – but in the interests of getting the build out we’ve decided to bump the full integration of this to later during the Unstable process.

This approach is still fairly experimental, we can’t 100% confirm it will get in, but we are optimistic given what we have from it so far.

As such, this is what a PZ sheep’s brain would see, if it were reading the Matrix.



As a part of general animal improvements, meanwhile, we’ve also added a radial menu to help you with care for your livestock.

[previewyoutube][/previewyoutube]


Something that our initial testers also requested was improved stealth/sneak. The change in zed spawning means that points of interest, and points of good lootage, are now doused in zombies more than ever before.

Given the addition of darkened nights, it felt like it was now time to tie zombie awareness a lot tighter to their surroundings: taking in light levels, cars and fences obscuring their view, and the weather. So yes, this also means that zeds will finally have their senses dulled on a foggy day.

[previewyoutube][/previewyoutube]


Finally while, as mentioned above, not as full-on Call of the Wild as we want it to be come the full release of Build 42 – here’s a quick video of some Wild Turkey slaughter to help our American friends celebrate Thanksgiving.

(There’s Wild Turkeys in Unstable too, we forgot to add that to the infographic above).

[previewyoutube][/previewyoutube]

A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. We also live on Twitter/X right here! Our Discord is open for chat and hijinks too. If you fancy you can sign up to receive PZ blogs in your emails right here.

Hallodoid



Okay, so.

[h2]Where We’re At[/h2]

We have a limited number of external testers running around the current B42, and their first impressions have been positive. Which has been a relief.

There remains, however, much to do. In the coming weeks we will be getting more and more feedback on the more in-depth systems like animals and nu-crafting, and in turn addressing it.

[h2]Tester Feedback[/h2]
Here’s some of the initial feedback we received, though please note that these were not yet from extended multi-week playthroughs.

[h3]Darkness[/h3]
“I found I wasn’t running into zombies like I usually would randomly scattered throughout the place, until an alarm came and that was absolutely brutal. I didn’t think it’d draw so many. And the darkness is unforgiving too, I was scrambling for lampposts for their spotlight trying to fight off what was left chasing me until I was exhausted and finally able to rest.”

“In regards to the darkness: I think it’s perfect, I love the horror feeling of it. You really actually fully need a flashlight. You think: ‘Oh thank fuck I have some light’, rather than ‘Ugh, this barely lights anything’. There was a time flashlights barely had a reason to be in the game at all, so this is better.”

“I had a great moment with the darkness change – I got cocky and had a small horde chase me. I ran into a store with the plan of trying to lose them out the back. I opened and closed behind me a random door inside, to try lose them. I was accidentally now stood in pitch black. I scrambled for the glowing light switch as the door was now being slammed by the chasing horde, only to realise I’d run into the world’s tiniest bathroom.”

Related to darkness, and also because of the spooky season, today we also thought we would show off our new abandoned Sanatorium location – which is a fictionalised version of the real life Waverley Hills.

As with the irl version, it also comes with a ‘death tunnel’ which was once used to carry deceased patients out of the building.


[previewyoutube][/previewyoutube]

[h3]Zeds[/h3]
“The empty road, felt really rural. Like how I’d expect to drive down my road both currently and in an apocalypse. Then I was just on my way out of Rosewood now, and because it was foggy, I accidentally stumbled into the prison, driving. Holy shit. Outside is crazy, I cannot imagine inside. I barely got out the gate with my car. A true trailer ‘But I would never make it home’ moment.”

“Just started a new game in West Point with the aim of trying Louisville, and noticed the streets outside are very quiet with the occasional zeds dotted about and it gave off cool 28 Days Later vibes. Ran around building-to-building thinking ‘this is too easy, nothing is stopping me’, when after bashing 15 zeds heads in muscle strain kicked in. Felt like a cool way of setting atmosphere without being too easy, feels pretty balanced so far.”

“TRULY, the changes to the grouping are SO GOOD. Probably the most QoL change for me. It really makes the world feel more alive in a way. Instead of having zombies spread out everywhere and having to do the ‘lure away ball up’ rinse and repeat just to get to an area, now it really feels like I can sneak around and explore areas while losing a group instead of knowing that I’m going to run into a ton more and just shouting instead to get it over with.”

As discussed last time, we have put a lot more thought into how, where and why zeds spawn in the locations they do in B42. This was a primary thing we asked the testers to report back on and, as seen above, they seemed to like it.

There are remaining concerns that rural areas might be a little too empty, but we will address this as more feedback comes in. In the meantime the following video gives a good feel for how things compare to B41 – and the second half of it is also is a good demo of the lighting.

[previewyoutube][/previewyoutube]

[h3]General[/h3]
  • “I do really like how many different containers can be filled with liquids now. Makes finding a drinking source early way less frustrating. Thumbs up!”
  • “I like the doors swinging open, and the game actually feels much smoother.”
  • “Holy fuck.  A basement. I wasn’t expecting that. Man it’s awesome.”
  • “Yeah you guys really fucking hit it out of the park already WHAT THE HELL this is SICK. Even though I’ve played in this area probably a hundred times seeing the stairs going down and then finding this area just made me feel like I was playing the game for the first time again wtf”
  • “Also SUPER happy with the traits, it was a bit of a shocker, smoker no longer OP.”
  • “The voiceovers actually helped a lot with immersion, I felt it.”
  • “I like the brutalness of the combat, in terms of combat fatigue, needing to rest more, and training that skill up as you progress.”
  • “It felt fun and fresh.”
  • “Love the density. It’s terrifying.”
  • “The first thing I noticed was the map in and around Muld. Within 15 minutes I encountered Cortman Medical and was amazed. I actually had to pull out the online PZ map to compare, it was that amazing. This extended to each house I visited, beautiful.”


[h2]WHAT WE’RE IMPROVING[/h2]

Clearly, any playtest won’t all be roses – and the fact that the new testers were PZ mega-fans should be taken into account too. (And also, although there’s a lot of quotes above, it should be noted that the current set of testers is small, and many of these bullet points come from the same people.)

We also got pointers on zed awareness, the discomfort system, and much more on other new additions that we’ll need to keep an eye on as the test pool goes wider.

Likewise, as mentioned before we will also need feedback from more elongated play sessions – and far more contact with the huge new systems like Crafting and Animal husbandry.

[h3]Combat tightening[/h3]
Something that the test sessions revealed were some combat irregularities that needed to be addressed, and were resulting in unfair deaths – and which in turn was limiting peoples’ fun and exploration.

This has led us toward doing a deep-dive into both some issues that have been introduced during 42 dev, and also some legacy issues from B41 that deal with zed targeting.

The latter could explain some of the rare edge-case combat irregularities that seasoned 41 players might have come across during their bouts of survival. It’s our hope that the results of this will bring some added consistency to combat in general.

[h3]Crafting[/h3]
The Crafting UI needs more love, and attention will turn to this once we are 100% happy with the new Build menu. You can see the Crafting UI in its current form in this lovely little video that’s been made for Halloween.

[Skeleton animals not accessible in vanilla game. Debug version shown. Craft speed not final.]

[previewyoutube][/previewyoutube]

For the past half a year or so we have had six people working on our new vision for crafting. As regular readers will know, delays with it have been a primary reason that things have been held back. During B42 development we didn’t build in enough safeguards should key members of the team become unavailable due to illness or personal matters.

This is now very much a lesson that has been learned and, alongside new production and support staff who have been brought in over the past six months, this is not a beartrap we intend to step into ever again. We’re really, really sorry that it has led to such understandable frustration in the community.

We are currently very happy with the progress being made by the Crafting Team, and can’t wait for the time at which you can all take their work out for a spin.

NOTE FOR MODDERS: Something that has been a long standing frustration for modders is how difficult it was to add new player-buildable-tiles to the carpentry and metalworking right click options. This came into sharp relief for us when it also became frustrating to add new B42 buildables to those same options.

Previously, the code for all of the tile building options was basically hardcoded in lua, and very inflexible. In B42 we are using text file script definitions (similar to how inventory items, vehicles and recipes are defined) to populate the build options versus using hardcoded values. For the most part the buildable scripts use the same format and syntax as the new b42 crafting scripts.

This means that in B42 it should be a far, far simpler matter for modders to add new building options for their subscribers.

[h3]Animals[/h3]
Animals and animal husbandry are currently in polish and bugfix mode, waiting on more extended playtesting. One thing, however, we would dearly like to improve is the current requirement on players to draw their own ‘animal zone’ around sheep/pig/cow enclosures to ensure that they feed, mate and develop while the player is off-screen.

During the development of 42 we have expanded our team and knowledge pool, and can now likely improve this – and as such the Prof is looking into ways to use an algorithm to automate the process around each animal, thereby removing the need for manual zoning from the player.

If we can make this work, however, it will likely be an addition to the Unstable beta – as opposed to being a feature at Unstable launch.

[h3]Zed Awareness / Stealth[/h3]
Something the new lighting and zed spawn has flagged, given as it has is that our ‘zed awareness’ needs some polish.

While its inclusion will likely not be as a part of the Unstable beta, we are rebalancing zombie senses so that they better take into account sneak levels, zombie focus and direction as per usual – but also take into account lighting, low obstacles like fences and bushes, and (yes) weather effects like rain and fog.

[h3]Reading Materials[/h3]
Last time we showed some of the flyers that we’d been creating, which will serve the gameplay purpose of directing players (especially new ones) to interesting locations, good places to loot, and satisfying places to hold out inside.

We received some valid feedback in that, even if supposed to look 90s-ish, some of the graphic design could be improved – and as such this past month got our friend Stuart (who in a former life was the Art Director on various London fashion/celeb mags) in on the case.

While we were overall happy with what we had before, we do feel these are now far improved – and getting completed far more quickly to boot.

[Please note, in the below examples – not all of these would logically be found in a mailbox.]

[previewyoutube][/previewyoutube]



A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something. We also live on Twitter/X right here! Our Discord is open for chat and hijinks too. If you fancy you can sign up to receive PZ blogs in your emails right here.