Game modes: Difference between revisions

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{{Languages|Game Modes}}
{{Languages|Game Modes}}
{{Notice|Underconstruction}}
{{header|The Game World|Gameplay|version=Version 40|incver=43}}
<small>'''''*Last update to construction: 26/04/2018*'''''</small>
[[File:Title_Screen.png|400px|thumb|right|Title Screen]]
[[File:Title_Screen.png|400px|thumb|right|Title Screen]]
There are a number of different games modes in Project Zomboid. The list of game modes below is correct as of version 32. In all modes, death is final. There is no reloading from a saved game.
There are a number of different games modes available in [[Project Zomboid]]. The list of game modes below is correct prior to the release of [[build 40]]. In all modes, death is final. There is no reloading from a saved game. Only creating a new survivor within the same game is possible.


__TOC__
__TOC__


==Tutorial==
==Tutorial==
[[File:SpiffoTeacher.png|120px|right]]
[[File:SpiffoTeacher.png|120px|right]]
This is a short introduction on a small map to introduce new players to the controls and user interface. This is a preset scenario with no settings or options to choose. <br>
This is a short introduction on a small map to introduce new players to the [[controls]] and user interface. This is a preset scenario with no settings or options to choose. <br>
The tutorial covers the basics of: <br>
The tutorial covers the basics of:  
:• Zooming In and Out <br>
* Zooming In and Out  
:• [[Health|Health status]] <br>
* [[Health|Health status]]  
:• [[Skills|Survival Skills]] <br>
* [[Skills|Survival Skills]]  
:• Movement <br>
* Movement  
:• Looting <br>
* Looting  
:• [[Moodles]] <br>
* [[Moodles]]  
:• Equipping <br>
* Equipping  
:• World Interaction <br>
* World Interaction  
:• Attacking <br>
* Attacking  


==Scenario==
==Scenario==
Each scenario will give the player a new starting challenge they must adapt to.
Each scenario will give the player a new starting challenge they must adapt to.
===Survival===
[[File:SpiffoSurvivor.png|120px|right]]
Starting Date: 9th July 1993 <br>
This is the recommended zomboid experience, the way the devs intended it to be played. [[Game Modes#Starting Conditions|Starting Conditions]] are locked on [[Game Modes#Hardcore|Hardcore]]. Doors are frequently locked and house alarms are common, forcing the player to keep on the move. Strong, tough and basic navigation make these zombies a serious threat, they're nothing like the previously encountered ones. Water and Electricity will shut off in under 30 days, requiring the player to quickly find some sustainability. This is the hardcore experience, survival is highly unlikely.
<br><small>
:• Horde Size: Huge <br>
:• Zombie Speed: Fast Shamblers <br>
:• Zombie Senses: Normal <br>
:• Utility shut-off: 0-30 days <br>
:• Resources: Rare <br>
</small>
<!--Removed from game: unsure if permanent or temporary
===Initial Infection===
===Initial Infection===
[[File:404SpiffoMascotMap.png|120px|right]]
[[File:404SpiffoMascotMap.png|120px|right]]
Line 35: Line 46:
:• Resources: Abundant <br>
:• Resources: Abundant <br>
</small>
</small>
 
-->
===The First Week===
===One Week Later===
[[File:Spiffoskip.png|120px|right]]
[[File:Spiffoskip.png|120px|right]]
Starting Date: 9th July 1993 <br>  
Starting Date: 9th July 1993 <br>  
Start from the first week of the infection. There is a moderate horde size, since the zombies have had some time to turn. They will quickly shamble towards anything that catches their attention, however with reduced senses. Water and Electricity will shut off after 2-6 in-game months. Houses are unlooted. The player will experience what it was like in [[Knox County]] from the early stages of the plague.  
This game mode is intended for casual player, starting from a week after the infection began. There is a moderate horde size, since the zombies have had some time to turn. They will quickly shamble towards anything that catches their attention, however with reduced senses. Water and Electricity will shut off after 2-6 in-game months. Houses are unlooted. The player will experience what it was like in [[Knox Country]] from the early stages of the plague.  
<br><small>
<br><small>
:• Horde Size: Moderate <br>
:• Horde Size: Moderate <br>
Line 51: Line 62:
[[File:Spiffo controlyourself.png|120px|right]]
[[File:Spiffo controlyourself.png|120px|right]]
Starting Date: 9th December 1993 <br>  
Starting Date: 9th December 1993 <br>  
This is where the apocalypse ends. After 6 months there are very few survivors and a large horde of zombies, since nearly everyone in [[Knox County]] has turned. They've had a lot of time to develop their senses and will hear, see or smell anything that gets too close. The Water and Electricity has been shut off for a while and the cities are all overgrown. All the houses have been picked clean, making it very difficult to find anything of any use. It'll be a real struggle to get any kind of foundation set up this late into the apocalypse.  
This game mode is not for the faint of heart - for experienced survivors only. After 6 months, very few survivors remain with a large horde of zombies scattered throughout the landscape - this is how it ends. They've had a lot of time to develop their senses and will hear, see or smell anything that gets too close. The Water and Electricity has been shut off for a while and the cities are all overgrown. All the houses have been picked clean, making it very difficult to find anything of any use. It'll be a real struggle to get any kind of foundation set up this late into the apocalypse.  
<br><small>
<br><small>
:• Horde Size: Large <br>
:• Horde Size: Large <br>
Line 57: Line 68:
:• Zombie Senses: Normal <br>
:• Zombie Senses: Normal <br>
:• Utility shut-off: Instant <br>
:• Utility shut-off: Instant <br>
:• Resources: Rare <br>
</small>
===Survival===
[[File:SpiffoSurvivor.png|120px|right]]
Starting Date: 9th July 1993 <br>
[[Game Modes#Starting Conditions|Starting Conditions]] are locked on [[Game Modes#Hardcore|Hardcore]]. Doors are frequently locked and house alarms are common forcing hordes of zombies towards the player. Strong, tough and basic navigation make these zombies a serious threat, they're nothing like the previously encountered ones. Water and Electricity will shut off in under 30 days, requiring the player to quickly find some sustainability. This is the hardcore experience, survival is highly unlikely.
<br><small>
:• Horde Size: Huge <br>
:• Zombie Speed: Fast Shamblers <br>
:• Zombie Senses: Normal <br>
:• Utility shut-off: 0-30 days <br>
:• Resources: Rare <br>
:• Resources: Rare <br>
</small>
</small>
Line 92: Line 91:


==Custom Sandbox==
==Custom Sandbox==
{{main|Custom Sandbox}}
[[File:Spiffo rummage.png|120px|right]]
[[File:Spiffo rummage.png|120px|right]]
The player is presented with 4 different spawn locations, each with their own advantages and disadvantages. For more details on starting locations, see [[Knox County]]. Upon choosing a location, the player now choose their own options, or pick a preset to customise. In the ''Saved Presets'' box at the bottom, each default option is the same settings as the previously mentioned [[Game Modes#Scenarios|Scenarios]]. The defaults for these presets are shown below.
Custom sandbox allows the player to adjust the game settings to the way they like. After choosing a [[Knox Country|starting location]], the player can choose their own options, or choose a preset to customise. In the ''Saved Presets'' box at the bottom, each default option is the same settings used in the default game modes.  
<br>
:'''''<small>*NOTE: the [[Game Modes#Character|Character]] options have a set default 'difficulty' for each preset*</small>'''''
:'''''<small>*NOTE: the [[Game Modes#Character|Character]] options have a set default 'difficulty' for each preset*</small>'''''
<br><br>
{{clear}}
===Population===
<br>
'''Zombie Count:''' Changing this will adjust the "Population Multiplier" [[Game Modes#Advanced Zombie Options|advanced option]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Count
!<small>Scenario</small>
|-
| Insane || <small>Six Months Later</small>
|-
| High ||
|-
| Normal || <small>The First Week<br>Survival</small>
|-
| Low || <small>Initial Infection</small>
|-
| None ||
|}
<br>
 
'''Zombie Distribution:''' Determines whether zombie distribution will be balanced across the map, or focused in urban areas.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Distribution
!<small>Scenario</small>
|-
| Urban Focused || <small>Initial Infection <br> First Week <br> Six Months Later <br> Survival</small>
|-
| Uniform ||
|}
<br>
----
===Time===
<br>
'''Day length:''' How fast the player gets hungry or thirsty is based on the time of day in-game. Therefore, the longer the game day is, the longer it will take to get hungry or thirsty.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Length
!<small>Scenario</small>
|-
| 15 Minutes ||
|-
| 30 Minutes ||
|-
| 1 hour || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 2 hours ||
|-
| 3 hours ||
|-
| 4 hours ||
|-
| 5 hours ||
|-
| 6 hours ||
|-
| 7 hours ||
|-
| 8 hours ||
|-
| 9 hours ||
|-
| 10 hours ||
|-
| 11 hours ||
|-
| 12 hours ||
|-
| 13 hours ||
|-
| 14 hours ||
|-
| 15 hours ||
|-
| 16 hours ||
|-
| 17 hours ||
|-
| 18 hours ||
|-
| 19 hours ||
|-
| 20 hours ||
|-
| 21 hours ||
|-
| 22 hours ||
|-
| 23 hours ||
|-
| Real-time ||
|}
<br>
 
'''Start Month:''' The time of year will affect [[Foraging]] and [[Farming]]. July will have greater harvests, whereas December will have poorer.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Month
!<small>Scenario</small>
|-
| January ||
|-
| February ||
|-
| March ||
|-
| April ||
|-
| May ||
|-
| June ||
|-
| July || <small>Initial Infection <br> The First Week <br> Survival</small>
|-
| August ||
|-
| September ||
|-
| October ||
|-
| November ||
|-
| December || <small>Six Months Later</small>
|}
<br>
 
'''Start Day:''' How far into the month it is.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Day
!<small>Scenario</small>
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|-
| 6 ||
|-
| 7 ||
|-
| 8 ||
|-
| 9 || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 10 ||
|-
| 11 ||
|-
| 12 ||
|-
| 13 ||
|-
| 14 ||
|-
| 15 ||
|-
| 16 ||
|-
| 17 ||
|-
| 18 ||
|-
| 19 ||
|-
| 20 ||
|-
| 21 ||
|-
| 22 ||
|-
| 23 ||
|-
| 24 ||
|-
| 25 ||
|-
| 26 ||
|-
| 27 ||
|-
| 28 ||
|-
| 29* ||
|-
| 30* ||
|-
| 31* ||
|}
<br>
 
'''Start Time:''' Changing this will determine how much daylight you have in your first day. Daylight gives a buff to your sight. Zombies are attracted to light sources during the night.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Month
!<small>Scenario</small>
|-
| 7 am ||
|-
| 9 am || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 12 pm ||
|-
| 2 pm ||
|-
| 5 pm ||
|-
| 9 pm ||
|-
| 12 am ||
|-
| 2 am ||
|-
| 5 am ||
|}
<br>
----
===World===
<br>
'''Water Shutoff:''' The [[water]] will randomly stop working any day within this range. For example, selecting 2-6 months will give the player ''at least'' 2 months to prepare themselves before the water is shutoff. There will still be some left over water in sinks and toilets, however this is non-sustainable and will eventually run out.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Shutoff
!<small>Scenario</small>
|-
| Instant || <small>Six Months Later</small>
|-
| 0-30 days || <small>Survival</small>
|-
| 0-2 months ||
|-
| 0-6 months ||
|-
| 0-1 year ||
|-
| 0-5 years ||
|-
| 2-6 months || <small>The First Week</small>
|-
| 6-12 months || <small>Initial Infection</small>
|}
<br>
 
'''Electricity Shutoff:''' The [[electricity]] will randomly stop working any day within this range. For example, selecting 2-6 months will give the player ''at least'' 2 months to prepare themselves before the electricity is shutoff. Which will stop [[refrigerator]]s and lights from functioning.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Shutoff
!<small>Scenario</small>
|-
| Instant || <small>Six Months Later</small>
|-
| 0-30 days || <small>Survival</small>
|-
| 0-2 months ||
|-
| 0-6 months ||
|-
| 0-1 year ||
|-
| 0-5 years ||
|-
| 2-6 months || <small>The First Week</small>
|-
| 6-12 months || <small>Initial Infection</small>
|}
<br>
 
'''House Alarms Frequency:''' This is how often you will come across houses with an active [[Burglar Alarm]], which once triggered will generate a loud noise attracting zombies. Currently ([[IWBUMS Build 39.51]]) this is not related to the [[Item]]; [[Home Alarm]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never || <small>Six Months Later</small>
|-
| Extremely Rare || <small>Initial Infection</small>
|-
| Rare || <small>The First Week</small>
|-
| Sometimes || <small>Survival</small>
|-
| Often ||
|-
| Very Often ||
|}
<br>
 
'''Locked Houses Frequency:''' This is how often houses will have their doors locked.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never || <small>Six Months Later</small>
|-
| Extremely Rare || <small>Initial Infection</small>
|-
| Rare || <small>The First Week</small>
|-
| Sometimes ||
|-
| Often ||
|-
| Very Often || <small>Survival</small>
|}
<br>
 
'''Food Spoilage:''' Defines how fast the food will spoil inside or outside [[Refrigerator|fridge]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Very Fast ||
|-
| Fast ||
|-
| Normal || <small>The First Week <br> Six Months Later <br> Survival</small>
|-
| Slow || <small>Initial Infection</small>
|-
| Very Slow ||
|}
<br>
 
'''Refridgeration Effectiveness:''' Define how effective a [Refrigerator|fridge]] will be at slowing the rate of food spoilage.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Effectiveness
!<small>Scenario</small>
|-
| Very Low ||
|-
| Low ||
|-
| Normal || <small>The First Week <br> Six Months Later <br> Survival</small>
|-
| High || <small>Initial Infection</small>
|-
| Very High ||
|}
<br>
 
'''Rotten Food Removal:''' This value is an integer defining the number of in-game days before rotten food is removed from the map. -1 means rotten food will never be removed. [Default=-1]
<br><br>
 
'''Loot Respawn:''' Items will respawn in already-looted [[containers]] in towns and trailer parks. Items ''will not'' respawn in player-made containers.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Effectiveness
!<small>Scenario</small>
|-
| None || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Every day ||
|-
| Every week ||
|-
| Every month ||
|-
| Every 2 months ||
|}
<br>
 
'''Loot Seen Prevent Hours:''' This value is an integer defining the number of hours. When >0, loot will not respawn in zones that have been visited within this number of hours. [Default=0]
<br><br>
 
'''Months Since The Apocalypse:''' This affect starting [[Erosion]] and [[Food|Food Age]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Months
!<small>Scenario</small>
|-
| 0 || <small>Initial Infection <br> The First Week <br> Survival</small>
|-
| 1 ||
|-
| 2 ||
|-
| 3 ||
|-
| 4 ||
|-
| 5 ||
|-
| 6 || <small> Six Months Later</small>
|-
| 7 ||
|-
| 8 ||
|-
| 9 ||
|-
| 10 ||
|-
| 11 ||
|-
| 12 ||
|}
<br>
 
'''Darkness During Night:''' Defines how dark it is at night, affecting the player's visibility.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Months
!<small>Scenario</small>
|-
| Pitch Black ||
|-
| Dark ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Bright ||
|}
<br>
 
'''Fire Spread:''' This is a check box that can be turned ''On'' or ''Off''. Disabling this will stop fire from spreading to nearby flammable material. [Default=On]
<br><br>
 
'''Generator Working In Exterior:''' This is a check box that can be turned ''On'' or ''Off''. If enabled, [[generators]] will work on exterior tiles, allowing for example to power a gas pump. [Default=Off]
<br><br>
----
===Nature===
<br>
'''Temperature:''' This will affect the [[Weather]] and therefore your temperature [[Moodle]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Temperature
!<small>Scenario</small>
|-
| Very cold ||
|-
| Cold ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Hot ||
|-
| Very hot ||
|}
<br>
 
'''Rain:''' This will affect how much rain there is and therefore your wet [[Moodle]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rain
!<small>Scenario</small>
|-
| Very dry ||
|-
| Dry ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Rainy ||
|-
| Very rainy ||
|}
<br>
 
'''Erosion Speed:''' Affects the speed of [[Erosion]] for roads and buildings. Number of days until 100% growth.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Very fast (20 days) || <small>The First Week <br> Six Months Later</small>
|-
| Fast (50 days) ||
|-
| Normal (100 days) || <small>Initial Infection <br>  Survival</small>
|-
| Slow (200) ||
|-
| Very slow (500) ||
|}
<br>
 
'''Farming Speed:''' Affects how fast your crops grow in [[Farming]]
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Very fast ||
|-
| Fast || <small>Initial Infection</small>
|-
| Normal || <small>The First Week <br> Six Months Later <br> Survival</small>
|-
| Slow ||
|-
| Very slow ||
|}
<br>
 
'''Plant Resilience:''' Determines how much [[water]] the plant will lose per day and their ability to avoid disease.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Resilience
!<small>Scenario</small>
|-
| Very low || <small>Initial Infection</small>
|-
| Low ||
|-
| Normal || <small>The First Week <br> Six Months Later <br> Survival</small>
|-
| High ||
|-
| Very high ||
|}
<br>
 
'''Farming's Abundance:''' Will influence how many vegetables a plant will grow.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Abundance
!<small>Scenario</small>
|-
| Very poor ||
|-
| Poor ||
|-
| Normal || <small>Six Months Later <br> Survival</small>
|-
| Abundant || <small>The First Week</small>
|-
| Very abundant || <small>Initial Infection</small>
|}
<br>
 
'''Nature's Abundance:''' Affects the difficulty of [[fishing]] and [[foraging]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Abundance
!<small>Scenario</small>
|-
| Very poor ||
|-
| Poor ||
|-
| Normal || <small>Survival</small>
|-
| Abundant || <small>The First Week</small>
|-
| Very abundant || <small>Initial Infection <br> Six Months Later</small>
|}
<br>
 
'''Compost Time:''' Determines how long it will take for [[food]] to decay in a [[Containers#Composter|composter]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Time
!<small>Scenario</small>
|-
| 1 Week ||
|-
| 2 Weeks || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 3 Weeks ||
|-
| 4 Weeks ||
|-
| 6 Weeks ||
|-
| 8 Weeks ||
|-
| 10 Weeks ||
|-
| 12 Weeks ||
|}
<br>
----
===Sadistic AI Director===
<br>
'''Helicopter:''' How often helicopters pass over the Event zone. Helicopters last for a long time, will leave, then come back, bring hordes of zombies towards the player from many directions.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never ||
|-
| Once || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Sometimes ||
|-
| Often ||
|}
<br>
 
'''Meta Event:''' How often zombie attracting meta-game events like gunshots will occur. This will cause zombies to move towards the direction of the event. It should be noted that this is audio only, following the noise ''will not'' lead the player to the source.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never ||
|-
| Once ||
|-
| Sometimes || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Often ||
|}
<br>
 
'''Sleeping Event:''' Governs night-time metagame events during the player's sleep, such as night terrors.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never ||
|-
| Once ||
|-
| Sometimes || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Often ||
|}
<br>
----
===Meta===
<br>
'''Generator Spawn:''' Increase/decrease the chance of electrical [[generator]]s spawning on the [[Knox County|map]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Very low ||
|-
| Low ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| High ||
|-
| Very high ||
|}
<br>
 
'''Generator Fuel Consumption:''' Impacts how much fuel is consumed by [[generator]]s. A generator that needs no fuel should be set to 0.0. [Minimum=0] [Maximum=100] [Default=1]
 
'''Randomized House Chance:''' Increase/decrease probability of discovering randomized [[Safe House|safe houses]] on the [[Knox County|map]]: either burnt out, containing loot stashes, dead survivor bodies etc.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never ||
|-
| Extremely rare ||
|-
| Rare || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Sometimes ||
|-
| Often ||
|-
| Very Often ||
|}
<br>
 
'''Annotated Map Chance:''' Impacts on how often a [[Maps|looted map]] will have annotations marked on it by a deceased survivor.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never ||
|-
| Extremely rare ||
|-
| Rare ||
|-
| Sometimes || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Often ||
|-
| Very Often ||
|}
<br>
 
'''Time Before Corpse Removal:''' Number of in-game hours before zombie corpses are automatically removed from the map. Setting to -1 will stop corpses from being removed. (Replaces former ''HoursForCorpseRemoval'' server option).
 
'''Decaying Corpse Health Impact:''' Governs impact that nearby decaying bodies has on the player's [[health]] and [[Moodles|emotions]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Impact
!<small>Scenario</small>
|-
| None ||
|-
| Low ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| High ||
|}
<br>
 
'''Blood Level:''' More of a graphical setting as it determines the level of gore that will generate after hitting/killing a zombie or player.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Level
!<small>Scenario</small>
|-
| None ||
|-
| Low ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| High ||
|-
| Ultra Gore ||
|}
<br>
----
===Loot Rarity===
<br>
'''Food:''' For all the different foods, click [[Food|here]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rarity
!<small>Scenario</small>
|-
| Extremely rare ||
|-
| Rare || <small>Six Months Later <br> Survival</small>
|-
| Normal ||
|-
| Common || <small>The First Week</small>
|-
| Abundant || <small>Initial Infection</small>
|}
<br>
 
'''Weapon:''' For all the different weapons, click [[Food|here]].
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rarity
!<small>Scenario</small>
|-
| Extremely rare ||
|-
| Rare || <small>Six Months Later <br> Survival</small>
|-
| Normal ||
|-
| Common || <small>The First Week</small>
|-
| Abundant || <small>Initial Infection</small>
|}
<br>
 
'''Other:''' Every other [[item]] type that doesn't fit into the above categories.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rarity
!<small>Scenario</small>
|-
| Extremely rare ||
|-
| Rare || <small>Six Months Later <br> Survival</small>
|-
| Normal ||
|-
| Common || <small>The First Week</small>
|-
| Abundant || <small>Initial Infection</small>
|}
<br>
----
===Character===
<br>
'''XP Multiplier:''' Affects how much [[experience]] the player will get from various tasks. [Minimum-0.001] [Maximum-1000] [Default=1]
 
'''Stats Decrease:''' How fast character's [[hunger]], [[thirst]] and [[fatigue]] will decrease.
 
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Very fast ||
|-
| Fast ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Slow ||
|-
| Very slow ||
|}
<br>
 
'''Endurance Regeneration:''' This affects how fast [[fatigue]] will decrease.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Very fast ||
|-
| Fast ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Slow ||
|-
| Very slow ||
|}
<br>
 
'''Nutrition:''' This is a check box determining whether nutritional value of [[food]] affects the player's condition.
 
'''Starter Kit:''' Start with a [[Schoolbag|schoolbag]], [[Baseball Bat|baseball bat]], [[Hammer|hammer]], [[Water Bottle|water bottle]] and [[Chips|chips]].
 
'''Free Traits:''' Adds free points during [[Player#Character Creation|character creation]].
 
'''Player-Built Construction Strength:''' Determines the hitpoints of structures the player has built.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Strength
!<small>Scenario</small>
|-
| Very low ||
|-
| Low ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| High ||
|-
| Very high ||
|}
<br>
 
'''Injury Severity:''' Increase and decrease the impact injuries have on your body, and their healing time.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Severity
!<small>Scenario</small>
|-
| Low ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| High ||
|}
<br>
 
'''Bone Fracture:''' Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
 
'''Clothing Degradation:''' Governs how quickly [[clothing]] degrades, becomes dirty and bloodied. (Can be disabled).
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Disabled ||
|-
| Slow ||
|-
| Normal || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Fast ||
|}
<br>
----
===Vehicle <span style="color:red"><sup>'''''IWBUMS build only'''''</sup></span>===
<br>
'''Enable Vehicle:''' Enable or disable vehicles from spawning into the game.
 
'''Easy Use:''' If true, cars will all be unlocked with a full gas tank and low engine loudness.
 
'''Recent Survivor Vehicles:''' Governs whether the player can discover a car that has been maintained and cared for after the infection struck, i.e. is still in working order.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Low || <small>The First Week <br> Six Months Later <br> Survival</small>
|-
| Normal || 
|-
| High || <small>Initial Infection</small>
|}
<br>
 
'''Zombie Attraction Multiplier:''' Use this to multiply or reduce engine general loudness. [Minimum=0] [Maximum=100] [Default=1]
 
'''Car Spawn Rate:'''
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Low || <small>Six Months Later <br> Survival</small>
|-
| Normal || <small>The First Week</small>
|-
| High || <small>Initial Infection</small>
|}
<br>
 
'''Chance Has Gas:''' Governs the chances of finding vehicles with gas in the tank.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Low || <small>Six Months Later <br> Survival</small>
|-
| Normal ||
|-
| High || <small>Initial Infection <br> The First Week</small>
|}
<br>
 
'''Initial Gas:''' Governs how full gas tanks will be in discovered cars.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Level
!<small>Scenario</small>
|-
| Very low ||
|-
| Low || <small>Six Months Later <br> Survival</small>
|-
| Normal ||  <small>The First Week</small>
|-
| High ||
|-
| Very high || <small>Initial Infection</small>
|-
| Full ||
|}
<br>
 
'''Gas Consumption:''' The rate in which vehicles will consume fuel. [Minimum=0] [Maximum=100] [Default=1].
 
'''Locked Frequency:''' How frequent the doors of a vehicle will be locked.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never || <small>Six Months Later <br> Survival</small>
|-
| Extremely rare || <small>Initial Infection</small>
|-
| Rare || <small>The First Week</small>
|-
| Sometimes ||
|-
| Often ||
|-
| Very often ||
|}
<br>
 
'''General Condition:''' In what condition new cars will spawn.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Level
!<small>Scenario</small>
|-
| Very low || <small>Six Months Later <br> Survival</small>
|-
| Low ||
|-
| Normal ||  <small>The First Week</small>
|-
| High || <small>Initial Infection</small>
|-
| Very high ||
|}
<br>
 
'''Car Wreck Congestion:''' Enable or disable traffic jams that spawn on the main roads of the map. [Default=On]
 
'''Car Alarms Frequency:''' The frequency in which a car alarm will be triggered when opening a door. This will attract zombies to the vehicle's position.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Frequency
!<small>Scenario</small>
|-
| Never || <small>Six Months Later <br> Survival</small>
|-
| Extremely rare || <small>Initial Infection</small>
|-
| Rare || <small>The First Week</small>
|-
| Sometimes ||
|-
| Often ||
|-
| Very often ||
|}
<br>
 
'''Player Damaged From Crash:''' Enable or disable player getting damage from being in a car accident. [Default=On]
 
'''Siren Shutoff Hours:''' Number of hours before the siren sound of a car alarm will stop playing. 0.0 means it will play until the [[Car Battery|car battery]] is dead. [Minimum=0] [Maximum=168] [Default=0]
<br><br>
----
===Zombie Lore===
<br>
'''Speed:''': The speed of zombies when giving chase. Fast shamblers will both run and shamble towards their target.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Speed
!<small>Scenario</small>
|-
| Sprinters ||
|-
| Fast Shamblers || <small>The First Week <br> Six Months Later <br> Survival</small>
|-
| Shamblers || <small>Initial Infection</small>
|-
| Random ||
|}
<br>
 
'''Strength:''': How hard a zombie will hit when dealing damage to both the player and world objects, along with the likeliness they will break the skin when attacking.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Strength
!<small>Scenario</small>
|-
| Superhuman ||
|-
| Normal || <small>Survival</small>
|-
| Weak || <small>Initial Infection <br> The First Week <br> Six Months Later</small>
|-
| Random ||
|}
<br>
 
'''Toughness:''': The hitpoints of zombies and how likely they are to fall over.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Toughness
!<small>Scenario</small>
|-
| Tough ||
|-
| Normal || <small>The First Week <br> Six Months Later <br> Survival</small>
|-
| Fragile || <small>Initial Infection</small>
|-
| Random ||
|}
<br>
 
'''Transmission:''': How the transmission of the zombie infection occurs. ''Everyone's infected'' will cause all players to reanimate once they're killed, similarly to ''The Walking Dead''.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Transmission
!<small>Scenario</small>
|-
| Blood + Saliva || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Everyone's Infected ||
|-
| None ||
|}
<br>
 
'''Infection Mortality:''': How long it will take for the zombie infection to kill its host, i.e. the player.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Rate
!<small>Scenario</small>
|-
| Instant ||
|-
| 0-30 seconds ||
|-
| 0-1 minutes ||
|-
| 0-12 hours ||
|-
| 2-3 days || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 1-2 weeks ||
|-
| Never ||
|}
<br>
 
'''Reanimate Time:''': How long after death before an infected player will be reanimated.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Time
!<small>Scenario</small>
|-
| Instant ||
|-
| 0-30 seconds ||
|-
| 0-1 minutes || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| 0-12 hours ||
|-
| 2-3 days ||
|-
| 1-2 weeks ||
|}
<br>
 
'''Cognition:''': How effective zombies are at navigating to reach their target.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Cognition
!<small>Scenario</small>
|-
| Navigate + use doors ||
|-
| Navigate || <small>Initial Infection <br> The First Week <br> Six Months Later</small>
|-
| Basic navigation || <small>Survival</small>
|-
| Random ||
|}
<br>
 
'''Memory:''': How long a zombie will give chase before giving up.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Memory
!<small>Scenario</small>
|-
| Long ||
|-
| Normal ||  <small>Six Months Later <br> Survival</small>
|-
| Short || <small>Initial Infection <br> The First Week</small>
|-
| None ||
|}
<br>
 
'''Decomposition:''': How time will affect the zombie's speed and strength/toughness.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Decomposition
!<small>Scenario</small>
|-
| Slows + weakens || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Slows || 
|-
| Weakens ||
|-
| No effect ||
|}
<br>
 
'''Sight:''': How large the radius of the sight cone is, and therefore be able to spot a player from farther away, or in their peripherals.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Sight
!<small>Scenario</small>
|-
| Eagle ||
|-
| Normal || <small>Six Months Later <br> Survival</small>
|-
| Poor || <small>Initial Infection <br> The First Week</small>
|}
<br>
 
'''Hearing:''': The distance in which they were move towards a noise, such as broken windows or dying zombies.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Hearing
!<small>Scenario</small>
|-
| Pinpoint ||
|-
| Normal || <small>Six Months Later <br> Survival</small>
|-
| Poor || <small>Initial Infection <br> The First Week</small>
|}
<br>
 
'''Smell:''': How close the player can be before a zombie will give chase to them.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Smell
!<small>Scenario</small>
|-
| Bloodhound ||
|-
| Normal || <small>Six Months Later <br> Survival</small>
|-
| Poor || <small>Initial Infection <br> The First Week</small>
|}
<br>
 
'''Environmental Attacks:''' Zombies that have not seen/heard the player can attack doors and constructions while roaming. [Default=On]
 
'''Damage Construction:''' Governs whether or not zombies can destroy player constructions and defences. [Default=On]
 
'''Day/Night Active:''' Governs whether zombies are most active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase.
{|class="mw-collapsible mw-collapsed wikitable" style="text-align: center;
!Activity
!<small>Scenario</small>
|-
| Both || <small>Initial Infection <br> The First Week <br> Six Months Later <br> Survival</small>
|-
| Night ||
|-
| Day ||
|}
<br>
 
'''Zombie House Alarm Triggering:''' Allows zombies to trigger house alarms when breaking through windows and doors. Enabling this option will cause zombies to constantly be movie around populated areas, making the early game much more difficult. [Default=Off]
<br>
----
===Advanced Zombie Options===
<br>
'''Population Multiplier:''' Set by the "Zombie Count" population option. 4.0 = Insane, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None. [Maximum=0] [Maximum=4] [Default=1]
 
'''Population Start Multiplier:''' Adjusts the desired population at the start of the game. [Maximum=0] [Maximum=4] [Default=1]
 
'''Population Peak Multiplier:''' Adjusts the desired population on the peak day. [Maximum=0] [Maximum=4] [Default=1.5]
 
'''Population Peak Day:''' The day when the population reaches its peak. [Maximum=1] [Maximum=365] [Default=28]
 
'''Respawn Hours:''' The number of hours that must pass before zombies may respawn in a cell. If zero, spawning is disabled. [Maximum=0] [Maximum=8760] [Default=72]
 
'''Respawn Unseen Hours:''' The number of hours that a chunk must be unseen before zombies may respawn in it. [Maximum=0] [Maximum=8760] [Default=16]
 
'''Respawn Multiplier:''' The fraction of a cell's desired population that may respawn every RespawnHours. [Maximum=0] [Maximum=1] [Default=0.1]
 
'''Redistribute Hours:''' The number of hours that must pass before zombies migrate to empty parts of the same cell. If zero, migration is disabled. [Maximum=0] [Maximum=8760] [Default=12]
 
'''Follow Sound Distance:''' The distance a virtual zombie will try to walk towards the last sound it heard. [Maximum=0] [Maximum=1000] [Default=100]
 
'''Rally Group Size:''' The size of groups real zombies from when idle. Zero means zombies don't form groups. Groups don't form inside buildings or forest zomes. [Maximum=0] [Maximum=1000] [Default=20]
 
'''Rally Travel Distance:''' The distance real zombies travel to form groups when idle. [Maximum=5] [Maximum=50] [Default=20]
 
'''Rally Group Separation:''' The distance between zombie groups. [Maximum=05] [Maximum=25] [Default=15]
 
'''Rally Group Radius:''' How close members of a group stay to the group's leader. [Maximum=1] [Maximum=10] [Default=3]
<br><br>


==Challenges==
==Challenges==
There are currently 6 challenges, particularly hard encounters set in their own maps.
There are currently 8 challenges, particularly hard encounters set in their own maps.


===You Have One Day===
===You Have One Day===
[[File:YouHaveOneDay.png|thumb|right|200px|1. You Have One Day]]
[[File:YouHaveOneDay.png|thumb|right|200px|1. You Have One Day]]
{{Main|You Have One Day (Challenge)}}
You're back in Knox County. You're back on the map where the Project Zomboid infection first began.  
You're back in Knox County. You're back on the map where the Project Zomboid infection first began.  


Line 1,312: Line 108:


[Our thanks to Community mapper BobHeckling for recreating the old 0.1.5 map with the current PZ toolset.]
[Our thanks to Community mapper BobHeckling for recreating the old 0.1.5 map with the current PZ toolset.]
 
{{clear}}


===Opening Hours===
===Opening Hours===
[[File:OpeningHours.png|thumb|right|200px|2. Opening Hours]]
[[File:OpeningHours.png|thumb|right|200px|2. Opening Hours]]
{{Main|Opening Hours (Challenge)}}
The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...  
The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...  


Line 1,321: Line 118:


Be ready for them.
Be ready for them.
 
{{clear}}


===Winter Is Coming===
===Winter Is Coming===
[[File:WinterIsComing.png|thumb|right|200px|3. Winter Is Coming]]
[[File:WinterIsComing.png|thumb|right|200px|3. Winter Is Coming]]
{{Main|Winter Is Coming (Challenge)}}
It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it.  
It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it.  


Line 1,330: Line 128:


Wrap up warm, survivor...
Wrap up warm, survivor...
 
{{clear}}


===House In The Woods - Last Stand===
===House In The Woods - Last Stand===
[[File:Challenge1.png|thumb|right|200px|4. House In The Woods - Last Stand]]
[[File:Challenge1.png|thumb|right|200px|4. House In The Woods - Last Stand]]
{{Main|House In The Woods (Challenge)}}
You can hear them approaching. Hordes of deadheads, encroaching on your isolated cabin from every angle. Death is inevitable, but a shotgun is close-at-hand.  
You can hear them approaching. Hordes of deadheads, encroaching on your isolated cabin from every angle. Death is inevitable, but a shotgun is close-at-hand.  


Last Stand features endless waves of zombies in ever-increasing numbers. Survive for as long as possible against the overwhelming odds.
Last Stand features endless waves of zombies in ever-increasing numbers. Survive for as long as possible against the overwhelming odds.
 
{{clear}}


===House In The Woods - Last Stand Accumulator===
===House In The Woods - Last Stand Accumulator===
[[File:Challenge2.png|thumb|right|200px|5. House In The Woods - Last Stand Accumulator]]
[[File:Challenge2.png|thumb|right|200px|5. House In The Woods - Last Stand Accumulator]]
{{Main|House In The Woods (Challenge)}}
Another day, another cabin ready to be bloodied. The hordes are upon you, and your death will be as painful as it is gruesome. So go out fighting...  
Another day, another cabin ready to be bloodied. The hordes are upon you, and your death will be as painful as it is gruesome. So go out fighting...  
Last Stand – Accumulator features endless waves of zombies in ever-increasing numbers. Use money earned by killing zeds to buy equipment, level up and repair your blood-soaked weaponry.
Last Stand – Accumulator features endless waves of zombies in ever-increasing numbers. Use money earned by killing zeds to buy equipment, level up and repair your blood-soaked weaponry.
 
{{clear}}


===A Really CD DA===
===A Really CD DA===
[[File:AReallyCDDAy.png|thumb|right|200px|6. A Really CD DA]]
[[File:AReallyCDDAy.png|thumb|right|200px|6. A Really CD DA]]
{{Main|A Really CD DA (Challenge)}}
You get out of the shower and fall badly. You're blind drunk, and have a nasty cold.  
You get out of the shower and fall badly. You're blind drunk, and have a nasty cold.  


On top of all this, the house is on fire! Today is definitely not your day.  
On top of all this, the house is on fire! Today is definitely not your day.  


The name comes from a play on words referencing ''A Really Bad Day'' from the game ''Cataclysm: Dark Days Ahead'', and is read as ''A Really CD DAy''.  
The name comes from a play on words referencing ''A Really Bad Day'' from the game ''Cataclysm: Dark Days Ahead'', and is read as ''A Really Seedy Day''.  
{{clear}}
 
===A Storm Is Coming===
[[File:AStormIsComing.png|thumb|right|200px|7. A Storm Is Coming]]
{{Main|A Storm Is Coming (Challenge)}}
Clouds are gathering over Kentucky. The crackle of thunder can be heard in the distance.
 
As skies darken, the dead that stumble over the earth grow restless.
 
This is a storm that will grow and fall back in its ferocity, but it will never end.
{{clear}}
 
===The Descending Fog===
[[File:TheDescendingFog.png|thumb|right|200px|8. The Descending Fog]]
{{Main|The Descending Fog (Challenge)}}
People first saw it on the water. A faint white blanket over the Ohio river.
 
It began as a mist. Then it enveloped the town. The townsfolk died screaming in the gloom. Now they walk out there.
 
Unseen, unheard and relentless in the pursuit of the living.
 


{{clear}}


[[Category:The Game World]]
[[Category:The Game World]]
[[Category:Gameplay]]
[[Category:Gameplay]]

Revision as of 16:39, 6 May 2019

Title Screen

There are a number of different games modes available in Project Zomboid. The list of game modes below is correct prior to the release of build 40. In all modes, death is final. There is no reloading from a saved game. Only creating a new survivor within the same game is possible.

Tutorial

SpiffoTeacher.png

This is a short introduction on a small map to introduce new players to the controls and user interface. This is a preset scenario with no settings or options to choose.
The tutorial covers the basics of:

Scenario

Each scenario will give the player a new starting challenge they must adapt to.

Survival

SpiffoSurvivor.png

Starting Date: 9th July 1993
This is the recommended zomboid experience, the way the devs intended it to be played. Starting Conditions are locked on Hardcore. Doors are frequently locked and house alarms are common, forcing the player to keep on the move. Strong, tough and basic navigation make these zombies a serious threat, they're nothing like the previously encountered ones. Water and Electricity will shut off in under 30 days, requiring the player to quickly find some sustainability. This is the hardcore experience, survival is highly unlikely.

• Horde Size: Huge
• Zombie Speed: Fast Shamblers
• Zombie Senses: Normal
• Utility shut-off: 0-30 days
• Resources: Rare

One Week Later

Spiffoskip.png

Starting Date: 9th July 1993
This game mode is intended for casual player, starting from a week after the infection began. There is a moderate horde size, since the zombies have had some time to turn. They will quickly shamble towards anything that catches their attention, however with reduced senses. Water and Electricity will shut off after 2-6 in-game months. Houses are unlooted. The player will experience what it was like in Knox Country from the early stages of the plague.

• Horde Size: Moderate
• Zombie Speed: Fast Shamblers
• Zombie Senses: Poor
• Utility shut-off: 2-6 months
• Resources: Common

Six Months Later

Spiffo controlyourself.png

Starting Date: 9th December 1993
This game mode is not for the faint of heart - for experienced survivors only. After 6 months, very few survivors remain with a large horde of zombies scattered throughout the landscape - this is how it ends. They've had a lot of time to develop their senses and will hear, see or smell anything that gets too close. The Water and Electricity has been shut off for a while and the cities are all overgrown. All the houses have been picked clean, making it very difficult to find anything of any use. It'll be a real struggle to get any kind of foundation set up this late into the apocalypse.

• Horde Size: Large
• Zombie Speed: Fast Shamblers
• Zombie Senses: Normal
• Utility shut-off: Instant
• Resources: Rare

Starting Conditions

Choosing the starting conditions will set a predefined player setting, designed to raise or lower the difficulty. Each of these settings goes into more detail in the custom sandbox section.

Easy

XP Multiplier: x2
Character Survival Needs: Very Low
Inventory: Baseball bat, Saw, School Bag, Hammer, Water and Food.

Normal

XP Multiplier: x1.5
Character Survival Needs: Low
Inventory: Baseball bat, School Bag, Hammer, Water and Food.

Hard

XP Multiplier: x1.2
Character Survival Needs: Normal
Inventory: Water and Food.

Hardcore

XP Multiplier: NONE
Character Survival Needs: Normal
Inventory: Nothing.

Custom Sandbox

Main article: Custom Sandbox
Spiffo rummage.png

Custom sandbox allows the player to adjust the game settings to the way they like. After choosing a starting location, the player can choose their own options, or choose a preset to customise. In the Saved Presets box at the bottom, each default option is the same settings used in the default game modes.

*NOTE: the Character options have a set default 'difficulty' for each preset*

Challenges

There are currently 8 challenges, particularly hard encounters set in their own maps.

You Have One Day

1. You Have One Day
Main article: You Have One Day

You're back in Knox County. You're back on the map where the Project Zomboid infection first began.

You have one day of relative safety. Zombies will arrive in huge numbers, and they will find you. Where did you use to make your last stand again? Where did you make your last stand in the old days? Better find it quick.

[Our thanks to Community mapper BobHeckling for recreating the old 0.1.5 map with the current PZ toolset.]

Opening Hours

2. Opening Hours
Main article: Opening Hours (Challenge)

The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...

You are alone, but not for long. At 9AM the Mall will be ready for business: doors will open, and the hordes will enter.

Be ready for them.

Winter Is Coming

3. Winter Is Coming
Main article: Winter Is Coming (Challenge)

It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it.

You awake in an isolated location. You have meagre supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly.

Wrap up warm, survivor...

House In The Woods - Last Stand

4. House In The Woods - Last Stand
Main article: House In The Woods

You can hear them approaching. Hordes of deadheads, encroaching on your isolated cabin from every angle. Death is inevitable, but a shotgun is close-at-hand.

Last Stand features endless waves of zombies in ever-increasing numbers. Survive for as long as possible against the overwhelming odds.

House In The Woods - Last Stand Accumulator

5. House In The Woods - Last Stand Accumulator
Main article: House In The Woods

Another day, another cabin ready to be bloodied. The hordes are upon you, and your death will be as painful as it is gruesome. So go out fighting... Last Stand – Accumulator features endless waves of zombies in ever-increasing numbers. Use money earned by killing zeds to buy equipment, level up and repair your blood-soaked weaponry.

A Really CD DA

6. A Really CD DA
Main article: A Really CD DA

You get out of the shower and fall badly. You're blind drunk, and have a nasty cold.

On top of all this, the house is on fire! Today is definitely not your day.

The name comes from a play on words referencing A Really Bad Day from the game Cataclysm: Dark Days Ahead, and is read as A Really Seedy Day.

A Storm Is Coming

7. A Storm Is Coming
Main article: A Storm Is Coming (Challenge)

Clouds are gathering over Kentucky. The crackle of thunder can be heard in the distance.

As skies darken, the dead that stumble over the earth grow restless.

This is a storm that will grow and fall back in its ferocity, but it will never end.

The Descending Fog

8. The Descending Fog
Main article: The Descending Fog

People first saw it on the water. A faint white blanket over the Ohio river.

It began as a mist. Then it enveloped the town. The townsfolk died screaming in the gloom. Now they walk out there.

Unseen, unheard and relentless in the pursuit of the living.