Game modes: Difference between revisions

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{{Header|Project Zomboid}}
{{Page version|41.78.16}}
[[File:Title Screen.png|thumb|Title screen.]]
There are a number of different '''games modes''' available in [[Project Zomboid]]. The list of game modes below is correct as of the release of [[build 41]]. In all modes, death is final. After dying, one may continue the game on the same map, but only after loading with a new character.


{| align="left"
==Tutorial==
| __TOC__
[[File:SpiffoTeacher.png|120px|right]]
[[File:Title_Screen.png|400px|thumb|right|Title Screen]]
{{Main|Tutorial}}
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:
*Zooming In and Out
*[[Health|Health status]]
*[[Skills|Survival Skills]]
*Movement
*Looting
*[[Moodles]]
*Equipping
*World Interaction
*Attacking


<!--  Outdated information. If 'Til Death Us Do Part becomes available again, edit to reflect the changes.
It also teaches the player about yelling: A mechanic that allows you to draw zombies to your location, which is how the tutorial ends as the game tricks you into pressing Q in order to draw a horde of zombies to your location, which will proceed to kill you and end the tutorial. Whilst it is possible to flee from the horde and lose them in the trees, there is no way to get through the fencing around the tutorial map and only a limited supply of food, so death is inevitable.
==Story Mode==
Story mode currently consists of two options:  (1) "Til Death Us Do Part", the story of Bob and Kate Smith, and (2) a filler for a community mod storyline. As of version 0.1.5d, stories do not work with the Linux client. As of 0.2.0r RC2.5, story mode has been temporarily disabled.
===[['Til Death Us Do Part]]===
The player then begins the game with what was referred to up through v0.1.4c of the game as the 'tutorial', in which the player takes on the role of Bob Smith. Bob Smith is a white middle aged resident of Knox County who does everything he can to help his disabled wife. 
-->


==Survival Mode==
==Playstyles==
Survival mode is the quickest way for players to begin their adventure. In the current version, the only available story is a default scenario placing the character in a random location in the town of Muldraugh or West Point in [[Knox County]], Kentucky, USA. Survival mode zombies are not customizable, and their characteristics are predetermined. Players will be able to choose from a wider selection of stories in the future. If you die in this mode, you can still reload the map, but must create a new character to play.
Each scenario below offers their own, unique set of difficulties or obstacles to overcome when starting out in the world.


====In-Game Events====
===Apocalypse===
The game world slowly changes. Zombie numbers slowly grow over 1-4 days, peaking on day 5. Water and power will shutoff eventually, depending on the game options selected; by then the player will need to rely on stockpiled water or find a well, and use up perishable food, since the refrigerators will no longer work.
[[File:SpiffoSurvivor2.png|128px|right]]
"Stealth focus. Short lifespan. Combat best avoided."
Likes to be punished, with realistic and deadly combat often best avoided. This game mode is the "default" when building a custom sandbox: loot is rare, zombies are tough, and provisions are at normal amounts. The [[Map|mini-map]] is turned off, unlike other game modes. Weapon multi-hit option is disabled, which means that the player will be unable to hit and push multiple zombies at once when using some melee weapons.
{{Clear}}


While traversing the world, you will hear helicopters over head and gunshots from around the area. Currently, this is in place to facilitate the migration of zombie hordes. May change once NPC's are re-implemented into the game.  
===Survivor===
[[File:SpiffoBrawler.png|128px|right]]
"Powerful combat. Longer lifespan. A challenging playstyle based on PZ's previous [[#Survival|Survival]] mode."
Likes a challenge, with more focus on combat familiar to players of earlier builds. Survivor mode weakens zombies by lowering their strength and preventing them from dragging down players. Survivor mode strengthens players by decreasing rear vulnerability, and allowing the player to hit and push multiple zombies at once when using some melee weapons by enabling weapon multi-hit option.
{{Clear}}


<!--  CURRENTLY DISABLED, edit back when reenabled
===Builder===
====NPCs====
[[File:SpiffoBuilder.png|128px|right]]
''NOTE: NPCs are disabled in [[Version history|RC2.9]].''
"Construction, Exploration and Farming focus. A more relaxed experience."
Likes a more relaxing experience of building, looting and farming, and less zombie focus. There are far fewer zombies, with a population 20% of the standard. These zombies are also substantially weaker with weakened senses, decreased strength and toughness, and no drag down ability. To make up for the weaker zombies, almost all loot is more rare, except food, and player stats and clothing degrade faster, requiring more materials to keep the character afloat.
{{Clear}}


[[NPC]]s will roam around the map trying to survive in the apocalypse. These NPCs are able to carry supplies, wield items, use items, get hurt, become zombies, eat, drink, etc. NPCs need food and water for survival, and over time may compete against the player for food. The NPCs can be recruited by the player, to help the player fight, but they also consume the player's supplies. Once recruited, NPCs can be issued the following commands: "follow me", "guard the area", and "stay here". Also, if a NPC rejects a player's recruitment offer, both the player and the NPC will get angry. If the player keeps asking for recruitment, the NPC will eventually get so angry that he will want to duel the player. If NPCs are killed, they drop all of their supplies, which usually includes their weapon (if they have any), some food and water, and some other items. NPCs have "bravery", some NPCs are more brave than others. Those who are brave will stand and fight against numerous zombies. Cowards will run away at the sight of zombies. NPCs are also able to form groups amongst themselves, but these groups are never large or significant to the player, because there are only 7-9 NPCs in the entire map at any point. Because there are so few NPCs, most are loners. <br><br>
===Custom Sandbox===
-->
{{Main|Custom Sandbox}}
[[File:Spiffo rummage.png|120px|right]]
"Tailor design your own difficulty and play style."
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. This includes default options since removed from the standard playstyle options.
:'''''<small>*NOTE: the Character options have a set default 'difficulty' for each preset*</small>'''''
{{Clear}}


[[Category:The Game World]]
==Outdated playstyles==
[[Category:Gameplay]]
These playstyles have been removed from the game as standard starting options as of [[build 41]]. They can still be accessed by selecting their ''Saved Presets'' options by first selecting [[#Custom Sandbox|Custom Sandbox]].


==Sandbox Mode==
====Survival====
===Customization===
[[File:SpiffoSurvivor.png|120px|right]]
The player can choose from a selection of heads and skin tones, and a list of [[professions]] and [[traits]]. Negative [[traits]] give positive points while positive [[traits]] spend these points, so you must take negatives to obtain positives.  
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>


[[Zombie]] population can be selected as None, Low, Normal, High, Insane; distribution can be urban or uniform. In the future survivor populations can be altered. Day length can be between 30 minutes or 12 hours, or occur in real-time. Water and electricity shutoff can range from instantly to years, depending on the selection. [[Items|Loot]] rarity options are Extremely Rare, Rare, Normal, Common, Abundant.
====Initial Infection====
[[File:404SpiffoMascotMap.png|120px|right]]
Starting Date: 9th July 1993<br>
This is a ''non-canon'' gamemode designed to act as a training scenario for new Survivors. This should be the next step for new players after completing the [[Game Modes#Tutorial|Tutorial]]. Zombies are recently infected with reduced senses and limited migration. Water and Electricity will shut off after 6-12 in-game months. Resources are in abundance. The player will get a hang of the game mechanics without being overrun or starved.
<br><small>
:• Horde Size: Small<br>
:• Zombie Speed: Shamblers<br>
:• Zombie Senses: Poor<br>
:• Utility shut-off: 6-12 months<br>
:• Resources: Abundant<br>
</small>


Zombie lore (characteristics) are alterable. Proper Zombies (the default) are italicized.
====One Week Later====
*'''Speed''': Shamblers (slow moving), ''Fast Shamblers'', or Sprinters
[[File:Spiffoskip.png|120px|right]]
*'''Strength''': Superhuman, ''Normal'', Weak
Starting Date: 9th July 1993<br>
*'''Toughness''': Tough, ''Normal'', Fragile
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.
*'''Transmission''': ''Blood + Saliva'', Everyone's Infected, None (the player won't be infected)
<br><small>
*'''Infection Mortality''': Ranges from instant, seconds, minutes, hours, ''days'', weeks, or never
:• Horde Size: Moderate<br>
*'''Reanimate Time''': Ranges from instant, seconds, ''minutes'', hours, days, weeks
:• Zombie Speed: Fast Shamblers<br>
*'''Cognition''': Navigate + Use Doors, ''Navigate'', Basic Navigation
:• Zombie Senses: Poor<br>
*'''Memory''': Long, ''Normal'', Short, None
:• Utility shut-off: 2-6 months<br>
*'''Decomposition''': ''Slows + Weakens'', Slows, Weakens, No effect
:• Resources: Common<br>
*'''Sight''': Eagle, ''Normal'', Poor
</small>
*'''Hearing''': Pinpoint, ''Normal'', Poor
*'''Smell''': Bloodhound, ''Normal'', Poor


==Last Stand==
====Six Months Later====
[[File:Last_Stand_Spawn.png|400px|thumb|right|Click for larger image]]
[[File:Spiffo controlyourself.png|120px|right]]
The Player Spawns in a house with two floors and crates of gear in the surrounding area. You then defend the house against incoming waves of zombies. Forest surrounds the area making it possible to simply run from the zombies into forest. However, the map is limited by an invisible wall at the very edges of the map.
Starting Date: 9th December 1993<br>
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>
:• Horde Size: Large<br>
:• Zombie Speed: Fast Shamblers<br>
:• Zombie Senses: Normal<br>
:• Utility shut-off: Instant<br>
:• Resources: Rare<br>
</small>


Currently, Waves are time based rather than kill based.  
==Challenges==
There are currently 9 challenges plus one that is currently disabled – particularly hard encounters, sometimes set in their own maps.


[UPCOMING]In the next upcoming patch, there will be "challenges" added to Last Stand, as well as being able to create a character instead of the currently randomized character.
===A Really CD DA===
[[File:AReallyCDDAy.png|thumb|A Really CD DA challenge icon.]]
{{Main|A Really CD DA}}
''You get out of the shower and fall badly. You're blind drunk, and have a nasty cold.''


'''Challenge #1'''
''On top of all this, the house is on fire! Today is definitely not your day.''


The first challenge of two so far. In this one, the horde forever comes after you with more and more zombies coming every minute.
''[A challenge inspired by A Really Bad Day from the awesome, wonderful and MUST-PLAY Cataclysm: Dark Days Ahead]''


The contents of the crates in and at the back of the house never change.
'''Trivia:''' 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''.
Here's what they contain;
{{Clear}}


;First Floor Crate
===A Storm Is Coming===
*[[9mm_Bullets|9mm Rounds]] x40
[[File:AStormIsComing.png|thumb|A Storm Is Coming challenge icon.]]
*[[Baseball_Bat|Baseball Bat]] x2
{{Main|A Storm Is Coming}}
*[[Kitchen_Knife|Kitchen Knife]] x4
''Clouds are gathering over Kentucky. The crackle of thunder can be heard in the distance.''
*[[Pistol|Pistol]]
*[[Shotgun|Shotgun]]
*[[Shotgun_Shells|Shotgun Shells]] x24
;Second Floor Crate
*[[Beta_Blockers|Beta Blockers]] x4
*[[Flashlight|Flashlight]] x4
;Back Door Crates (x2)
*[[Hammer|Hammer]] x2
*[[Nails|Nails]] x25
*[[Wooden_Plank|Plank]] x10


The contents of all other crates are randomized.
''As skies darken, the dead that stumble over the earth grow restless.''


'''Challenge #2'''
''This is a storm that will grow and fall back in its ferocity, but it will never end.''
This is the second of two challenges so far. This one has a bit more professional feel to it. Instead of an endless horde, it uses waves, which have time in between each wave to buy gear and permanent boosts. The amount of zombies for each round increase every round, so be prepared for it to get harder. Sometimes you will get lucky and zombies will spawn in the forest, so you will have some extra time to prepare and set-up your fort. There are now randomized gear in the crates which formally had preset tools. Instead, you can buy your gear by pressing 'o' using money which you gain by killing zombies. The gear and pricing are as follows:
{{Clear}}


;Weapons
===House In The Woods - Last Stand===
*[[Kitchen_Knife|Kitchen Knife]] - 50
[[File:Challenge1.png|thumb|House In The Woods - Last Stand challenge icon.]]
*[[Baseball_Bat|Baseball Bat]] - 100
{{Main|House In The Woods}}
*[[Axe|Fire axe]] - 150
''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.''
*[[Pistol|Pistol]] - 300
*[[9mm_Bullets|9mm Rounds]] x10 - 60
*[[Shotgun|Shotgun]] - 500
*[[Shotgun_Shells|Shotgun Shells]] x12 - 90
;Items
Carpentry:
*[[Hammer|Hammer]] - 70
*[[Wooden_Plank|Plank]] - 30
*[[Nails|Nails]] x5 - 10
*[[Saw|Saw]] - 40
Health:
*[[Bandages|Bandages]] - 20
*[[Painkillers|Painkillers]] - 20
*[[Beta_Blockers|Beta Blockers]] - 20


You can also spend money to repair your items too. The cost varies from the usage of the tool.
''Last Stand features endless waves of zombies in ever-increasing numbers. Survive for as long as possible against the overwhelming odds.''
{{Clear}}


Another aspect is to purchase a permanent boost. You can open the window by pressing 'p'. You can purchase skills and permanent bonus' here. Everything here costs xp, but luckily, xp is carried over from games, along with the permanent bonus'. the pricing of skills varies from the current level. The skills only change for Last Stand maps, not Survival or Sandbox. The pricing for the bonus' also vary from how many times upgraded.
===House In The Woods - Last Stand Accumulator===
[[File:Challenge2.png|thumb|House In The Woods - Last Stand Accumulator challenge icon.]]
{{Main|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...''


;Skills
''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.''
*Blunt Lvl
{{Clear}}
*Blade Lvl
 
*Carpentry Lvl
===Kingsmouth===
;Permanent bonus
[[File:Kingsmouth.png|thumb|Kingsmouth challenge icon.]]
*(#)% Gold gain Bonu
{{Main|Kingsmouth}}
*+(#) Starting Gold
''Enjoy a relaxing stay on Kingsmouth island!''
*(#)% xp Gain Bonus
{{Clear}}
 
===Studio===
[[File:Studio.png|thumb|Studio challenge icon.]]
{{Main|Studio}}
''Where all the best movies are filmed!''
{{Clear}}
 
===The Descending Fog===
[[File:TheDescendingFog.png|thumb|The Descending Fog challenge icon.]]
{{Main|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.''
{{Clear}}
 
===Winter Is Coming===
[[File:WinterIsComing.png|thumb|256px|Winter Is Coming challenge icon.]]
{{Main|Winter Is Coming}}
''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...''
{{Clear}}
 
===You Have One Day===
[[File:YouHaveOneDay.png|thumb|You Have One Day challenge icon.]]
{{Main|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 [[Version history#Pre-Alpha 0.1.5|0.1.5]] map with the current PZ toolset.]''
{{Clear}}
 
===Opening Hours===
[[File:OpeningHours.png|thumb|Opening Hours challenge icon.]]
{{Main|Opening Hours}}
''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.''
 
'''Note:''' This challenge was removed from the game as of [[build 41]]. It can be brought back to the game by installing [https://steamcommunity.com/sharedfiles/filedetails/?id=2277467758 Return of Opening Hours Challenge] mod created by Authentic Peach.
{{Clear}}

Latest revision as of 11:14, 4 March 2024

Project ZomboidGame modes
UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
Title screen.

There are a number of different games modes available in Project Zomboid. The list of game modes below is correct as of the release of build 41. In all modes, death is final. After dying, one may continue the game on the same map, but only after loading with a new character.

Tutorial

SpiffoTeacher.png
Main article: Tutorial

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:

It also teaches the player about yelling: A mechanic that allows you to draw zombies to your location, which is how the tutorial ends as the game tricks you into pressing Q in order to draw a horde of zombies to your location, which will proceed to kill you and end the tutorial. Whilst it is possible to flee from the horde and lose them in the trees, there is no way to get through the fencing around the tutorial map and only a limited supply of food, so death is inevitable.

Playstyles

Each scenario below offers their own, unique set of difficulties or obstacles to overcome when starting out in the world.

Apocalypse

SpiffoSurvivor2.png

"Stealth focus. Short lifespan. Combat best avoided." Likes to be punished, with realistic and deadly combat often best avoided. This game mode is the "default" when building a custom sandbox: loot is rare, zombies are tough, and provisions are at normal amounts. The mini-map is turned off, unlike other game modes. Weapon multi-hit option is disabled, which means that the player will be unable to hit and push multiple zombies at once when using some melee weapons.

Survivor

SpiffoBrawler.png

"Powerful combat. Longer lifespan. A challenging playstyle based on PZ's previous Survival mode." Likes a challenge, with more focus on combat familiar to players of earlier builds. Survivor mode weakens zombies by lowering their strength and preventing them from dragging down players. Survivor mode strengthens players by decreasing rear vulnerability, and allowing the player to hit and push multiple zombies at once when using some melee weapons by enabling weapon multi-hit option.

Builder

SpiffoBuilder.png

"Construction, Exploration and Farming focus. A more relaxed experience." Likes a more relaxing experience of building, looting and farming, and less zombie focus. There are far fewer zombies, with a population 20% of the standard. These zombies are also substantially weaker with weakened senses, decreased strength and toughness, and no drag down ability. To make up for the weaker zombies, almost all loot is more rare, except food, and player stats and clothing degrade faster, requiring more materials to keep the character afloat.

Custom Sandbox

Main article: Custom Sandbox
Spiffo rummage.png

"Tailor design your own difficulty and play style." 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. This includes default options since removed from the standard playstyle options.

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

Outdated playstyles

These playstyles have been removed from the game as standard starting options as of build 41. They can still be accessed by selecting their Saved Presets options by first selecting Custom Sandbox.

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

Initial Infection

404SpiffoMascotMap.png

Starting Date: 9th July 1993
This is a non-canon gamemode designed to act as a training scenario for new Survivors. This should be the next step for new players after completing the Tutorial. Zombies are recently infected with reduced senses and limited migration. Water and Electricity will shut off after 6-12 in-game months. Resources are in abundance. The player will get a hang of the game mechanics without being overrun or starved.

• Horde Size: Small
• Zombie Speed: Shamblers
• Zombie Senses: Poor
• Utility shut-off: 6-12 months
• Resources: Abundant

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

Challenges

There are currently 9 challenges plus one that is currently disabled – particularly hard encounters, sometimes set in their own maps.

A Really CD DA

A Really CD DA challenge icon.
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.

[A challenge inspired by A Really Bad Day from the awesome, wonderful and MUST-PLAY Cataclysm: Dark Days Ahead]

Trivia: 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

A Storm Is Coming challenge icon.
Main article: A Storm Is Coming

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.

House In The Woods - Last Stand

House In The Woods - Last Stand challenge icon.
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

House In The Woods - Last Stand Accumulator challenge icon.
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.

Kingsmouth

Kingsmouth challenge icon.
Main article: Kingsmouth

Enjoy a relaxing stay on Kingsmouth island!

Studio

Studio challenge icon.
Main article: Studio

Where all the best movies are filmed!

The Descending Fog

The Descending Fog challenge icon.
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.

Winter Is Coming

Winter Is Coming challenge icon.
Main article: Winter Is Coming

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...

You Have One Day

You Have One Day challenge icon.
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

Opening Hours challenge icon.
Main article: Opening Hours

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.

Note: This challenge was removed from the game as of build 41. It can be brought back to the game by installing Return of Opening Hours Challenge mod created by Authentic Peach.