Game modes
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. Last edit was 25/04/2018.*Last update to construction: 26/04/2018*
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.
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:
- • Zooming In and Out
- • Health status
- • Survival Skills
- • Movement
- • Looting
- • Moodles
- • Equipping
- • World Interaction
- • Attacking
Scenario
Each scenario will give the player a new starting challenge they must adapt to.
Initial Infection
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
The First Week
Starting Date: 9th July 1993
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.
- • Horde Size: Moderate
- • Zombie Speed: Fast Shamblers
- • Zombie Senses: Poor
- • Utility shut-off: 2-6 months
- • Resources: Common
Six Months Later
Starting Date: 9th December 1993
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.
- • Horde Size: Large
- • Zombie Speed: Fast Shamblers
- • Zombie Senses: Normal
- • Utility shut-off: Instant
- • Resources: Rare
Survival
Starting Date: 9th July 1993
Starting Conditions are locked on 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.
- • Horde Size: Huge
- • Zombie Speed: Fast Shamblers
- • Zombie Senses: Normal
- • Utility shut-off: 0-30 days
- • 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
Hardcore
- XP Multiplier: NONE
- Character Survival Needs: Normal
- Inventory: Nothing.
Custom Sandbox
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 Scenarios.
- *NOTE: the Character options have a set default 'difficulty' for each preset*
Population
Zombie Count: Changing this will adjust the "Population Multiplier" advanced option.
Count | Scenario |
---|---|
Insane | 6 Months Later |
High | |
Normal | First Week Survival |
Low | Initial Infection |
None |
Zombie Distribution: Determines whether zombie distribution will be balanced across the map, or focused in urban areas.
Distribution | Scenario |
---|---|
Urban Focused | Initial Infection First Week 6 Months Later Survival |
Uniform |
Time
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.
Length | Scenario |
---|---|
15 Minutes | |
30 Minutes | |
1 hour | Initial Infection First Week 6 Months Later Survival |
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 |
Start Month: The time of year will affect Foraging and Farming. July will have greater harvests, whereas December will have poorer.
Month | Scenario |
---|---|
January | |
February | |
March | |
April | |
May | |
June | |
July | Initial Infection First Week Survival |
August | |
September | |
October | |
November | |
December | 6 Months Later |
Start Day: How far into the month it is.
Day | Scenario |
---|---|
1 | |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
9 | Initial Infection First Week Survival 6 Months Later |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
16 | |
17 | |
18 | |
19 | |
20 | |
21 | |
22 | |
23 | |
24 | |
25 | |
26 | |
27 | |
28 | |
29* | |
30* | |
31* |
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.
Month | Scenario |
---|---|
7 am | |
9 am | Initial Infection First Week Survival 6 Months Later |
12 pm | |
2 pm | |
5 pm | |
9 pm | |
12 am | |
2 am | |
5 am |
World
• Water Shutoff: can be Instant (3), 0-30 Days, 0-2 Months (2), 0-6 Months, 0-1 Year, 0-5 years, 2-6 months or 6-12 months. This is the random time period during which the water in houses will fail. After this time, you may still get a little out of some taps before they fail completely.
• Electricity Shutoff: can be Instant (3), 0-30 Days, 0-2 Months (2), 0-6 Months, 0-1 Year, 0-5 years, 2-6 months or 6-12 months. This is the random time period during which the electricity in houses will fail, meaning refrigerators and lights will no longer work.
• House Alarms Frequency: can be Never, Extremely Rare (1), Rare (3), Sometimes (2), Often or Very Often. This is how often you will come across houses with Burglar Alarms
• Locked Houses Frequency: can be Never, Extremely Rare (1), Rare (3), Sometimes, Often or Very Often (2). This is how often houses will have their doors locked.
• Food Spoilage: can be Very Fast, Fast, Normal (2,3), Slow (1) or Very Slow. This is how fast food will go off
• Refridgeration Effectiveness: can be Very Low, Low, Normal (2,3), High (1) or Very High. This governs how long [refrigerator]]s in houses will stop food going off.
• Loot Respawn: can be None (1,2,3), Every Day, Every Week, Every Month or Every 2 Months. This is how often loot will respawn in containers if the area hasn't been visited in that time.
• Zombies Respawn Interval: can be None, Every Day (2,3), Every Week (1), Every Month or Every 2 Months. This governs how often new zombies will appear, at midnight, in areas away from the player and with a lower than needed level of zombies present.
• Zombies Respawn Amount: can be 10% (1,2), 20% (3) all the way up to 100%. This is how many of the starting number of zombies will respawn each interval
• Months Since The Apocalypse: affects erosion and food age. Defaults are 0 (1,2) or 8 (3)
Nature
• Temperature: can be Very Cold, Cold, Normal (1,2,3), Hot or Very Hot. This will affect the Weather and therefore your temperature Moodles.
• Rain: can be Very Dry, Dry, Normal (1,2,3), Rainy or Very Rainy. This will affect how much rain there is and therefore your wet Moodles.
• Erosion Speed: can be Very Fast (3), Fast, Normal (1,2), Slow or Very Slow. Affects the speed of Erosion of roads and buildings
• Farming Speed: can be Very Fast, Fast (1), Normal (2,3), Slow, Very Slow. Affects how fast your crops grow in Farming
• Plant Reslience: can be Very High, High (1), Normal (2,3), Low or Very Low. Affects how often your plants will get diseased
• Farming's Abundance: can be Very Poor, Poor, Normal (2,3), Abundant (1) or Very Abundant. Affects how many of each crop will be produced from each tile you farm.
• Nature's Abundance: can be Very Poor, Poor, Normal (2), Abundant (1) or Very Abundant (3). Affects fishing and foraging
Sadistic AI Director
Meta
Loot Rarity
• Food: can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
• Weapon: can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
• Other: can be Extremely Rare (3), Rare (2), Normal (1), Common or Abundant
Character
• XP Multiplier: affects how much experience you get from various tasks. Defaults are 2.0 (1) and 1.0 (2,3)
• Stats Decrease: can be Very Fast, Fast, Normal (1,2,3), Slow or Very Slow. This affects how fast hunger, thirst and fatigue will increase.
• Endurance Regeneration: can be Very Fast, Fast, Normal (1,2,3), Slow or Very Slow. This affects how fast fatigue will decrease.
• Starter Kit: will give you a Hammer, Baseball Bat, School Bag, Water Bottle and some food.
Vehicle IWBUMS build only
Zombie Lore
• Speed:: Shamblers (1), Fast Shamblers (2,3), or Sprinters
• Strength:: Superhuman, Normal (2,3), Weak (1)
• Toughness:: Tough, Normal (2,3), Fragile (1)
• Transmission:: Blood + Saliva (1,2,3), Everyone's Infected, None (the player won't be infected)
• Infection Mortality:: Ranges from instant, seconds, minutes, hours, days (1,2,3), weeks, or never
• Reanimate Time:: Ranges from instant, seconds, minutes (1,2,3), hours, days, weeks
• Cognition:: Navigate + Use Doors, Navigate (1,2,3), Basic Navigation
• Memory:: Long, Normal (2,3), Short (1), None
• Decomposition:: Slows + Weakens (1,2,3), Slows, Weakens, No effect
• Sight:: Eagle, Normal (2,3), Poor (1)
• Hearing:: Pinpoint, Normal (2,3), Poor (1)
• Smell:: Bloodhound, Normal (2,3), Poor (1)
Advanced Zombie Options
Challenges
There are currently 6 challenges, particularly hard encounters set in their own maps.
- You Have One Day
- Opening Hours
- Winter Is Coming
- House In The Woods - Last Stand
- House In The Woods - Last Stand (Accumulator)
- A Really CD DA