Infection Timer Blues? Surviving Zomboid's 48h Doom
Bitten and Panicking? How Long Until You Turn in Project Zomboid
The definitive guide to infection mechanics in Build 41 vs Build 42
! Quick Answer
On default settings in Project Zomboid, a bitten character will die in about 2 days (Build 41 and Build 42 both). Scratches or lacerations can infect you too (small chance), but if you are infected, you'll typically see the Queasy moodle within 1 day and succumb by day 2â3. After that, you will reanimate as a zombie â so plan accordingly!
Infection Timeline Breakdown (Build 41 vs Build 42)
How long do you have to live after a zombie bites or infects you? In both B41 and B42, the answer is effectively the same. The Knox Infection will kill an infected survivor in about 2â3 days on default settings. There is some slight randomness â one character might last just shy of 48 hours, another might push 72 hours, but three days is the absolute upper end in most cases.
Stage-by-Stage Progression
Day 0 (Injury Occurs)
You got bitten (or scratched/lacerated) by a zombie. If it was a bite, infection is 100% certain. For a scratch/laceration, the clock only starts if the virus was transmitted (there's a chance it wasn't). At this moment, you feel fine except for the normal pain of the wound. Many players experience an adrenaline rush here â "Did that zombie just infect me?!"
First 6â12 Hours
In-game, a few hours after the attack, you'll start to see the first warning sign: the Queasy moodle. Your character "feels a little sick." If you have no other reason to be queasy (you didn't eat raw food or drink bleach, you're not surrounded by corpses, etc.), this is a strong indicator that the zombie infection has taken hold.
Hour 12â24 (Next Day)
The sickness escalates. Queasy turns to Nauseous, then Sick. Your character's health starts to decline, no matter what you do. By the end of the first day post-bite, you likely can't shrug it off as "something I ate" â it's the Knox Infection. You'll also become Anxious (knowing something is very wrong, lore-wise).
Hour 24â48 (Day 2)
Now the Fever hits. Once you see the Fever moodle, it's basically endgame. Your character is delirious, severely weakened, and losing health rapidly. By the end of Day 2, most infected characters collapse and die. Some exceptionally lucky ones might survive slightly into Day 3, especially if they were in peak fitness and well-fed â but think of that as a rare exception.
Death & Reanimation
Death comes quietly, often during sleep or as you're resting, around the ~48-hour mark (post-infection). The screen will fade out, and you'll get the death prompt. Within moments (by default), your character's body reanimates as a zombie. In Build 41/42 default settings, reanimation is almost instantaneous.
Bottom Line:
On a standard playthrough, two days is the rule of thumb. Veteran players often use "two days to live" as the measure. If you're the kind who likes exact numbers: ~48 in-game hours from the moment of infection, give or take a few. Build 42 has not changed the speed of the virus, so all your Build 41 knowledge carries over.
Bite vs Scratch â Infection Chances
Wound Type | Infection Chance | Notes |
---|---|---|
Bite | 100% | Always fatal in vanilla gameplay. No exceptions. |
Laceration | 25% | 1 in 4 chance of infection. Quite dangerous. |
Scratch | 7% | Relatively low chance, but still dangerous with multiple scratches. |
Bites are guaranteed to infect (virtually 100% fatal), but scratches and lacerations carry uncertainty. By default, a scratch has ~7% chance and a laceration ~25% chance to cause the Knox Infection. This means it's statistically rare to die from a single scratch â but it can happen, and some unlucky players have rolled those dice back-to-back.
Build 41 vs Build 42: Any Differences?
No changes to infection chances. Build 42 hasn't altered these odds at all. What Build 42 did introduce is more ways to avoid getting hit in the first place: you can craft leather clothing/armor from hunting now, providing better protection against bites and scratches than in B41.
How to Know If You're Infected
One agonizing aspect of Project Zomboid is not knowing for sure if that last zombie scratch spelled your doom. The game is deliberately subtle about it â there's no big pop-up that says "You have the zombie virus" (because that'd ruin the suspense). But there are definite signs and methods to figure it out:
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Check the Wound Type:
Immediately after a zombie attack, open the Health Panel (heart icon). Look at the affected body part. It will say one of a few things: Scratched, Laceration, or Bitten (or Deep Wound in some cases).
If it says Bitten, I have bad news â you are infected. In fact, even before infection symptoms, the bite itself is practically a death sentence (bites carry a 100% transmission rate).
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Watch Your Moodle Status (Queasy is Key):
The Sickness moodle is your early warning system. After a zombie wound, pay attention to your character's status icons. Typically, the progression if you are infected is:
Anxious - character feels something is off (not definitive alone)Queasy - usually appears ~6 to 12 hours after infection. This is the big sign.Nauseous - indicates your sickness is moderate.Sick - serious illness. You will be debilitated.Fever - End Stage. Your health will tick down rapidly now. -
Use a Testing Method (Mods or Sandbox):
In the unmodded game, there's no direct test item. However, the Infection Scanner mod provides a lore-friendly solution: a military-grade scanner that can tell if you're infected or not on the spot.
Infection Scanner ModThis handheld device can instantly confirm a Knox Infection, sparing you the wait.
Important Distinction
Note that the "Infected" label on a wound is just a local wound infection (bacterial) â painful but not lethal. Cleaning and disinfecting that helps, whereas it won't cure the Knox Infection at all. Don't confuse wound infection with the zombie virus!
What to Do if You're Bitten (Making the Most of Your Time)
So you've been bitten, and the clock's ticking. There's no curing it â but "game over" can be on your terms. Instead of quitting immediately, consider making the most of your character's final day or two:
Stash Your Gear
Gather your best weapons, tools, and food and stash them in a safe, memorable spot. Future you (your next character) will greatly appreciate inheriting that supply cache.
Lure Zombies Away
Use your dying character as a decoy. Load up on noise-makers (guns, honking car, alarms) and lead a big horde far from your base or from any place you want to loot later.
Scout & Explore
Got places you've been too cautious to check out? Now's the time. Explore new areas and uncover map knowledge. If you've been afraid to go to the dense part of town or that police station, go nuts.
Go Out in Style
Sometimes, you just want a memorable end. Drink a bottle of whiskey (for courage) and charge into a zombie mob with a molotov â you'll blaze out, literally. Or find a tall building and give your survivor a quick, peaceful end.
One Final Tip
Take a moment to write down any lessons learned. Every death in Project Zomboid is a learning experience. Use that to your advantage next run. In Zomboid, knowledge truly is power â both knowledge of mechanics and map knowledge. Dying is the beginning of getting better!
Build 41 vs Build 42 â Did Infection Mechanics Change?
If you're a returning survivor coming to Build 42, you might wonder if the devs tweaked the infection system. The short answer is no â nothing fundamentally changed with zombie infection in Build 42 compared to Build 41. The transmission chances (100% bite, etc.) are the same, and the time until death is the same.
What's New in Build 42?
New Diseases & Expanded Health System
Build 42 laid groundwork for more complex hygiene and disease mechanics. For example, B42 added animals (chickens, cows, etc.). You now have farming and livestock â with that comes the possibility of food-borne illnesses if you eat raw eggs or poorly cooked meat from your farm. However, animals cannot carry the Knox Infection (only humans get it).
Medical and First Aid Changes
Build 42 expanded the medical system slightly, especially if you play with the new professions or crafting. You can craft herbal remedies, poultices, etc. There are now more ways to treat symptoms (new teas or herbal cures for colds and food poisoning). None of these cure the Knox Infection, but they can alleviate some symptoms.
Protective Gear and Crafting
Build 42 lets you craft armor and clothing from scratch. This indirectly affects infection because you can gear up to prevent bites. For example, you can tan leather from hunted animals and craft your own sturdy leather jackets, gloves, etc. If you're playing B42, take advantage of this! A good set of leather clothing can make a huge difference â a scratch might not even penetrate to your skin.
Summary:
Build 42 should not change your fundamental approach to the Knox Infection. All the knowledge you built in Build 41 about how infection works is still valid. Use B42's new features to your advantage (better gear, more medicine for other illnesses). And don't rely on any rumored "cure" â there isn't one in vanilla gameplay.
Preventing Infection (Staying Alive as Long as Possible)
The best way to deal with zombification is not getting infected at all. Easier said than done, but here's a mini refresher on prevention:
Dress for Success (and Survival)
Always prioritize protective clothing when looting. Thick jackets, long pants, gloves, boots â these can turn a potential bite into a bruise or prevent a scratch entirely. In B41, police or fireman gear, military camo, or even a leather jacket are life-savers. In B42, craftable armors or reinforced clothing are a must-do.
Trait Choices
If you're starting a new game, consider traits that affect infection chances. Thick Skinned makes it less likely that zombies break your skin (reducing how often you even get a scratch or laceration). Prone to Illness or Resilient surprisingly do not affect Knox Infection, only other illnesses (like cold/flu).
Smart Combat
Avoid melee swarms, use fences and windows to your advantage (attack through them where zombies can't reach you), keep a backup weapon. Don't fight when heavily fatigued or panicked if you can help it â those states dramatically increase the chance of a zombie landing a hit on you.
Sandbox Tuning
If you find the infection mechanic more frustrating than fun, remember you have options. Turning transmission to "Bites Only" will eliminate random scratch deaths. You can also disable the infection entirely (set transmission to None), essentially meaning you'll never die from a zombie wound directly.
By focusing on prevention, you ideally never have to worry about "how long until I turn" because you plan to never get turned in the first place. Ambitious, yes, but many players manage months of survival by playing carefully.
Patch History (Click to Expand)
Conclusion
In Project Zomboid, death by infection is both a mechanic and a storytelling device. It's the game's way of saying "This is how you died" â but it's up to you to decide how you live until then. Think of the Knox Infection like a cruel teacher: it punishes mistakes without mercy, yet pushes you to improve each run.
Remember, knowledge is your best weapon. Now you know exactly how long you've got when the worst happens, what signs to watch for, and that Builds 41 and 42 won't throw any curveballs in this department. Use that knowledge to stay calm and make the best of a bad situation.
Final Action Step
Plan ahead. Assume every encounter with a zombie could be your last and have a contingency. If you set up safety nets (stashes, escape routes, understanding infection mechanics as you do now), you turn a lethal surprise into a manageable setback. The difference between a newbie and an experienced survivor is preparation and poise under pressure. With the info in this guide, you're well on your way to being the latter. Stay safe out there, and may your next death be a long, long ways off â or at least truly epic when it comes!