Different game modes in Project Zomboid and what they entail
There are four different game modes in Project Zomboid: Apocalypse, Survivor, Builder, and Custom Sandbox.
Different game modes in Project Zomboid offer different experiences for players. The “Apocalypse” mode is the default when building a custom sandbox, and offers a realistic and deadly combat experience that is often best avoided. The “survivor” mode is more focused on combat and offers a more challenging play style based on the game’s previous Survival mode. The “builder” mode is more focused on construction, exploration, and farming, and offers a more relaxed experience with fewer zombies.
The tutorial mode is a short introduction that covers the basics of movement, looting, and attacking, as well as teaching players about the yelled mechanic. Once a player completes the tutorial, they can choose from a variety of different play styles, each with its own unique set of difficulties. The play styles include survival, sandbox, and story. In survival mode, players must try to survive for as long as possible while scavenging for resources and avoiding zombies.
Initial Infection VS Apocalypse VS Survivor VS Builder VS One Week Later VS Survival VS Six Months Later
Population:
Difficulty | Zombie Count |
---|---|
Initial Infection | Low |
Apocalypse | Normal |
Survivor | Normal |
Builder | Low |
One Week Later | High |
Survival | High |
Six Months Later | Insane |
World:
Difficulty | Water Shutoff | Electricity Shutoff | House Alarms Frequency | Locked Houses Frequency | Food Spoilage | Refrigeration Effectiveness | Initial Gas Station Amount |
---|---|---|---|---|---|---|---|
Initial Infection | 6–12 Months | 6–12 Months | Extremely Rare | Extremely Rare | Slow | High | Full |
Apocalypse | 0–30 Days | 0–30 Days | Sometimes | Very Often | Normal | Normal | Normal |
Survivor | 0–30 Days | 0–30 Days | Sometimes | Very Often | Normal | Normal | Normal |
Builder | 0–30 Days | 0–30 Days | Sometimes | Very Often | Normal | Normal | Normal |
One Week Later | 0–2 Months | 0–2 Months | Rare | Rare | Normal | Normal | High |
Survival | 0–30 Days | 0–30 Days | Sometimes | Very Often | Normal | Normal | Normal |
Six Months Later | Instant | Instant | Never | Never | Normal | Normal | Normal |
Nature:
Difficulty | Farming Speed | Plant Resilience | Farming’s Abundance | Nature’s Abundance | Erosion Speed |
---|---|---|---|---|---|
Initial Infection | Fast | Very High | Very Abundant | Very Abundant | Normal (100 Days) |
Apocalypse | Normal | Normal | Normal | Normal | Normal (100 Days) |
Survivor | Normal | Normal | Normal | Normal | Normal (100 Days) |
Builder | Normal | Normal | Normal | Normal | Normal (100 Days) |
One Week Later | Normal | Normal | Abundant | Abundant | Normal (100 Days) |
Survival | Normal | Normal | Normal | Normal | Normal (100 Days) |
Six Months Later | Normal | Normal | Normal | Abundant | Very Fast (20 Days) |
- Farming Speed: Controls the speed of plant growth.
- Plant Resilience: Will influence how much water the plant will lose per day and its ability to avoid disease.
- Farming’s Abundance: Controls the yield of plants when harvested.
- Nature’s Abundance: Controls the abundance of fish and general forage.
Loot Rarity:
Difficulty | Fresh Food | Canned Food | Melee Weapons | Ranged Weapons | Ammo | Medical | Survival Essentials | Mechanics | Literature | Other |
---|---|---|---|---|---|---|---|---|---|---|
Initial Infection | Abundant | Abundant | Abundant | Abundant | Abundant | Abundant | Abundant | Abundant | Abundant | Abundant |
Apocalypse | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare |
Survivor | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare |
Builder | Rare | Rare | Extremely Rare | Extremely Rare | Extremely Rare | Extremely Rare | Extremely Rare | Extremely Rare | Extremely Rare | Extremely Rare |
One Week Later | Common | Common | Common | Common | Common | Common | Common | Common | Common | Common |
Survival | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare |
Six Months Later | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare | Rare |
Survival Essentials: Seeds, Nails, Saws, Fishing Rods, various tools, etc…
Character:
Difficulty | XP Multiplier | Starter Kit | Rear Vulnerability | Weapon Multi–Hit | Stats Decrease | Player–built Construction Strength | Clothing Degradation | Injury Severity |
---|---|---|---|---|---|---|---|---|
Initial Infection | 2.0 | Yes | High | No | Normal | Normal | Normal | Normal |
Apocalypse | 1.0 | No | High | No | Normal | Normal | Normal | Normal |
Survivor | 1.0 | No | Low | Yes | Normal | Normal | Normal | Normal |
Builder | 1.0 | Yes | Low | Yes | Fast | High | Fast | Low |
One Week Later | 1.0 | No | High | No | Normal | Normal | Normal | Normal |
Survival | 1.0 | No | High | No | Normal | Normal | Normal | Normal |
Six Months Later | 1.0 | No | High | No | Normal | Normal | Normal | Normal |
- Starter Kit: Spawn with chips, water bottle, school bag, baseball bat, and a hammer.
- Player-built Construction Strength: Gives player-built constructions extra hit points so they are more resistant to zombie damage.
- Injury Severity: Increase and decrease the impact injuries have on your body, and their healing time.
- Clothing Degradation: Governs how quickly clothing degrades, becomes dirty, and bloodied.
- Rear Vulnerability: Chance of being bitten when a zombie attacks from behind.
- Weapon Multi-Hit: When enabled certain melee weapons will be able to strike multiple zombies in one hit.
Vehicles:
Difficulty | Recent Survivor Vehicles | Car Spawn Rate | Chance Has Gas | Initial Gas | Locked Frequency | General Condition | Car Alarms Frequency |
---|---|---|---|---|---|---|---|
Initial Infection | High | High | High | Very High | Extremely Rare | High | Extremely Rare |
Apocalypse | Low | Low | Low | Low | Rare | Low | Extremely Rare |
Survivor | Low | Low | Low | Low | Rare | Low | Extremely Rare |
Builder | Low | Low | Low | Low | Rare | Low | Extremely Rare |
One Week Later | Low | Normal | High | Normal | Rare | Normal | Rare |
Survival | Low | Low | Low | Low | Rare | Low | Extremely Rare |
Six Months Later | Low | Low | Low | Low | Never | Very Low | Never |
- Recent Survivor Vehicles: Governs whether a player can discover a car that has been maintained and cared for after the infection struck.
- Car Spawn Rate: Governs how frequently cars are discovered on the map
- Chance Has Gas: Governs the chances of finding vehicles with gas in the tank.
- Initial Gas: Governs how full gas tanks will be in discovered cars.
- General Condition: General condition of vehicles discovered on the map
- Car Alarms Frequency: How frequently cars will be discovered with an alarm.
Zombie Lore:
Difficulty | Speed | Strength | Toughness | Cognition | Memory | Sight | Hearing | Environmental Attacks | Drag Down |
---|---|---|---|---|---|---|---|---|---|
Initial Infection | Shamblers | Weak | Fragile | Navigate | Short | Poor | Poor | Yes | Yes |
Apocalypse | Fast Shamblers | Normal | Normal | Basic Navigation | Normal | Normal | Normal | No | Yes |
Survivor | Fast Shamblers | Weak | Normal | Basic Navigation | Normal | Normal | Normal | No | No |
Builder | Fast Shamblers | Weak | Fragile | Basic Navigation | Normal | Poor | Poor | No | No |
One Week Later | Fast Shamblers | Weak | Normal | Navigation | Short | Poor | Poor | Yes | Yes |
Survival | Fast Shamblers | Normal | Normal | Basic Navigation | Normal | Normal | Normal | No | Yes |
Six Months Later | Fast Shamblers | Weak | Normal | Navigation | Normal | Normal | Normal | Yes | Yes |
- Speed: Controls the zombie movement rate.
- Strength: Controls the damage zombies inflict per attack.
- Toughness: Controls the difficulty to kill zombies.
- Cognition: Controls zombie intelligence.
- Memory: Controls how long zombies remember players after seeing or hearing.
- Sight: Controls zombie vision radius.
- Hearing: Controls zombie hearing radius.
- Environmental Attacks: Zombies that have not seen or heard players can attack doors and constructions while roaming.
- Drag Down: When enabled if multiple zombies are attacking they can drag you down to feed. Dependent on zombie strength.
Advanced Zombie Options:
Difficulty | Population Multiplier | Population Start Multiplier | Population Peak Multiplier | Population Peak Day | Respawn Hours | Respawn Multiplier | Follow Sound Distance | Rally Group Size | Rally Travel Distance | Rally Group Radius |
---|---|---|---|---|---|---|---|---|---|---|
Initial Infection | 0.5 | 0.5 | 1.0 | 50 | 240.0 | 0.1 | 100 | 5 | 5 | 5 |
Apocalypse | 1.0 | 1.0 | 1.5 | 72.0 | 0.1 | 100 | 20 | 20 | 15 | 3 |
Survivor | 1.0 | 1.0 | 1.5 | 72.0 | 0.1 | 100 | 20 | 20 | 15 | 3 |
Builder | 0.2 | 0.6 | 1.5 | 72.0 | 0.1 | 100 | 20 | 20 | 15 | 3 |
One Week Later | 1.0 | 0.9 | 1.2 | 30 | 144.0 | 0.2 | 120 | 30 | 10 | 7 |
Survival | 1.0 | 1.0 | 1.5 | 72.0 | 0.1 | 100 | 20 | 20 | 15 | 3 |
Six Months Later | 3.0 | 2.0 | 1.0 | 5 | 72.0 | 0.5 | 300 | 200 | 30 | 10 |
The number of zombies will grow over time regardless of the initial infection.