There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. It should also be taken into consideration that the game is already very far through development, we’d estimate that we’re 75% complete at this point, and we also now have many 1000+ hour players. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access, and as such have a vibrant modding community for players to check out. We will admit to a few long waits between updates in the past, and far longer waits for big features, but we feel from community feedback that the majority of our customers are satisfied with the development of the game. We now work in partnership with several other companies to facilitate all this (General Arcade, and The Eccentric Ape for example) and have also greatly expanded our own staff in the past year. This is largely out of our commitment to getting the features right and them not disappointing on release, but it should be noted that we make no apology for delaying their release until we feel they would be enjoyed, live up to people’s expectations, and most importantly do not have a detrimental effect on the gameplay or stability of the game. Some features, particularly NPCs and the new animation system required for their implementation, have taken a very long time to implement. During these times, the greater proportion of the development calendar, we try to update the IWBUMS beta every Thursday. You can see all our public build content, and the dates of release, here.Īfter a build is released and patched we reopen our public unstable beta, known as the IWBUMS (I Will Back Up My Save) branch – so the community can test it, and help out by reporting bugs. Some public builds have arrived after three months, others with bigger features have taken more than six. Many consider our game frequently updated, some consider us slow. We have a reputation that seems to diverge greatly when it comes to update frequency depending on who you ask. If a blog is fairly dry they’ll sometimes only be posted on our website, but we've had this unbroken chain of ‘doids for a long time and (although when milestones have been reached we may switch to doing them every two weeks) we certainly intend to continue them for the foreseeable future. These detail what we've been up to during the week, often with sneak peeks of upcoming features, interviews and videos. We have weekly newsletters known as 'Thursdoids’ which we publish on our site and on Steam every Thursday. If you're not ready to jump in yet, then please consider us when we break out of Early Access. We hope you will join us, but if not we understand. It has grown massively over the years, and it’s been a rollercoaster, but we now find ourselves in a stable financial situation with an overall positive reaction from the Steam community. All these opportunities come at the cost of a much higher zombie population than Rosewood, but with stealth and evasion, it's possible to make a good start in Muldraugh.“Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. Finally, players looking for a supply of food will be able to find many bars and restaurants by following the main road through town. There are also several warehouses in the west side of the town, which can be a great source of materials for base construction. Places of interest in Muldraugh include Cortman Medical in the south of the town, which contains a huge amount of medical supplies. Although it's still a small town, Muldraugh is much bigger than Rosewood, and contains a larger variety of looting opportunities. Players looking for a more challenging but rewarding start should pick Muldraugh instead. Although Rosewood provides a gentle start for newer players, it doesn't offer much in the way of interesting buildings or loot.
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