![]() 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. As you logged off, a twinge of sadness lingered, but it was tinged with the hope that, just maybe, you could find the same sense of camaraderie in your own life as you had in the virtual apocalypse.Īt the end,the game is really good i suggest it to everyone.“Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. With a sigh, you paused the game, realizing that sometimes, the most meaningful experiences were the ones shared with others, even if they were just simple gatherings. They were inviting you to join a gathering, to connect with real people and share some laughter.įor a moment, you hesitated, torn between the haunting beauty of Dying Light's world and the prospect of real-world companionship. ![]() Each mission completed and ally lost tugged at your heartstrings, reminding you of the challenges you faced in reality.Īnd then, as you played through yet another emotionally charged mission, a message notification from a friend popped up on your screen. The protagonist's journey, filled with loss, sacrifice, and the desperate search for hope, seemed like a reflection of your own struggles. The virtual cityscape, with its crumbling buildings and eerie silence, mirrored the isolation you often felt in your own world.īut it was the in-game story that truly resonated with you. The game's post-apocalyptic world provided a temporary sanctuary, a place where you could forget your troubles and immerse yourself in survival.Īs you traversed the desolate streets, battling the relentless undead and scavenging for supplies, you couldn't help but feel a profound sense of loneliness. In the solitude of your room, you fired up Dying Light, a familiar escape from the trials of everyday life.
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