Project Zomboid

Build 42 Unstable Out Now



Build 42 Unstable is now available to play!

Important
  • Those who play Unstable must be aware that they’re playing a work in progress.
  • This Unstable exists so we can collect player feedback to find bugs and improve our game. Some key features, primarily multiplayer, are initially disabled – they will be re-enabled later.
  • Build 41 saves and mods are NOT compatible with Build 42.
  • There will be bugs and annoyances, and game balance will likely be way from perfect, particularly with the zombie distribution and combat changes.
  • Your saves may break after Unstable updates.

We’re aware people have built up a lot of anticipation for the first unstable release, and have done our best to make it an enjoyable experience out the gate. But as those who were present for the first b41 unstable release will attest, it’s in unstable for a reason and our unstable branches evolve a lot during the process, so please be understanding and constructive if you come across issues.

 

HOW TO PLAY?


The Unstable branch is now accessible to anyone who plays Project Zomboid.

Right click Project Zomboid in your Steam library and hit “Properties”.

Then, navigate to the betas tab and select the “Unstable” branch from the dropdown menu.



If you find a bug, read this first, then post it on our forums.

If you put it anywhere else (including Discord) then your report will likely get lost.

WHAT’S IN? WHAT’S NEXT?






PLEASE NOTE:


  • Due to some unavoidable last minute compatibility issues, unstable 42 for Mac will arrive in a subsequent update, very possibly falling in the New Year.
  • SteamDeck / controller input is still WIP, and currently not recommended for play
  • MP will be enabled during the Unstable beta process.
  • Our GOG friends will get access to Unstable very soon too, we’ve just had a lot on our plate but will try and roll the unstable out to GOG asap.

The team is still hard at work improving aspects of the game that will be mixed in during the Unstable beta process.

Initial patching, alongside any major issues that arise from the player community, will concentrate on:
  • Polishing of Craft and Building UIs
  • Ingredients tuning
  • XP gain adjustments
  • More icons, better tooltips
  • Various collision issues

None of these areas are finalized, and we welcome your thoughts on all of the above so we can prioritize our patching.

A focus for us during Unstable will be hunting. Currently deer migrate over the map along paths preordained at the game’s start, and they leave poop and broken twigs that those with the tracking skill can follow – which testers seem to have found cool and atmospheric.

These rudiments are fun enough, but to get more of a Call of the Wild feeling we’re going to have to give the deer, their deaths, and the tracking much more focus during Unstable as the animal husbandry side of animals is what has received more than the lion’s share of attention during dev.


CURRENT KNOWN ISSUES


Ballistics system:
  • Shooting at crawlers / on stairs with the new aim system is problematic. This will be addressed in the new year.
  • Rare game crash during heavy usage of the M16 (fixing this is a top priority)

Crafting:
  • Search bar ignores selected categories
  • Recipes can use Items instead of values (e.g. hunger values)
  • Batteries can behave oddly

Build Menu:
  • Tile properties for new player build constructions need to be set up, some moveables can’t be picked up etc
  • Players can’t disassemble moveable objects and reclaim resources

GrappleTech:
  • Clipping and minor animation issues while picking up or dropping corpses, dragging on stairs and throwing corpses over window frames and fences
  • Improvements required for turning animation while grabbing, and arm overtwist while dragging and turning.
  • Shoving animation currently plays after dropping corpses.

General:
  • Some missing 3D models and icons for items
  • Not currently able to look around while seated
  • Some animal pathfinding bugs present (e.g. animals can walk through closed gates)
  • Liquids UI improvements needed
  • Some hitching while dragging/zooming the new spawn map.
  • Further balance is required for sneaking in different weather and darkness conditions