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名称: Project Zomboid
类型: , , ,
发行日期: 日
开发者的话:
为何要采用抢先体验这种模式?
&Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, and it’s been a rollercoaster, but we find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.
How often do we update the community?
We have weekly newsletters, known as 'Mondoid's, which we publish on our site and as a Steam announcement every Monday (unsurprisingly) as a small tonic to the depressing 'back to work' feeling. These detail what we've been up to during the week, often with sneak peeks of upcoming features, interviews, videos and all that goodness. We've had an unbroken chain of Mondoids for a long time now, and plan to continue them as long as Project Zomboid is developed. We also communicate with our community directly on our own forums and Steam forums, often with changelists for upcoming builds.
How often do we update?
We have a reputation that seems to diverge greatly when it comes to update frequency depending on who you ask. Many consider our game frequently updated, some consider us slow. In recent times it’s rare we don’t have a release within a month (including beta releases), and these always contain new gameplay features or major tweaks to the gameplay.
Some features, particularly NPCs, have taken a long time to implement. 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.
We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point where we now have
- 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. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency.
Details of major milestones can be found below.
What is required for 1.0?
Two major features are yet to be implemented into the game, both of which are currently in full-time development each with dedicated full-time developer support. These are:
NPCS - A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Baldspot who starred in the early alphas of the game.
Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills.
Several features require either significant modifications, rewrites or completion before we could consider 1.0.
Map completion - We still have a major city, an army base, more wilderness, and several small towns to implement to the game map.
UI Rewrite - The UI isn’t perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented.
Stealth / Combat - New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid.
We want to have all this in the can this year. However, we tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right.
In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features.
What about after 1.0?
At this point, once we feel we have
(except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access.
What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn’t be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community. As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest.
That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game. Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core.
Development Costs
Here we hope to give you a better idea of how the sales revenue from Project Zomboid will support development of the game. While we will keep particular developers salaries confidential, we would like to offer a breakdown of developer and office locations, along with the average rent costs, reported on
for the Indie Stone offices, along with each developer's location to give you an idea of relative studio costs. It's become clear to us recently how significantly this factors into Early Access games chance of continuing development and we hope others will follow suit in divulging this information.
All percentages are in comparison to New York City (100%)
- Other examples would be San Francisco (98.66%), London (93.81%), Moscow (52.71%) and Delhi (9.53%). The lower the % the further your purchase of an Early Access game will go to fund development (or more crucially how long that money will last), as accommodation costs correlate pretty closely with expected salaries and costs of living and working in that location. (Please note that in several cases the developer lives sufficiently outside the given city to make the actual %s likely much lower than reported)
3x Developers + Office
Newcastle Upon Tyne, United Kingdom -
1x Developer
Brighton, United Kingdom
1x Developer
Toronto, Canada
1x Developer
Surrey, Canada
1x Developer
Lille, France
Monthly development costs are currently recouped within approximately the first 1.5 weeks of the month on average, which means at present each month produces extra funds to further develop the game should sales dry up. This does not include sales or other promotions.
What if PZ stopped making any money tomorrow?
The Indie Stone have made sufficient sales since launch on Early Access to ensure that if the game stopped selling any copies tomorrow, the entire PZ dev team could carry on funded development as at present, with no reduction in workforce, for at least the next two years, potentially longer. This would not be an ideal situation for us, of course, but we are committed to finishing every major planned feature before we consider moving the game to 1.0. Considering the financial situation we are in at present, the chances we will not be able to fund the remaining development of the game are quite small.
In the worst (and least likely) possible of financial cases that required the disbandment of all paid developers of the game, 4 of the listed developers are directors of The Indie Stone with an invested interest in the success of the game and company, who would cut their income significantly and/or supplement development of the game with other work to get through any financial difficulties. Despite this no doubt causing progress to slow significantly, the 4 directors hold all required skills to continue development of the game during this nightmare scenario.&
这款游戏的抢先体验状态大约持续多久?
&See above!&
计划中的完整版本和抢先体验版本到底有多少不同?
&See above!&
抢先体验版本的现状如何?
&See above!&
在抢先体验期间和结束之后,游戏价格会有所不同吗?
&It will likely be ?5, $8 more expensive once we hit 1.0. Due to our commitment to making sure early adopters get the cheapest price in appreciation of their early support, we will never appear on bundles, or in sales that take it to or below the original alpha price of ?5, $8 until a long time post 1.0. This commitment also means that, until 1.0 and the price increase, we will never be willing to go beyond a 40% sale.&
在开发过程中,你们是如何计划让玩家社区参与进来的?
&See above!&
购买 Project Zomboid
购买 Project Zomboid 4-Pack
Get one copy for yourself and give the other three to friends!
Hey everyone, quite a bit in this week’s Mondoid. Just a quick note before we dive in though. It’s sometimes tricky to ascertain what’s in upcoming builds (and past ones)
from a browse of our weekly blogs – so we’ll be now be maintaining a ‘‘ page on our website from now on. Everything from our launch on Steam up until the present day will be covered there, so it should also be handy to let returning players see what’s been added during their absence.
Work in the anims branch continues – tying up loose ends and making sure the entire game is playable and makes sense visually in terms of character action and behaviour. An example of this can be seen in the second half of the following video, to prevent the fairly odd sight of the player character sprinting at full pelt through thick woods. The following are just two of the many animation sequences we’ve implemented over the past week.
of in-game VOIP, positional player voices and volume we have just received the second updated drop of General Arcade’s fiddlings with the PZ mainframe. It’s got added server options, configurable voice audibility over distance, better microphone boost and voice volume control and now supports all our various supported platforms.
We still need to spin the build up on an internal dedicated server and give it a proper test, but GA are hopeful that we’re now not far from integrating VOIP into Build 35 – or at least to open up the VOIP build to a wider brigand of testers on the TIS forums. We’ll keep you updated on that front.
RJ’S COMMUNITY REQUEST QUEST
RJ has spent the last few weeks amassing a vast number of new features, tweaks and smoothenings requested by our hardcore playing community – all of which are now playable in. This week, however, he’s turned his attention towards the fine folks who host servers for MP play, and who have needed more control and player-inspection powers for a long old time.
The model we’re using is that of the awesome, wonderful and rightly revered Ultima Online and introduces Server Access levels for Admin Staff with different levels of power and responsibility. Full details of Observer, GM, Overseer, Moderator and Admin roles .
Added into this are better recorded spawn/death coordinates, a teleportation command and other ways to deal with cheatiness. There’s also a new UI that’ll let moderators and upwards modify player traits, professions, names, usernames, XP and whatnot.
Right now RJ is working on an info sheet of sorts so admins can track player activity better, but he’ll be returning to the ever-growing pile of main game player suggestions found here on the forum in the near future, so if you want to add your thoughts then !
Mash continues work on Build 35’s second big new map location, as well as filling in a bunch of the nowhere-zone cells currently on the
with detail and traces of civilization. She has, however, performed what we call a ‘Mash Smash’ as to revealing what the new area is – wanting it to be a surprise to beta testers when it hits IWBUMS.
TURBO TRANSLATIONS
Turbo has tied his implementation of (Russian, German, Spanish, Turkish Polish and French right now) to finalising a public version WordZed for the modding community – our in-house radio and TV writing/editing/timing and wavelength broadcast tool.
It wasn’t hugely user-friendly formerly (which is why it wasn’t released) but now comes with an added Search functionality, options and a general smoother edit process.
We want to tweak it further, and to write a decent manual, but intend to beta release it in our Community Translation it for feedback as soon as we can. In the mean-time Writer Will has also been editing existing narrative content for use on VHS tapes and CDs for character entertainment and boredom relief after most broadcasts cut out, and is also tapping up some new home-taped content too.
This week’s zombie stick-up from . The Block of Italicised Text would like to direct your attention to the
should you feel like editing or amending something, and the that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter ! The BOIT now also flags that is now open. There are many cats that live in there, and all of them are cool. Oh, and check out the new page if you’re so inclined too.
Mondoid time everyone. We’ve got good progress going on the new map stuff, handy feedback being addressed on last week’s VOIP integration tests and should have community radio/TV content going into the test later this week – but here’s the more headliner items:
BUILD 35 IWBUMS
The public beta of Build 35 now has a , and if you so choose you can get into the IWBUMS action using the info available . Over the past week there have been three builds:
and they’ve covered a bunch of fantastic additions, smoothenings and ‘quality of life’ improvements. Many of these have been direct community suggestions, so if you’d like to add to the pile then you can do so in this handy thread. Here are some notable additions that’ve gone in over the past week:
The container or corpse that your character is currently looting now is now highlighted in orange, meaning that it’s now far easier to be sure you haven’t missed anything. This seems to be making the beta testers make happy noises. (Final colour choice still being debated).
Drainable items now reduce in weight according to how many times they’ve been used – so water bottles, bags of coal, gas cans etc. get appropriately lighter when they contain less and less. Drainable items can also now be consolidated into one so, for example, two half full gas cans can be now be consolidated into one that’s full and another that’s empty.
Composting is now in-game, providing a use for rotten food. A wooden compost bin can be built from the Carpentry menu, after which food placed inside will slowly turn into compost. You can then use a sack to retrieve it, and use it to fertilize your crops.
It was indicated that on MP servers it’d be good to have clearly identifiable crates for particular item storage, so you can now paint anything wooden in your chosen colours – as well as almost any interior walls, which was another request.
Leaving cooking pots, bowls, buckets or saucepans on the ground when it’s raining will result in them (slowly) filling with rainwater.
A new smoker trait has been added, which means smoking will reduce stress and increase your character’s happiness, but increase stress and unhappiness if he or she goes without smoking for an extended period. Non-smokers might also feel mild nausea if they have a puff or two.
Other stuff: UI panel tutorial info added, fatigue/boredom/unhappiness tweaks, Health panel auto-uses inventory items and fire extinguishers added to loot table.
More other stuff: Park Ranger and Lumberjack move faster through trees, Generators are more drained the more objects they’re plugged into, mail boxes now spawn magazines and newspapers and zombie-damaged sheet rope sprites are now added.
More, more other stuff: Jars can now be found in packs of six to encourage players to pickle their food. XP balancing. Lots of bugs quietly smothered in their bug beds.
We’ve got plenty in and working, and doing so in awesome ways, but want to release something for testing once we’ve got the gaps that’ve popped up filled in. Now we’ve got slick animations any omissions, or stuff the game could get away with in its more basic form, stick out like a sore thumb.
Formerly we could just have it happen with no animation (have the character walk through the counter to open a window for example) and it’d be fine, now everything looks so good this sort of ‘visual smudge’ looks wrong and really stands out. Another example of this is making ‘looting while carrying a weapon’ look half sensible. We’re going to keep on filling in the gaps rather than throw it out into the mix of the current IWBUMS test, which is a pain but will be worth it in the end.
Once we’ve got the Incidentals out of the way (and, yes, that was ) we can release and get motoring with the pipeline that leads to all of our other 1.0 features.
While we have this back and forth with Martin the Animator we’re also making sure that keyboard and mouse feel fun and responsive with the new system. You can’t turn on a dime with the new animations, so it can feel a little clunky when you’re indoors – so we’re also balancing that as we go along. Likewise we’re making sure that the shift between running and walking, and vice versa, feels nice and responsive.
More next week gang, thanks for dropping by.
This week’s zombie stick-up from . The Block of Italicised Text would like to direct your attention to the
should you feel like editing or amending something, and the that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter ! The CBOIT is now also excited about chat too. Oh, and check out Nolan’s awesome Nolan is .
在讨论版中为这款游戏汇报 BUG,并留下反馈
“What can I say? This game's interface looks so simplistic by today's standards, and yet the Indie Stone team has managed to possibly create one of the best post-apocalyptic zombie survival games in existence to date.”
“Most realistic zombie apocalypse scenario game to date.”
“The gameplay is surprisingly addicting, sometimes I look at the clock and wonder where the last 4 hours went, but looking at my fort shows me where they went.”
关于这款游戏
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?
In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.
Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
Online multiplayer survival with persistent player run servers.
Local 4 player split-screen co-op
Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project:
Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
Deal with depression, boredom, hunger, thirst and illness while trying to survive.
Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival
Full, open and powerful Lua modding support.
Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]
We’re a small team at the moment, but we’re also committed to providing the following:
The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
Constant expansion of the countryside and cities around Muldraugh and West Point
Full wilderness survival systems, animals and hunting for food.
More items, crafting recipes, weapons and gameplay systems.
Steam Workshop and Achievements support
For more details on the game follow us on
A huge thanks to the wonderful
for making the awesome intro video. If you love indie games their channels are well worth a sub.
Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.
Radeon 4xxx series (or below) graphics cards / Please make sure to try the demo before purchasing!
OS: Windows XP, Vista, 7, 10
Processor: Intel 2.77GHz Dual Core
Memory: 2Gb Ram
Hard Disk Space: 1.23gig
Video Card: OpenGL 2.1 compatible dedicated graphics card
Sound: OpenAL compatible sound card
Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.
OS: OS X 10.7.3, or later.
Processor: Intel 2.77GHz Dual Core
Memory: 2Gb Ram
Hard Disk Space: 1.23gig
Video Card: OpenGL 2.1 compatible dedicated graphics card
Sound: OpenAL compatible sound card
Controllers currently unsupported in Mac
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抢先体验版本评测
之前 一直有在玩,现在入正,游戏还是很推荐的。请教下,游戏一打开是乱码要怎么处理?
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抢先体验版本评测
不要别的 就想快点出NPC
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抢先体验版本评测
末日求生、丧尸无双玩法,很棒!
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抢先体验版本评测
总觉得哪里对不上号 ,后来总算发现了,基础的基础获取太难。木头哪里来?制作如何开始?如何开始求生而不是坐吃山空?整个游戏内仍然缺乏必要的引导。虽然我愿意把它看成2.5D版的COOD(大灾变)但是很多地方仍然问题多多……希望能好好解决这些问题
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抢先体验版本评测
强烈建议不要入这款游戏,对于某些人来说,这种马赛克游戏要什么画质?游戏性好就可以了。但是我们能不能让画质差到人跑到树林几乎看不到角色和僵尸?
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抢先体验版本评测
打不开,给差评退款
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有 5 人觉得这篇评测很欢乐
抢先体验版本评测
游戏是好游戏,非常真实,但是还是没跳出这种沙盒游戏的固有模式,一旦建立基地后有水源和食物就变得无所事事来。希望能跟新NPC,让NPC 发布一些游戏任务比如营救人,或者搜寻人。这样才能增加游戏探险的积极性,地图虽然大 但后期基本生活满足后就缺乏动力去探险。所以希望官方能从这方面考虑一下
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有 88 人觉得这篇评测很欢乐
抢先体验版本评测
这游戏各种真实·····我就是放了几块肉在烤箱里准备弄熟了当干粮,然后我去上了个大号,回来发现房子已经被烧没了,人也死了····尼玛后来查了下居然烤箱一直开着是会自燃的,制作人你很屌!还有把窗子砸烂了翻窗会把手给割伤,跑到二楼僵尸追上来了能学隔壁老王弄个床单绳从二楼放下逃生······
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有 1 人觉得这篇评测很欢乐
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作为一个测试中的游戏来说,整体系统完成度很高,有足够的可玩性,几次更新后对多人游戏也有很好的支持。游戏中有很多有趣的随机事件:不时呼啸而过的战斗机,时有时无的枪声,夜半睡觉时急促的敲门声,一定时间后突然停水和停电……虽然整个游戏目前还没有任何NPC角色加入,但是这些点点滴滴的环境事件使得临场感大增。目前游戏最有趣的地方是当你的角色死亡后,你可以新建一个角色继续之前死亡掉的角色的世界,这样你可以继承之前角色的储存空间和建造,而你之前角色则会在死亡处变成路边的一句死尸或者变成一个僵尸对你发动攻击。目前的游戏的主要问题在于发展到后期当玩家建立自给自足的避难所后游戏方式开始略显单调,而且地图不小却没有交通工具,昼夜变换有些过快,合成的食材偏少,后期发展太过于依赖是否能找到锤子锯子斧头一类的道具
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僵尸毁灭工程是一款极其写实的生存类游戏,在这里你的一切行为几乎与现实无异。在饮食方面,这几乎就和真的在厨房做菜没两样。你可以拿起煎锅,肉鱼蔬菜自由搭配,你甚至可以放盐加醋然后将菜品放进炉子静候美食的完成。不过千万要注意火候,一不小心整盘菜都会烤焦,如果你忘记了关炉子,火灾能毁了你整个厨房(滑稽如果你受伤了,这会是一个非常让人头疼的问题,你的血液会引来方圆十里的僵尸,你需要将你的伤口进行消毒包扎,而不是随意的拿起绷带一绑就行——而这需要花费大量的时间,足够僵尸群将你淹没。僵尸们甚至能一口就将你解决,僵尸病毒能让你尸化,而这种过程是不可逆的。被枪击了需要用镊子将子弹取出然后进行缝合,而做完这一切后你的角色痛的几乎连武器都拿不稳了、你的绷带时常会被你的血液所弄脏,你不时就得换一块绷带。最为重要的是,这些伤口能让你发烧恶心疼痛,使你的角色濒临绝境。当灾变初期,你还能享受科技带来的便利,在一段时间后整个城市都将停水停电,夜晚不再明亮,生活将更加艰难。食物开始快速腐烂,而你连生火问题都难以解决、饮水问题则需要你挨家挨户搜寻剩余的一丝清水,若要长期生存下去,要么找到一口水井,要么建造雨水桶等待雨水的到来。在某些家庭的库房里,你能找到发电机,但你首先要有油和一定的电工知识,这两样都难以解决。最终在灾祸降临数月后,藤蔓将爬上屋檐,房屋与地面将开始龟裂,只留下你孤独的品味这份萧瑟和绝望。这些只不过是这游戏里很少的一部分,更多的等待着大家去体会。若要说这游戏的缺陷,我只能说 这游戏真的是太难了...
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辣鸡游戏,毁我青春,耗我钱财。
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免费获取的产品
我需要汽车和大量的NPC,不紧紧杀僵尸还要杀人。
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推荐入手,很棒可玩性很高,很写实的生存游戏沙盒游戏。在这个世界里,你的死法会很多种多样……做饭不看住会失火,并且失火的代价是惨重的;一旦不小心踩到营火工具后果也是惨重的……我才不会说我有一次在院子里做饭一下就蒙b了呢= =,之后你跑的越快死得越快,于是最后我成了一堆煤渣囧……基友帮我清理了尸体;从楼上摔下来,会骨折;爬窗户时没清理玻璃会被割伤;割伤了没消毒会感染;大伤口没缝合会失血过多;安眠药吃多了会gg;食物生吃中毒;淋雨会有可能感冒;感冒了会咳嗽;咳嗽会吸引丧尸;被丧尸扑到了会受伤,你就有被咬伤的可能,而在普通默认模式下,你一旦被咬……呵呵我们下个存档见~没错这个世界充满了杀机………………在满是丧尸的世界里给人的那种孤独感和不安感很到位啊……个人感觉这游戏的bgm做得非常棒。当你独自一人潜入邻居家里去搜刮那些不知有用没用的资源的时候,或者是当你在家中看书收拾柜子时,一阵诡异又哀伤的钢琴曲就会响起……当你在外面被僵尸追着跑饥寒交迫的时候,又会传来一阵紧张不安的音乐……
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您可以使用此 Widget 生成器来生成一段 HTML 代码嵌入您的网站,使得客户能够轻松地在 Steam 上购买此游戏。
购买这款游戏的方式不止一种。请选择一个特定礼包来创建 Widget:
Project Zomboid
Project Zomboid 4-Pack
还可输入 375 个字符来为您的 Widget 添加描述:
将下方的 HTML 代码复制并粘贴到您的网站来展示上述 Widget
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