6 tháng 6, 2026
Upcoming Features: B42
We’re building a new lighting propagation system that has light bounce off walls and leak through windows, doors and other spaces more realistically, allowing for more natural ambient light effects and getting rid of those nasty room-based lighting issues. Note the video below shows the system as a work-in-progress.
We’re always hard at work on our next Project Zomboid update, as you can see in our Thursdoid blog posts. However, with so much information, it may be difficult to remember just what exactly is in our next update, so we’ve decided to put all the important information on a single page.
Our next update is Build 42 which aims to overhaul crafting and is intended to provide the following things to Zomboid:
Give PZ the foundations of a more feature-rich late-game
At present, long term survivors often run out of objectives once they get a well-stocked and secure safehouse.
We want to provide many more objectives a settled survivor (and/or community) can undertake. More things to build. More opportunities to craft. More ways to be creative.
Provide a way for multiplayer servers to run indefinitely
We want servers to be able to run well into the ‘Alexandria years’ and for players to experience life much further within the post-apocalypse in an interesting way that feels and plays different to the early chaos.
Provide more community cooperation in MP (and NPCs in B43 and beyond)
We want to give players more interesting professions and activities to contribute to a survivor community.
Part of this is reshaping how the skill and XP system work to both make individuals less capable of mastering everything, while making their initial potential a lot higher without grinding if they spec into a particular skill heavily.
Provide a framework for players who want to focus more on community building and player interactions than zombie survival
While the zombie apocalypse will always be our core focus for the vanilla game, we want to provide a breadth of survival mechanics and content that, especially with mods, make a solid foundation for many other varied survival experiences outside the looting and zombie gameplay.
Let the modders be all they can be
Finally, we believe the new crafting systems themselves are solid enough for our amazing modders to run wild with — and we honestly cannot wait to see what they come up with.

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Planned (subject to change) new features include:
HIGHER AND LOWER THAN EVER BEFORE
Technical improvements have allowed us to greatly exceed our map’s previous height limits, allowing basements and very tall buildings.
Underground, as well as basements, you’ll find bunkers, panic rooms and “Wayne’s World” sets spawning on your regular looting sorties — and they will appear underneath whatever houses could potentially fit them in. The frequency of their appearances will also be governed by a Sandbox option.
https://www.youtube.com/embed/EDnTo1O-a-M?feature=oembedIf you don’t want to head into the dank underworld, why not head upstairs in our new skyscrapers? You’ll find up to 32 zombie-filled floors. Just make sure you know the way back down.
https://www.youtube.com/embed/1oQzDorSQ_g?feature=oembed


GOING DEEPER, PERFORMING BETTER
We are also implementing more advanced and accurate interactions between 3d and 2d elements in our world by using a depth buffer, and better and more efficient chunk caching. For more technical information, see this Thursdoid. Basically it will make our game look nicer, while also bringing a large performance boost. Pretty clever!
https://www.youtube.com/embed/G6t5h0_Sfqc?feature=oembed
https://www.youtube.com/embed/sagb4sDQzJU?feature=oembed

LET THERE BE LIGHT
We’re building a new lighting propagation system that has light bounce off walls and leak through windows, doors and other spaces more realistically, allowing for more natural ambient light effects and getting rid of those nasty room-based lighting issues. Note the video below shows the system as a work-in-progress.
