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Surviving the Extinction preset in Project Zomboid

Extinction is the harshest of the four Build 42 presets. It nearly doubles the zombie population, adds sprinters and respawn, and cuts most loot well below the default. This page lists what it sets, explains why it is so hard, and gives a plan for the first week, the first month and your character. Written for Build 42 (42.22), November 2026.

A town street in Project Zomboid
Extinction combines more zombies, some sprinters and thin loot from the first day.
01Part

What Extinction sets

Build 42.20 replaced the old presets with four play styles: Apocalypse (the default), Outbreak, Rising and Extinction. The Indie Stone describes Extinction as an unforgiving hellscape, and the in-game text warns that it is not meant for new players. For how the four compare as a whole, see game modes. The values below are the stock Extinction settings as listed by two community references that read the preset files.

SettingExtinctionApocalypse
Population multiplier1.2 (High)0.65 (Normal)
Start to peak multiplier1.5 to 2.0, peak day 281.0 to 1.5, peak day 28
RespawnEvery 72 hours, 10% of target, after 16 unseen hoursOff
Sprinters6% of zombies0%
Strength and toughnessSuperhuman, ToughNormal, Random
Memory, cognitionLong, RandomNormal, Basic navigation
Follow sound distance200100
Infection death, reanimation2 to 3 days, 0 to 1 minutes (one source)Not compared
Wound infection factor2.0 (raised from 1.0 in 42.20)Not compared
Power shutoff14 to 30 days14 to 30 days
Water shutoff0 to 30 days (sources differ)0 to 30 days

One source lists Extinction water shutoff as 14 to 30 days, while two others list 0 to 30 days. Plan for the worse case: water may stop on day one. Random cognition means some zombies can open doors. Respawn works as described on zombie respawn, and the sprinters follow the rules on sprinters.

02Part

Loot and world settings

Extinction has the lowest loot in nearly every category of the four presets. Ammo is cut hardest.

CategoryExtinctionApocalypse
Perishable food0.40.8
Canned food0.40.6
Melee weapons0.40.6
Ranged weapons0.61.2
Ammo0.20.6
Medical, tools, survival gear0.40.6
Skill books0.40.6
Materials, farming0.60.6

Other world settings are tilted against you too (one source): house alarms often, nature abundance poor, injuries more severe, clothing wears out fast, and erosion runs at the normal 100-day pace instead of slow. Cars spawn less often, with low fuel and poor condition, are locked very often and have car alarms sometimes. Gas station tanks start between 0 and 70% full, with a quarter empty. The game starts on 9 July with zero months since the outbreak.

03Part

Why it is the hardest preset

No single setting makes Extinction brutal. The danger comes from how they stack.

  • More of everything. The population starts near 1.8 times the default level and climbs to double that by day 28. Respawn then refills cleared areas every few days.
  • Every fight costs more. Superhuman strength and tough zombies mean more hits per kill and harder grabs. High injury severity and a doubled wound infection factor turn small cuts into real threats.
  • Sprinters break your rhythm. Only about one zombie in seventeen runs, but in a crowd of fifty that is three runners arriving before the rest.
  • Noise travels. A follow sound distance of 200 means a gunshot or alarm pulls zombies from twice as far as in Apocalypse.
  • Less to fix it with. Food, medicine and tools are at 0.4, so you cannot replace losses by looting harder.

Infection spreads through blood and saliva, and once infected you die within two or three days, with reanimation almost instant (one source).

04Part

Plan for the first week

Opinion In week one the world is at its quietest and power is guaranteed. Use it to set up somewhere small and defensible, away from towns.

  1. Water first. Fill every bottle, pot and bathtub on day one. Do not count on taps. See water.
  2. Pick a remote base. A farmhouse or cabin with few neighbors beats a town house. Respawn and a 200-tile sound range punish living near crowds. See base locations.
  3. Loot quietly and early. Take kitchens, sheds and garages near your base. Skip big stores and police stations until you have a car and an escape route.
  4. Fight only at doors and fences. Never fight in the open where a sprinter can flank you. Back off when tired. See stealth for avoiding fights.
  5. Start food you can grow and catch. Loot will not feed you for long, so plant early and set traps. See first week for the general order of tasks.
05Part

Plan for the first month

Opinion Weeks two to four are the squeeze. The population is climbing toward its day 28 peak, power can fail from day 14, and respawn is refilling the areas you cleared.

  • Before day 14: eat or preserve the freezer food, and gather fuel and a generator if you plan to keep power. See shutoff.
  • Stop clearing towns. With respawn on, a cleared street fills again. Make short supply runs instead, and leave before you are seen.
  • Build walls. Zombies thump constructions in every preset, so double up barricades and fences around your sleeping room.
  • Train skills at home. Carpentry, farming and first aid pay off more than combat XP, because every fight is expensive here.
  • Keep a vehicle ready. Cars are scarce and locked, so the first working one you find is worth fueling and parking facing the exit.
06Part

Best builds and weapons

Opinion Build for avoiding fights and surviving the ones you cannot avoid. The general advice on character builds applies, with a few Extinction twists.

  • Traits: favor fitness and strength traits, plus anything that cuts noise or helps you stay unseen. Skip traits that slow healing or raise infection risk. Check current trait costs in game.
  • Occupations: jobs that start with carpentry or farming help most, since you will build and grow rather than loot. See best occupations.
  • Weapons: spears are craftable and reach farther, which matters when melee loot is at 0.4. Long blunt weapons and axes are strong when you find them. See spears and best weapons.
  • Guns: ammo is at 0.2, and every shot draws a crowd from 200 tiles. Keep a firearm for emergencies only.

If Extinction is too punishing, you can start from it and soften one or two settings. See recommended settings and sandbox settings.

07Part

Quick answers

Is Extinction the hardest preset in Build 42?

Yes. It has the highest population of the four presets, the only sprinters, respawn, the toughest zombies and the lowest loot.

How many sprinters are in Extinction?

The preset sets random speed with 6% sprinters, so about one zombie in seventeen runs.

Do zombies respawn in Extinction?

Yes. Community references list a 72-hour respawn cycle that restores up to 10% of the target population in areas unseen for 16 hours.

When does the power go out in Extinction?

Power shuts off at a random point between day 14 and day 30. Sources differ on water, with most saying it can fail any time from day 0 to day 30.

Are guns worth it in Extinction?

Only for emergencies. Ammo loot is set to 0.2 and zombies follow sound twice as far as in Apocalypse.

Can I change Extinction settings?

Yes. Pick Custom Sandbox, load the Extinction values, and adjust any setting you want before starting.

Population, sprinter, respawn and loot values agree across pzfans (42.19) and Pindrop (42.22); the wound infection change is from the 42.20 patch notes. World and vehicle details and infection timings come from one source each, and water shutoff differs between sources. Sources: The Indie Stone, Build 42.20 overview · Build 42.20.0 patch notes · pzfans playstyles compared · pzfans Extinction vs Apocalypse · Pindrop sandbox settings (42.22). Your game is the final word: if it disagrees with us, tell us and we will fix the page.