Latest
Oct 27 · 42.22 pre-release: ladders and crowbar break-insOct 23 · First-person mods are not officially supportedOct 21 · The Indie Stone on Java mods: download responsiblySep 28 · Build 42.21 Stable: zombie duplication fixesAug 26 · Security fixes on every branchAug 17 · Servers now handle up to 254 playersJul 29 · Build 42 goes Stable

Project Zomboid late game: months three to year two

This page covers what to do once you have survived the first months of a Build 42 game. It lists goals worth setting, which supplies run out and which renew, how the world changes over time, and a month-by-month checklist up to year two. Written for Build 42 (42.22), November 2026.

A town at night in Project Zomboid
An overgrown Knox County farm months after the outbreak.
01Part

Long-term goals worth setting

Project Zomboid has no win condition, so once the first months are behind you the game is only as long as the goals you give yourself. Build 42 added several systems that take many in-game months to finish, which makes it the best build yet for a long save.

  • Self-sufficient farm and ranch. Crops now take a realistic time to grow and depend on the planting month, and domestic animals give meat, milk, eggs, leather and manure. See farming and animals.
  • Forge and full blacksmithing. A cast anvil, a furnace, a forge and a steady charcoal supply form a chain that pulls in Carpentry, Masonry, pottery and leather work. The blacksmithing guide has the steps.
  • Power and water for good. Generators, stored fuel and rain collection, covered in generators and water.
  • Clearing a town. With respawn off by default (see below), a cleared town can stay mostly empty.
  • Maxing skills. Level 10 in a skill takes months of steady work; skill leveling lists the fastest methods.
  • Collecting every vehicle. A motor pool of rare models is a goal that also forces you to keep fuel and parts flowing.

Opinion Pick one big project at a time. Players who try to build the forge, the ranch and the power grid at once usually stall on all three.

02Part

What runs out over time

Everything that was manufactured before the outbreak is finite in a default Build 42 game, because loot respawn is off (Hours for Loot Respawn defaults to 0).

ResourceWhy it gets scarceLong-term answer
FuelPumps start between 0 and 80 percent full and 20 percent start empty (one source); after the power cut a pump needs power again (one source)Run a generator on the pump tile (Generator Working in Exterior is on by default) and siphon cars. See fuel.
AmmoVanilla Build 42 cannot manufacture new firearm ammo (one source)Save guns for emergencies; melee is the daily tool. See firearms.
BatteriesNo vanilla way to recharge small batteries that we could confirmHoard them for flashlights and radios; use lamps on generator power.
MedicinePills and bandages never come backForaged herbs and clean rags cover most needs.
GlassWindows break and jars run shortGlassmaking turns sand and furnace heat into panes and jars.

Opinion The real late-game limit is fuel. Count every gallon you own by month three and decide what it is for: generator, vehicles, or welding.

03Part

What renews

The answer to every shortage is to move from scavenging to production. These sources keep coming back as long as you tend them.

SourceWhat it givesCatch
CropsFood, seeds for next year, herbsSeasonal; plant by the calendar
AnimalsMeat, milk, eggs, leather, manureNeed feed, water and fencing; can attract zombies by default
FishProtein all yearFish react to noise; chum helps (fishing)
ForagingBerries, mushrooms, medicinal herbs, sticks, stonesDepends on season and skill (foraging)
RainWater through collectorsUseless when frozen; boil or purify
WoodLogs, planks, charcoal for the forgeLabor and tool wear

Opinion Two chickens and a rain barrel near the door are worth more in year two than a full gun locker.

04Part

How the world changes

The map does not stay the same. On the default Apocalypse preset:

  • Zombie numbers. The population starts at a 1.0 multiplier and climbs toward a 1.5 peak on day 28. After that, Respawn Hours, Unseen Hours and Respawn Multiplier are all 0, so killed zombies do not come back. This is a change from the common Build 41 habit of playing with respawn on. See zombie respawn.
  • Migration. Redistribute Hours defaults to 12 even with respawn off, so zombies still drift into areas you cleared. A cleared town thins out but rarely stays perfectly empty.
  • Overgrowth. Erosion speed is Slow (200 days) (one source), so roads crack, grass spreads and trees creep into towns through the first in-game year.
  • Vermin. The vermin index rises toward a maximum of 25 over 90 days (one source), so stored food needs protecting later in a save.
  • Decay. Food spoils, light bulbs burn out, and blood splats never fade by default.

All of these are sandbox options and can be changed when you start a game (sandbox settings).

05Part

Keeping the game interesting

Opinion Boredom kills more long saves than zombies do. Ideas that work:

  • Move base. Abandon a finished base and start over in a new region with only what fits in one vehicle. Base locations has candidates.
  • Set challenges. No guns, no cars, vegetarian, or reach the far side of the map on foot.
  • Turn up the pressure. Random Sprinter Amount defaults to 0 on Apocalypse. A new save with some sprinters changes how you move. See sprinters.
  • Finish a set. Every skill to 10, every vehicle model parked at home, or every town cleared.
06Part

Checklist from month three to year two

Opinion This assumes a default summer start, so winter arrives around month five. Adjust if you changed the start date.

WhenFocus
Month 3Count fuel, ammo and batteries. Plant a fall crop. Start a charcoal pile and collect clay and stone.
Month 4Fill every water container before frost. Bring in firewood. Take on livestock only if you can feed them through winter.
Months 5 to 6Winter: preserved food, indoor projects, skill grinding. See winter.
Months 7 to 8Spring planting on a larger scale. Build the furnace and kiln. Start tanning leather for bellows.
Months 9 to 12Cast the anvil and run the forge. Clear the nearest town block by block. Replace broken windows with crafted glass.
Year 2Breed animals for a steady herd, rotate crops, keep one generator for essentials, and pick a new big goal or move base.
07Part

Quick answers

Do zombies respawn in Project Zomboid Build 42?

Not on the default Apocalypse preset. Respawn Hours, Unseen Hours and Respawn Multiplier are all 0, but zombies still migrate into cleared areas because Redistribute Hours defaults to 12.

Can you craft bullets in vanilla Build 42?

Not as far as current guides report. You can unpack and repack ammo boxes, but no vanilla recipe makes new firearm rounds, so ammo needs a mod.

Do gas pumps run out in Project Zomboid?

Yes. Pumps start with a finite amount and do not refill on default settings. After the power cut a pump needs power again, which a generator can supply.

What is the best long-term goal in Build 42?

That is a matter of taste. A self-sufficient farm with animals is the most practical, and a working forge is the deepest crafting project.

How long does overgrowth take?

On the default Apocalypse preset erosion is set to Slow, listed as 200 days, so towns look clearly overgrown well before the end of the first year.

What do I do when I get bored of a long save?

Move base to a new region with limited gear, set a challenge such as no guns or no cars, or chase a completion goal like every skill at level 10.

Sandbox defaults come from Pindrop and PZFans tables for the Build 42 Apocalypse preset and agree where both list them. Pump power, ammo, erosion and vermin figures rest on one source each; the checklist and goals are opinion. Sources: Pindrop sandbox settings · PZFans respawn guide · PZFans ammo crafting · PZFans gas stations · Indie Stone Build 42 overview. Your game is the final word: if it disagrees with us, tell us and we will fix the page.