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Zombies & the Knox infection

What the dead can do, how each sandbox setting changes them, how the four official game modes compare, and exactly how the Knox infection kills: the chance per wound, the symptoms, the timeline and the only ways to survive a bite. Updated for Build 42.21, November 2026.

A horde in a town street
They hear more than they see
01Part

How zombies behave

Sound first

Zombies react to noise far more than sight. Gunshots, car alarms, house alarms, breaking glass, shouting and sneezing all pull them in. Every gun has a noise radius in tiles; see weapons.

Sight and cones

They see in a cone in front of them. Darkness, fog, rain and your Sneaking skill shorten how far. Inconspicuous and Conspicuous traits change it too.

Memory

On Normal memory a zombie that loses sight of you keeps hunting the last place it saw you for a while, then forgets.

Migration and hordes

Zombies drift around the map over time, and loud events gather them into hordes. A cleared town will not stay clear forever, even without respawn.

Doors, windows, fences

On default cognition they cannot open doors, but they thump doors, windows and walls until they break them. Barricade before you sleep. They can lunge over low fences.

Fake dead and crawlers

Some bodies on the ground are not dead. Crawlers can also hide under cars and drag you down.

02Part

The four game modes

42.15 (March 2026) replaced the old Survivor and Builder presets with four official modes. Apocalypse is the canon “lore” mode.

Apocalypse

The intended game. Mixed zombie speeds and senses, normal population that peaks on day 28, no respawn, jamming on.

Outbreak

The early days of the infection: fewer dead at the start, rising as the days pass. A middle ground.

Rising

The gentle mode. Shamblers, weak and fragile zombies with short memory and poor hearing, a low population, no fence lunges or house alarms.

Extinction

The hard mode. Tough, superhuman zombies with long memory, some sprinters and door-openers, environmental attacks, a high population that respawns.

Full mode-by-mode details are in the beginner’s guide.

03Part

Every zombie lore setting

Sandbox mode lets you set every option yourself. Defaults per official mode:

SettingChoicesApocalypseRisingExtinction
SpeedSprinters, Fast Shamblers, Shamblers, RandomRandomShamblersRandom (6% sprinters)
StrengthSuperhuman, Normal, Weak, RandomNormalWeakSuperhuman
ToughnessTough, Normal, Fragile, RandomRandomFragileTough
TransmissionBlood and Saliva, Saliva Only, Everyone’s Infected, NoneBlood and SalivaBlood and SalivaBlood and Saliva
Infection mortalityInstant to Never2–3 days2–3 days2–3 days
Reanimate timeInstant to 1–2 weeks0–1 minute0–1 minute0–1 minute
CognitionNavigate and use doors, Navigate, Basic navigation, RandomBasic navigationBasic navigationRandom (10% open doors)
Crawl under vehiclesCrawlers only to AlwaysOftenOftenVery often
MemoryLong, Normal, Short, None, RandomNormalShortLong
SightEagle, Normal, Poor, RandomRandom normal or poorNormalNormal
HearingPinpoint, Normal, Poor, RandomRandom normal or poorPoorNormal
Environmental attacksOn or offOffOffOn
Fence lungeOn or offOnOffOn
Drag downOn or offOnOnOn (crawlers too)
Fake deadNever, world zombies, world and combatWorld zombiesNeverWorld and combat
Trigger house alarmsOn or offOnOffOn
PopulationCount, peak, respawnNormal, peaks x1.5 on day 28, no respawnLow (x0.15), low respawnHigh (x1.2), peaks x2, respawns

The one setting that changes the game most is Speed. Sprinters turn every encounter into a fight; Shamblers make the game about logistics. Random mixes both, so treat every zombie as a possible sprinter.

04Part

The Knox infection

The Knox infection only comes from zombie wounds, and on default settings it always kills.

WoundChance of infectionNotes
Bite100%Always infects on Blood and Saliva and Saliva Only
Laceration25%Deeper than a scratch
Scratch7%Most common wound; Thick-skinned makes them less likely
Timeline

On the default 2 to 3 days mortality, death comes 48 to 72 in-game hours after infection, through Queasy, Nauseous, Sick and Fever. Resilient slows it by about a quarter; Prone to Illness speeds it up.

Reanimation

On default settings you rise within a minute of dying, whatever killed you.

No cure

Nothing in vanilla cures Knox. Antibiotics only treat ordinary wound infections, which look similar early on.

Surviving a bite

Only two settings allow it: Transmission set to None, or Infection Mortality set to Never. Amputation is not in the game.

Is it Knox or food poisoning?

Both show as Queasy. If you ate something raw or rotten, it may be food poisoning; if you were scratched or lacerated in the last day, assume the worst and settle your affairs.

Everyone’s Infected

On this setting everyone reanimates on death, wound or not. Wound chances stay the same.

05Part

The helicopter event

Once per game, usually between day 6 and day 9 and between 9 AM and 7 PM, a helicopter circles Knox Country. If it spots you outdoors it follows you, and every zombie that hears it follows too. The Automated Emergency Broadcast on the radio warns “air activity detected” the day before.

  1. Listen to the emergency broadcast every morning from day 5.
  2. On the warning day, stay indoors with the curtains closed.
  3. If it finds you, do not run home: lead it away from your base, then break line of sight inside a building.

The story behind it is on lore and broadcasts.

06Part

Fighting the dead

Our rules.

  1. One at a time. Back up through a door so they come to you single file.
  2. Shove, then stomp: push a zombie over and stamp its head. It costs no weapon condition.
  3. Watch endurance. An exhausted character swings slowly and cannot run.
  4. Fight in the open only in daylight, and never near a car alarm.
  5. Scratches happen. Clean and bandage at once, then watch for Queasy.

Weapons and skills are on weapons and skills; the moodles you will see are on moodles.

07Part

Zombie types and what they carry

A zombie's clothes were its job. The game places uniformed zombies at the workplaces that match, and the uniform both tells you what might be in its pockets and how hard it is to bite through. Loot on a corpse is never guaranteed, but the odds follow the outfit.

Police

Found at stations and roadblocks. The most likely zombie to carry a gun, a pistol in a holster or a shotgun on the back, plus a bulletproof vest that stops bullets rather than bites.

Soldier

Green or desert camouflage at army zones and the checkpoints. The main source of military backpacks and army helmets; about three in ten carry a bag.

Firefighter

Fire stations and burnt houses. The jacket and helmet are among the best bite protection ordinary clothing offers, and one of them may hold the fire truck key.

Hazmat and medical

Hazmat suits with gas masks near contaminated sites, scrubs at hospitals and clinics. The suit does not stop the Knox infection; it is cloth with a mask.

Survivor

Boonie hat, hoodie, camo trousers and a large backpack with tinned food. These are the zombies that carry annotated maps marking caches and dangers.

Construction and biker

Hard hats and high-visibility vests on building sites; leather jackets and trousers at bars. Both are cheap armour you can wear straight away.

Inmate

Orange jumpsuits at the prisons. Nothing in the pockets and nothing on the body worth wearing.

Impaled

Some zombies walk around with the knife, crowbar or spear that killed a survivor still in them. Later in a game the weapons get better.

Keys are the other prize: some zombies carry car keys or house keys, and a key from a police or gun-store worker opens the reinforced door you could not break. Searching a corpse takes time in the open, so drag it indoors or behind a wall first. See clothing for protection values and bags for the packs.

08Part

Hordes, rally groups and migration

Zombies do not stand still between your visits. Three systems move them, and the numbers behind each are plain sandbox values you can read or change.

Rally groups. Idle zombies clump into groups of up to 20 (Rally Group Size), stand within about 3 tiles of each other (Rally Group Radius), keep roughly 15 tiles between groups (Rally Group Separation) and wander about 20 tiles from where they formed (Rally Travel Distance). That is why a street looks empty and then has twenty zombies around one corner: the group is the unit, not the individual.

Redistribution. Every 12 hours on Apocalypse and Outbreak, and 18 on Rising, the game shuffles the living population between cells. Respawn is off on Apocalypse and Outbreak; Extinction and Rising respawn on a 72-hour cycle at a tenth of the original density, and Six Months Later at half. Clearing a town on Apocalypse is therefore real, but zombies from next door will drift in to replace some of them.

Noise. Sound is what turns groups into a horde. Zombies walk towards the last sound they heard for up to the Follow Sound Distance, 100 tiles by default. Gunshots are the loudest thing you own: with the Firearm Noise Multiplier at 1, shotguns carry about 200 tiles, hunting rifles around 170, assault rifles around 150 and pistols about 100. A car alarm or house alarm runs until the battery or the siren timer gives out, a running generator and a car engine are steady draws, and hammering carries about 15 to 20 tiles. Shouting, sprinting and breaking glass are small in comparison but enough to wake the next group. The helicopter, dogs and distant gunfire are metagame events that drag whole hordes across the map, often straight through your base. See weapons for noise by gun.

A horde that has lost you does not go home; it lingers. The second loud noise in the same place an hour later is the one that gets people killed.

09Part

Corpses: sickness and disposal

Every body you drop is a problem that gets worse. In Build 42 decaying corpses feed the same sickness track as food poisoning, so a kill pile outside your window can take you from Queasy to Nauseous, Sick and Fever if you stay in it. The pressure only starts once more than five corpses are near you and the Decaying Corpse Health Impact setting is not None (it defaults to Normal), and it stops building as soon as you leave the area or get the count down to five. Piles also throw the separate Noxious Smell moodle, which climbs from Bad Smell to Deadly Fumes, and the 42.22 Pre-Release notes say you cannot sleep while Bad Smell is showing. A gas mask with a working filter blocks the fumes while you clear up. See moodles and health.

Corpses disappear on their own after 216 in-game hours, nine days, on the default Time Before Corpse Removal; set it to 0 and they stay forever, and maggots stop spawning. Nine days is too long to live next to, so you have three options.

  1. Drag them away. Grab a corpse and walk it a street over. Slow, silent and free; the sickness is about proximity, so distance is a cure.
  2. Burn them. Pour petrol on the pile and light it with a lighter or matches. Fast and final, but fire spreads to grass, fences and your own walls, and the smoke is visible. Burn in a car park or on a road, never beside the base.
  3. Bury them. Dig a grave with a shovel, drop the bodies in and fill it. Quiet and safe, and each grave takes several corpses. Good for the inevitable bodies at your gate.

Fight away from home when you can. The simplest disposal plan is to make the kill pile somewhere you do not sleep.

10Part

Quick answers

What are the chances of getting infected from a scratch in Project Zomboid?

On default settings, 7% for a scratch, 25% for a laceration and 100% for a bite.

Can you survive a zombie bite in Project Zomboid?

Not on default settings. Only Transmission set to None or Infection Mortality set to Never lets you survive.

How long does it take to die from the Knox infection?

On the default setting, 2 to 3 in-game days.

When does the helicopter come in Project Zomboid?

Usually between day 6 and day 9, in daytime. The emergency broadcast warns the day before.

What is the hardest game mode?

Extinction: tough, superhuman zombies with long memory, some sprinters and a respawning population.

Can zombies open doors?

Not on default cognition. On Extinction about 10% of zombies can.

Sandbox options and defaults from the Build 42 game data as published by pindrop.gg and pzfans.com, game modes from The Indie Stone’s 42.15 notes, infection chances cross-checked with pzwiki. Exact symptom timings vary between sources; the 2 to 3 day window is the sandbox value. Added November 2026: pindrop.gg sandbox settings (42.21); pzwiki.net Zombie; pzfans.com sickness, noise, military backpack and respawn guides (42.19 to 42.20.4); 42.22 pre-release notes.