This is an unofficial, unauthorized patch. OptiZomb is not affiliated with, endorsed by, or supported by The Indie Stone.
This software modifies core game behavior. Bugs are very likely. Crashes, save corruption, and unexpected behavior may occur. Back up your saves. The author is not responsible for any data loss or damage.
Use at your own risk.
Project Zomboid wasn't built to handle massive hordes. The rendering code hammers the GPU with thousands of redundant calls per frame, and almost everything runs on a single CPU core. OptiZomb fixes the rendering side first, with multithreaded simulation coming later.
20 client-only optimizations you can toggle on or off. Safe on any vanilla server.
| Scenario | Vanilla | OptiZomb Lite |
|---|---|---|
| 510 zombies (vanilla cap) | ~10-15 FPS | ~25-35 FPS |
| 1,000 zombies | N/A (culled at 510) | ~10-20 FPS |
| 2,000+ zombies | N/A (culled at 510) | ~5-10 FPS |
Estimates based on profiling data. Actual results depend on hardware, settings, and scene complexity. Vanilla hard-caps rendered zombies at 510.
Spreads zombie simulation (movement, pathfinding, collision, animation) across all your CPU cores. Includes 18 thread-safety fixes for vanilla bugs. Both client and server need to run the same version.
Coming SoonClient-only fixes. Works on any unpatched server. Install with the one-click installer.
Download Installer*Bugs likely, backup your saves. Not compatible with Build 42.
The new files we wrote (all the OptiZomb*.java classes, shaders, installer, config) are available on GitHub. The patches to vanilla game files are not included since those contain decompiled Indie Stone code. The installer ships binary diffs (bsdiff) for those files, not the source.
OptiZomb is a solo project built in spare time. If it's helped your game run better, consider throwing a few bucks on Ko-fi. It keeps development going and helps cover testing costs.