3D gameZombie open-world survivalOriginal by Bohemia Interactive

What makes DayZ unforgettable is less the zombies and more the uncertain encounters with other players. Will a stranger help you or shoot you in the back? A persistent character, scarce resources, disease and injury make every decision count. The game does not hand out goals; players write their own story. That freedom produces the dramatic moments that keep people on the same map for hundreds of hours.

Scope reduction is essential for a similar game: instead of a full-size open world, start with a smaller region, low-population servers and limited zombie density. A persistent character and inventory, a detailed health model, a loot spawn system, zombie AI and server-held world state form the core. Open-world streaming and anti-cheat must also be planned from the start.

First playable version (MVP)€75,500 – €106,00016–22 weeks · excl. VAT
Full scope€168,000 – €244,00025–34 weeks · 7-person team
Recommended techUnreal Engine 5 (World Partition) or Unity HDRP; large terrain and vegetation toolsPersistent dedicated server + character/inventory database (central or per server) + community server browser
How to Make a Game Like DayZ
How to Make a Game Like DayZ

Why DayZ works: the core loop

Spawn on the coast → find food, water and gear → evade or fight zombies and players → survive and grow stronger → lose everything on death and start again
Systems you need to build a game like DayZ
Why DayZ works: the core loop

Systems you need to build a game like DayZ

Persistent character and inventory

A character that is kept when you leave and rejoin a server; all items lost on death.

Detailed health model

Blood, bleeding, fractures, disease, nutrition and temperature, each with its own treatment.

Loot spawn system

Item tables by building type, regional scarcity and spawn timers.

Zombie AI

Reactions to sound and sight, horde behaviour and spawning based on nearby players for performance.

Open-world streaming

Chunked loading of the large map, LOD and long-distance view optimisation.

Simple bases and camps

Tents, storage and barricades; the server load of persistent objects must be kept under control.

What goes into the first version, what comes later

First version (soft launch)

  • One small map region and low-population servers
  • Persistent character, inventory and item loss on death
  • Basic health: bleeding, hunger, thirst
  • A limited weapon set and simple zombie AI
  • Basic persistent items with tents and storage

Later updates

  • A larger map and vehicles
  • Disease and advanced survival mechanics
  • A base building system and community servers
  • Mod support and a console version

The hard parts of this genre

Open-world performance

Vast terrain, vegetation and buildings are heavy for both client and server; aggressive LOD and streaming systems are required.

Persistence and exploits

Exploits such as server hopping for loot or item duplication break the economy.

Giving players purpose

A fully open structure leaves some players asking "what do I do now?"; environmental storytelling and natural goals must be designed.

Team, timeline and budget

The estimate is based on the genre’s core systems, content volume, multiplayer and live-ops needs plus QA and project management: about 645 person-days for the full scope and 290 person-days for the first version. Cutting scope (fewer levels, one map, fewer characters) lowers the budget directly. Store accounts, servers, audio licences and user-acquisition budget are separate items. We send a fixed written price within 24 hours after the game design document.

Monetisation

This genre mostly runs on premium sales, with map expansions (DLC) and cosmetic packs adding revenue. Given that community servers extend the game's life, server rental partnerships are also worth considering. Selling power kills the survival tension.

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Let us scope it together and send a fixed written quote within 24 hours. NDA on request; you own the source code.

Content volume
Multiplayer
LiveOps / events
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First version (MVP)–
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Choosing a game development company for a game like DayZ

Most people searching “make a game like dayz” are really looking for a reliable game development company. When comparing quotes, check four things:

  • Can you play their released 3D games on your own phone?
  • Are the source code, art files and store accounts transferred to you by contract?
  • Do they build a playable prototype first and show a demo every two weeks?
  • Are multiplayer servers, anti-cheat and scaling costs written into the quote?

Copyright and originality

Game mechanics on their own are generally not protected, but names, logos, characters, art, audio and level designs are. That is why we build a game “like DayZ” with your own name, art and world. This is not legal advice; we recommend a trademark search before launch.

Frequently asked questions

How long does it take to make a game like DayZ?

An MVP with a small map region and core survival systems can be built by an experienced team in around a year. A huge open world and vehicles should not be squeezed into the first release.

Will there be copyright issues?

Mechanics such as zombie survival, persistent characters and item loss on death are generally free to use. The game name, map, models, visuals and sounds cannot be copied. This is general information, not legal advice.

Can it be built with a small team?

It is possible with a small map and low-population servers. The team should include at least one technical specialist with open-world optimisation and persistent server experience.

What should I look for in a company that makes games like DayZ?

Look at the company's open-world and persistent multiplayer experience, and how it balances zombie AI against server performance. Prefer companies that propose a realistic map size.

Costs of similar games

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