About Project M.O.R.T.I.S.
From Steam WorkshopMP testing build - dedicated multiplayer NOT TESTED This is a development test distribution for Build 42. Offline host checks pass; native single-player, creator UI/storage and dedicated multiplayer…
MP testing build - dedicated multiplayer NOT TESTED
This is a development test distribution for Build 42. Offline host checks pass; native single-player, creator UI/storage and dedicated multiplayer acceptance remain NOT TESTED. G7 and stable-release G8 remain BLOCKED. Use a clean vanilla installation and disposable backed-up saves; do not use this build on a production world.
Known limitations The matching Knowledge 0.17.0 build provides private document/knowledge storage only for fresh dedicated test worlds and server-created lives. Existing-world migration, progression, claims, journals/recovery, XP and history remain guarded; this build does not bypass those limits. Native dedicated acceptance remains NOT TESTED. Native locomotion ownership, observer synchronization, full animation/lunge restoration, save/rejoin/restart and creator file behavior require human validation. Active Hours production seasonal/profile policy remains disabled; its diagnostic is opt-in only. The old standalone Active Hours proof must not run alongside MORTIS. Existing save/mod lists must select B47ANCEDKnowledgeAndWisdom instead of the old experienceWorks dependency identity. Save rollback/downgrade is not certified.
Source Code & Development GitHub - Source Code & Issues
⚠ DEVELOPMENT BUILD — NOT YET PLAYABLE ⚠
Mod Version: 0.26.0-dev.10
This mod is currently under active development and is NOT in a playable or release-ready state.
This Workshop page is currently public for development and collaboration purposes only. The mod may contain unfinished systems, missing content, placeholder assets, bugs, broken features, or other issues that make it unsuitable for normal gameplay.
At this stage, the mod is only intended for people who would like to help with:
- Artwork and visual assets
- Item, texture, sprite, and other game assets
- Testing experimental or unfinished features
- Bug hunting and debugging
- Compatibility and multiplayer testing
- Providing technical feedback during development
Please do not subscribe expecting a finished gameplay experience.
Features may be incomplete, changed substantially, temporarily disabled, or removed entirely as development continues. Updates may also break existing saves or require a fresh save without warning.
If you're interested in helping with development, testing, artwork, or assets, your involvement is welcome and appreciated.
A proper release announcement will be made when the mod reaches a playable state.
PROJECT M.O.R.T.I.S. More Original Reanimated Threats Injection System
Project M.O.R.T.I.S. is a public infected and living-entity framework. It provides reusable identity, behavior, anatomy, trauma, movement, grouping, hunger, persistence, and diagnostics APIs for extension mods.
Important: Framework, Not a Zombie Pack
Project M.O.R.T.I.S. does not add custom zombie types by itself. It wraps vanilla entities and supplies the systems other mods use. For example, Project Nightfall owns its Transforming, Feral, and Smart Feral zombies and registers them through this API.
Current Features
- Types, traits, behaviors, components, species, and event dispatch
- Persistent identity, assignment authority, replication, and reconciliation
- Locomotion, durability, appearance, collision, and balance profiles
- Anatomy, trauma channels, damage, consequence providers, and attachment sockets
- Canonical per-region tissue capacity, viability, edibility, nutrition, and replay-safe biological-material transactions
- Fair bounded decomposition scheduling for explicitly registered living and detached targets, with consumer-owned rates and no global scans
- Layered clothing coverage snapshots with regional protection and local-hole transmission
- Authoritative anatomical attachment install/remove state, persistence, replay protection, and neutral events
- Persistent zombie hunger, continuous starvation tracking, and nearby-food providers
- Deterministic initial zombie hunger between 0–75%, feeding hooks, and bounded provider queries that do not replace vanilla targeting
- Sandbox-configurable years-scale desiccation and one-shot terminal withering
- Weapon classification and verified compatibility providers
- Canonical native zombie knockdowns, trips, shove dominoes, pile throttling, and wall-safe physical separation
- Bounded geometry-based incidental/commanded pile semantics with compression, stability, and static-support composition
- Same-floor bounded pile observations and a property-first support registry with verified vanilla dumpster classification
- Non-executable local traversal-link proposals with capability and completion-time geometry/authority revalidation
- Bounded local crowd-flow navigation
- Server-authoritative logical groups with leadership, merge, pruning, and consumer ownership
- Owner-prioritized locomotion overrides with restoration of captured vanilla movement state
- Capability probes, bounded rejection diagnostics, registry exports, and callback profiling
- Four physical prerequisite-aware infected-research files through B47ANCEDKnowledgeAndWisdom
Upcoming Features
- Additional public API compatibility semantics when required by real consumers, plus verified weapon providers
- Expanded anatomy, trauma, locomotion, balance, and crowd-flow services
- In-game validation of attachment and natural-anatomy capability contributions
- In-game validation of hierarchical sever-state transitions, detached-part provenance, and scheduled decomposition checkpoints
- Runtime proof of the native model-dismemberment surface before exposing a safe rendering adapter
- Long-duration tuning and multiplayer validation of zombie desiccation
- Hosted and dedicated-server persistence, reconciliation, late-join, and attachment replication validation
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 17d ago.
Project M.O.R.T.I.S. on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Project Zomboid servers. We download it from Steam Workshop, place it, and restart the server.
- Server load
- light
- Smallest plan we suggest
- Project Zomboid — 6 GB (6 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2026-10-18, released 2026-10-18
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of Project M.O.R.T.I.S..
Dependencies
- Required: steam_workshop project 3792566496 (steam_workshop, not in our catalogue)
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run Project M.O.R.T.I.S. on a Project Zomboid server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogBuilding & decoration
Blocks, furniture, decorations and building tools.
Compatibility
- Game
- Project Zomboid
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-10-19Open ↗
- ✓Author𝓑𝟜𝟟𝓐𝓝𝓒𝓔, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
