Lazarus is a lightning-fast action mmo for thousands of players in a shared & persistent open world, where you battle for supremacy against alien factions in a truly living world that never sleeps. In Open Alpha right now, sign up on the website to play and help us make it better!
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Release Date:
May 2019

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We've been developing the game for over 24 months so far. 18 of those have been as a public Open Alpha, and it's time for the next step. We want the game to be as good as it possibly can be, and we can't do it without you!

Broadly speaking, there are three vectors to this - gameplay, technology, monetisation.

Gameplay:
We cannot balance an MMO with hundreds of players, we need thousands. Early Access is the best way for us to get the player base we need to make the game absolutely sing, and we're working towards full launch on Early Access in 2018. We want you to break it, to hate it, and then to love it when we've made everything ok again :D

Technology:
We won't see all the horrid bugs and issues that will crop up for players without getting way more traffic than a signup form can achieve. We're confident that most issues are squashed (we've been fighting bugs for 6 months now) but we are realistic and we know there'll be plenty more horrid ones we just haven't seen yet.

Monetisation:
We're keeping Lazarus totally free for now, although it will be Free to Play when we launch into Early Access. We're going to be fair and sensible with this, and have done plenty of research & design into the system - but it's not ready yet and we won't introduce it until we are confident that it works for everyone.”

Approximately how long will this game be in Early Access?

“Until it's done!

...but an absolute minimum of 3 months.”

How is the full version planned to differ from the Early Access version?

ALL OF THIS IS SUBJECT TO CHANGE, BUT IS OUR CURRENT INTENT!

The full version will have more and better everything:

  • We'll be supporting more co-op play ('clans' etc).
  • We're going to reinforce the world as an ecosystem that players are a part of - systems over handcrafted content.
  • Faction warfare is already in, but this will become way more involved, complex and exciting.
  • Players will be able to affect the world in more varied and meaningful ways.
  • Loads more Ship types (we have at least 30 more designed and incoming).
  • More System types (the game is fully physics driven, so we can and will have a LOT of fun here - and have at least 7 more specced out and ready for implementation).
  • More Customisation options (we have many MANY skins for your Ships...).
  • Bigger tech trees, more upgrades and progression.
  • More enemy types.
  • More enemy behaviours.
  • Dynamic world/level design.
  • We'll run events and give away awesome in-game stuff (we've already been doing this in the Open Alpha).
  • Pets...? They'd have tons of cool gameplay effects.
  • Etc.


The game will be way less buggy.

We're aiming for a less than 1% connection failure rate, much higher player counts (thousands at once) and all that jazz.


Free to Play monetization will be introduced.

We'll be making sure it's fair and does not lock gameplay from those who choose not to pay. Most of it will be around cosmetics and 'speeding up' progression. Non-paid progression will be designed to be fun and addictive regardless. Nobody will have a gameplay advantage for having paid.”

What is the current state of the Early Access version?

“VERY 'Early Access'.

We've been developing the game for 24 months so far. 18 of those have been as a public Open Alpha, so we think it's ready for a bigger audience - but there are still bugs and balancing issues, and almost every system in the game as it stands it either a first or second pass.

Nothing is 'final' and nothing is sacred - so while this means you'll come across annoying issues, we'll fix them and are not so attached to anything that we won't ditch it in its entirety for the good of the game and its players.”

Will the game be priced differently during and after Early Access?

“The game will be Free to play, all the way - and not PvP.

Right now, we're not monetising anything, as we're not ready to yet. We want to get it right, and make it fair and fun, from the start.

We're looking at a fairly standard model for this - sell our equivalent of Loot Crates, and make sure that nobody who pays has an advantage over a player who doesn't.

Money spent will likely only save you time or give you a specific 'I spent lots' visual reward.

Nothing that affects gameplay will be locked behind a money wall.”

How are you planning on involving the Community in your development process?

“We want to hear from you! Get in touch.

Discord: https://discord.gg/spiltmilk

Reddit: http://www.reddit.com/r/playlazarus

Twitter: http://www.twitter.com/SpiltMilkStudio

Facebook: http://www.facebook.com/lazarus
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Coming Soon: Spring 2019
 

Recent updates View all (48)

February 15

UPDATE 33 – MINOR SLOWDOWN

So it’s been about 4 weeks since the last update, and we can only apologise. We’ve been recovering from the Week Of Hell (see the last update), and also a few other things have been happening:

- We’ve had to spend some time away from the game to evaluate some other projects. Nothing that affects Lazarus as it stands, but sometimes business opportunities have to be explored and as a small team we’re unable to prevent that stuff from impacting the speed of work on Lazarus.

- We’ve had to update a key part of SpatialOS (the cloud tech behind the game) as Improbable (the company who makes it) have a roadmap to stick to. It’s not something we wanted to do, but we did not really have a choice. To do that we had to update Unity… which led to us having to update pretty much every plugin (Playfab, Wwise, etc). This big (huge, actually) chunk of work is now done, and is the basis of this update. There will be things that are broken, we’ve found some that we’re going to work on fixing next, and we need your help (and numbers of players higher than us two testing on the private branch) to be sure nothing else bad has happened, and also to see the extent of some of the problems. They might be down to a bug in a plugin we have, and more seriously (and more likely) there’ll be Unforeseen Consequences (Half-Life 3 pls) of the SpatialOS upgrade.

KNOWN ISSUES:
- Occasionally the server browser will return no servers… but this usually goes away after another attempt.

- The player gets a rogue HP bar above them when they’re damaged. This turns off if you quit and come back.

- There are some really bad ‘lag’ type issues around all entities that aren’t the player. Enemies, asteroids, pickups, the lot. It’s not literal ping as we have that monitored, and we’re concerned that this is a deeper issue with the SpatialOS upgrade, but need to know more, so your playtime will help us figure this out.

- There is a texture error around the map/minimap that throws errors into the debug window. We think this might be a shader pipeline problem with the latest Unity.

- Chat messages are not displaying.

- There’s some infrequent issues around repairing ships. Sometimes they’re fine, sometimes they report that they never died (so you don’t have to pay money to repair, yay!), and sometimes the repair won’t work even if you’ve got enough Lazarene.

- We’re aware of an issue that means the Map gets… WEIRD. Basically, it is to do with the Wipe getting ‘stuck’ and players being let back into a world that had not properly been wiped and repopulated. We’re tracking down the source, and it rarely happens, but seeing as the Wipe is now every 7 days we can damage control until we have a confirmed fix. Just let us know if you see it happen!

- Sometimes Asteroids and Enemies will take 0 damage, as well as sometimes deal 0 damage. We're investigating, and it's very rare.

- Asteroid movement can be unpredictable/downright strange when they spawn in after being broken up. They can rubber band backwards and forwards a lot in a short time.


Anyway thanks for your patience, we’ll be back on track soon, and then we can concentrate on making Lazarus even more wonderful :D

Please consider telling a friend and getting them to join in the fun with us!

Want to play? Hit up www.playlazarus.com and claim a steam key right now. The servers are live 24/7!

Want to chat to us? Hit up discord.gg/spiltmilk and let us know what you want to see in the game!

We've filled up our lovely wiki over at https://lazarus.gamepedia.com/Lazarus_Wiki - please do pop in and check it out, help us fill in any gaps, or let us know what it's missing!
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January 11

UPDATE 32 - SUPLEX

It’s been a week. Oh boy it’s been a week. If you’ve no idea, I ask you to google ‘spatialOS’ ‘Improbable’ and ‘Unity’.

Tl;dr we were told we’d have to shut the servers down, so we did, but then it turns out we were told wrong, so we brought them back up. Then we decided – screw it. Let’s push out the update we were planning before the whole crapshoot.

Suffice to say, if you’ve ever liked what we make, want to support indie games, or want to maybe tip the karmic balance back towards us after so much stress, anxiety, pain, worry, torment, and straight CRAP we’ve had to deal with these past few days then please consider the following:

- leaving us a review here on Steam
- telling a friend and getting them to join in the fun with us

Want to play? Hit up www.playlazarus.com and claim a steam key right now. The servers are live 24/7!

Want to chat to us? Hit up discord.gg/spiltmilk and let us know what you want to see in the game!

We've filled up our lovely wiki over at https://lazarus.gamepedia.com/Lazarus_Wiki - please do pop in and check it out, help us fill in any gaps, or let us know what it's missing!

NEW & TWEAKED!

- The Wipe set to 7 days, to begin testing how we want the game to be when live. We’re excited about this because it means longer, harder and more meaningful testing of the servers!

- We’ve added a bit of snazzy ceremony around capturing Xenotaphs, to make it more obvious, and more of a reward.




- We’ve made the Rammer System particles much more cool looking! It was too close to the Shield in look, plus didn’t seem dangerous enough to us. Not to mention a broken asset that has been addressed.




- We’ve tweaked the visuals on the Drone Shielder, to make it more different to the Human equivalent.




- We’ve tweaked the particle that plays when you get hit by anything, making it much more obvious and hopefully making combat seem more fair/easy to read.

- We’ve tweaked the visuals on the Territory Capture Bar to be more vibrant and in line with the rest of the visuals.




- We’ve tweaked the Energy Bar in the bottom right of the player’s HUD. It’s now Yellow rather than blue, and to keep it readable the text is now black. It might look strange initially, but it’s much better now! We also tweaked the colours of the little HP and Energy icons next to the bars as they were a bit pale before.




- We’ve tweaked the values of MEV for Equipping Systems to your Ship. Most of the Core Systems now cost 50 M, E or V. Most Passive are 100, Actives 150 and… you guessed it… Specials are 200.

- We’ve tweaked the Progression (this is ongoing) so that things are currently a lot simpler and hopefully clearer. Levelling up (with Lazarene) is the same across all Systems. Between Levels 1-5, it costs 1000 Lazarene, while Levels 6-10 are 2000 each Level. This might be a bit cheap for now, but the intent is set. Ranking up (with Tokens) has been taken the other way, with every System costing more than they did previously. Similarly, all Systems cost the same per Rank (so a Rank 2 Blaster is the same cost as a Rank 2 Turret), and we’re using a geometric increase between Rank. Again, the exact prices will be played with, but the intent is what we’re happy with for now. We’re super keen to hear the feedback on these changes.

- We’ve added new particles to the scene. Now there is Asteroid Dust and also Star Dust on various layers, which really helps us communicate speed and movement across the entire game. It was really weird without it, and we’re super happy to see it back in. You can also turn these off and on individually in the Settings Menu.

- We’ve fixed the Main Menu Music! Yay for the Theme Tune!

- We’ve added sound effects for when you Repair a damaged Ship, or choose to Pilot a different Ship

- We’ve added sound effects for when you Level or Rank up a System on the Tech screen, as well as spending Tokens.

- We’ve gone through EVERY screen in the game and made sure that Mass, Energy and Void are shown in that order. It’s all MEV, after all! The only element waiting for this fix is the Shopkeeper Ourobean when he charges you for systems that cost more than just one resource.

- The Death screen and Dock screen no longer show out of date information like player kills, score, distance travelled and deaths.

- Pug now awards your Lazarene from a live data sheet, meaning we can rebalance the tutorial without a new build, and in real time.


FIXED!

- Fixed a bug that meant occasionally players and AI could not capture territory.

- We’ve fixed a bug that meant Turret bullet visuals were not showing. Currently they’re a bit placeholder still, expect them to be made much nicer in the next update.

- We fixed an issue that meant it was possible to hit the PLAY button during the Loot Crate opening ceremony, meaning you missed seeing what you got.

- We fixed an issue that meant sometimes Crates would not check against all their potential Skins, and the rewards doled out were, as a result, skewed.

- We fixed the issue that meant toggling the Map to full screen during the Dock transition messed it up visually when you come back out of the Xenotaph.

- We fixed a bug that meant when you connected to a server, there was a brief (1 or 2 frame) error message that popped up. Annoying but trivial.

- WE THINK we’ve fixed all the ways you could get your Mass into negative counts (by teleporting too much/at the wrong time). Let us know if it ever happens!

KNOWN ISSUES:

- We’re aware of an issue that means the Map gets… WEIRD. Basically, it was to do with the Wipe getting ‘stuck’ and players being let back into a world that had not properly been wiped and repopulated. We’re tracking down the source, and it rarely happens, but seeing as the Wipe is now every 7 days we can damage control until we have a confirmed fix. Just let us know if you see it happen!

- Sometimes Asteroids and Enemies will take 0 damage, as well as sometimes deal 0 damage. We're investigating, and it's very rare.

- Asteroid movement can be unpredictable/downright strange when they spawn in after being broken up. They can rubber band backwards and forwards a lot in a short time.

So! Despite all the setbacks this week we’ve delivered yet another monster update. Please do fire it up, help us confirm these fixes, and of course come and join us on our Discord (discord.gg/spiltmilk) to tell us what else you want fixing or adding to the game! As ever, keep your eyes peeled for the next big update, which will be in a couple of weeks!
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About This Game



Lazarus is a top-down action-oriented sci-fi twist on Groundhog Day where thousands of players survive together in a huge persistent real-time world, where dogfights, foraging for resources and exploring exciting new tech combine into a tumultuous 'MMO Roguelike' that turns back in on itself every week like some kind of ultra-futuristic Ouroboros.





Players fight for their lives and the fate of the universe in a huge open universe stretching across 160,000km² of stars, black holes, nebulae and alien tech - vying for territory and power against three alien factions.





Explore the world, dock and communicate with giant alien Xenotaphs, equip your ship, unlock new tech and then boost back out into fast paced real-time combat alongside hundreds and thousands of other players!





Can humanity embrace the technology and capriciousness of the all-powerful Ourobeans and finally defeat the monstrous Apophis, or will the final battle repeat again and again into infinity?

SOCIAL


Twitter: @spiltmilkstudio
Discord: Channel here, Invite here
Caffeine.tv: watch us stream here

System Requirements

    Minimum:
    • OS: Windows Vista/7/8/10
    • Processor: 2.0 GHz Dual Core Processor
    • Memory: 1 GB RAM
    • Graphics: GeForce 8800 or equivalent
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
    • Sound Card: Onboard
    • Additional Notes: Broadband Internet connection

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