Lazarus is a Free to Play top-down action sci-fi mmo for thousands of players in a shared & persistent open world. In Open Alpha right now, sign up on the website to play and help us make it...
All Reviews:
Mixed (29) - 44% of the 29 user reviews for this game are positive.
Release Date:
Dec 29, 2017

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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 18 months. It's been in a public Pre-Alpha for 12 of those, 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 two vectors to this - gameplay, technology, monetisation.

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

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.

We're keeping Lazarus totally free for now, although it will be Free to Play eventually. 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?


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.




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Recent updates View all (39)

August 2

Update 24 - WIPE CLEAN

This is a small one. A really small one. With good reason, and it's all good for the game.

We've addressed several deep and dastardly problems with the Wipe, which basically amount to the following fixes for you, the wonderful player:

- The game should no longer get stuck wiping the world
- Players should no longer get stuck on the wipe screen

We've also done an absolute ton of work on the FTUE regarding the new progression, the Wipe, and everything that touches (believe us when we say it's a LOT of stuff) but because we don't have the FTUE where we want it to be yet, we're not switching it back on... and that means that you won't see any of that work.

KNOWN ISSUE (still):
When you equip a System to an empty slot, it does not show. It will show up if you swap it into an occupied slot. The slot counter (left of the slots) does not update correctly either. The Systems do actually equip though, and you can use them as normal, it's purely a cosmetic/UI issue. We'll endeavour to fix this asap.

Suffice to say the next update will be a lot chunkier, what with basically 2 to 3 weeks of development and fixes in it.

We've also been experimenting with some features for the future of the game (no dates yet!), so I thought you'd appreciate a little sneak peek. This is one of several prototypes we've built to figure out just how to shows the Apophis Fighter ingame:

Snazzy, yes? We want to keep the silhouettes of Apophis the same (or very similar) to the Drones so that the learned language of form and function that players have is not thrown away, but at the same time we want them to look cool, creepy and dangerous. Of course in the game's Lore, Apophis somehow grow on (or perhaps mutate out of?) the Drones, but nobody's quite sure why or how. Hopefully were close to nailing their look!

In other news, we're planning a big stream with on Wednesday the 29th of August (only a few weeks away), plus another Closed Weekend on Steam perhaps as soon as next weekend.

Keep an eye out, and come yell at us to work harder in our Discord channel!
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July 19


We've got tons of fixes around the Wipe, and quality of life changes around progression, shops and upgrading. Get stuck in!


are guaranteed to stock one of every System type, as well as making sure that one of them is the Basic Blaster, and have at least one other Core System available. This way, even if humanity is taking a beating, you'll have a decent amount of options to push back with!

Look closely on the left hand side and you can see the stock for the Human Capital:

is now consistent. Different Xenotaphs have different stock, and some might not even have any of a particular System type... and now there's no way of them going 'out of stock'. Previously, a System had a chance of being removed from the shop if a player equipped it. Not intended... but maybe we bring it back for Hard Mode :D

now accurately shows the Stock of any Xenotaph you've visited. There were some issues around visiting order, and empty stock slots not being shown correctly if you subsequently visited a Xenotaph with stock of that type. It used to get confused, now it doesn't.

no longer prevents a player from seeing the stock data on the Map if they're still playing in the same session as the Wipe.


We've fixed a whole bunch of errors and weird edge cases that prevented the Wipe from completing for various cases. Sometimes across the whole server, sometimes for individual players. Suffice to say it should be pretty bulletproof and work consistently now (famous last words). If you get stuck in the Wipe screens, let us know! At most the Wipe should take about a minute, but usually is less.

is now visible at all times. We're still making the Wipe happen every 2 hours to ensure we get good data though, just in case there are more edge cases to catch. This may get removed and only displayed in the run up to a Wipe when we release the game, but for now it's super useful.

Along the bottom of the screen, just above your equipped Systems:

that were spawned from Asteroids and Carriers are now cleaned up along with the rest.

screens are now 100% accurate. There were a few values that were not behaving, in particular the amount of Lazarene you'd spent.

Wipe Screen 1

Wipe Screen 2


towards the Rank of a System. Every time you upgrade a System's Level, a small amount of it is also applied to that System's Rank. This is to make sure you don't have to rely on getting duplicates to upgrade stuff, and is still being balanced so expect changes!

is now shown clearly as separate to System Level. We show the latter as a 'hatched yellow' fill on the bar, while the former is 'solid green'. Note; if you increase the Rank of a System beyond its Level, the Level is increased with it.

Take a close look at the Green (and now Yellow!) pipped bar under the System:

bar no longer changes after you've navigated away from the System in question. This was confusing, to say the least.

now increases no matter how many XP Tokens (Global or System) you apply. Previously there were some bugs that made certain combos/orders break it, and not get saved properly.

have been labelled correctly in the Tech screen. Previously the numbers of tokens were being shown under the incorrect labels.

are now awarded correctly for all duplicates. Duplicate Skins give a Global XP Token that matches their rarity. Duplicate Systems give a System XP Token at random picked from Common, Rare, Epic and Legendary. Duplicate Ships always give a Legendary Global XP Token.

that meant sometimes, if you entered the Tech screen with a Core Blaster maxed out (Rank 10) it could freeze that menu tab for that session.

should no longer remove the Lazarene from your account. We need you to keep an eye out for this one as it's VERY hard to reproduce.

now show the correct Lazarene amount. There was a time when they'd all show as 9999 Lazarene, even though the actual cost was functional/happy/accurate.


- We've tweaked the value of Tokens in relation to how much XP they add to your Rank. Things were advancing far too quickly! We're still balancing this though.


totals are displayed for the player on both the Docking screen (so you can see how much you've collected and are about to bank) as well as the Death screen (to really rub in how much you've lost, I guess?). Useful stuff.

The Dock screen:

The Death screen:


- Left over from last week, if you max out a System's Level (but not Rank), the System's Tech screen UI still shows it as Max after a Wipe. You can tell because it has a golden highlight and a golden star, but this does not prevent you from upgrading it or interacting with it properly. It's a purely cosmetic issue.

- Sometimes when equipping Systems, the Slots won't update with their visuals (on the right hand side of the relevant Xenotaph screen). They functionally attach and this is reflected in gameplay (you can see them in your slots when flying about) so it is purely a cosmetic issue, and one we'll fix soon.


Next week's update will be focused on making sure the FTUE/Tutorials in the game communicate all of the new progression changes (things like Lazarene dropping from kills, but not from Loot Crates) and also making sure the Wipe doesn't break any of that first time user experience. We'll also be adding a tool that tests connections for you. With any luck it'll help us and the team at Improbable figure out the root cause of most peoples' connection failures. If we get far enough, then we'll also be able to polish up a lot of the core experience, ranging widely from menus to combat and everything inbetween; we've got a long list of bits we want to see made better! Finally in the background of all of this, we are also designing (on paper) some interesting stuff around the mid-to-late game experience, adding a bit more structure in terms of challenge and varied gameplay. Keep an eye out on our Discord ( to get early info on that!
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About This Game

"Supreme scale... tangibly different" - PCGamesN

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.

"A rush of excitement"- GamesTM

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.

"The best sci-fi twist on Groundhog Day" - RockPaperShotgun

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!

"A taut demonstration of SpatialOS' promise" - Edge

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?

System Requirements

    • 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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