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Project Lazarus

Experimental 3E11 Released!

3E11 Release Notes



  • Changed Challenger Mode xp rate to be slighter faster
  • Fixed controller losing focus if mouse is clicked in the menu
  • Fixed special monsters shield damage amount not showing
  • Fixed evolution/exfil circle graphics glitching in certain angles
  • Fixed Challenger Mode structures sparkling in certain angles
  • Fixed Tesla Coil not attacking if there is only one enemy nearby
  • Fixed Attack Drones leaving FX particles on ground randomly
  • Improved Shaman movement to be more elusive
  • Improved special monsters hp bar to show shield recharge better


Now that the Challenger Mode is well on its way, still a bit more to do, I will be slowly packing things up to move the Experimental up as the main build. That also means season 2 for leaderboards!

Enjoy!

Experimental 3E10 Released!

A quick hotfix release to address the FX volume and some new monster animation issues. Some Challenger Mode specific changes as well.

Enjoy!

Known Issues



  • Controller loses focus if mouse is clicked in the menu. It requires something to be clicked in order for the controller to regain focus

3E10 Release Notes



  • Improved special monster shield flashes when shield is recharging
  • Improved giant worm animations
  • Fixed FX volume staying at very low volume after exfiltrating from Challenger Mode
  • Fixed giant worm death animation playing twice
  • Fixed Striker passive description showing outdated information
  • Changed explosive barrels damage to health based percentage damage
  • Changed explosive barrel fire to last longer
  • Changed special monster recovery stats to prevent perma shield at later stages

Experimental 3E9 Released!

Known Issues


These issues were found during QA phase of 3E9 but they are not critical so they will be addressed separately

Experimental 3E8 Released


  • Added new mech Drake
  • Added new mech Runner RX
  • Added new mech Zero
  • Added better description of Challenger mode
  • Added Challenger mode achievement
  • Improved Evolution indicator UI
  • Changed Challenger mode crystal xp increased for faster progression
  • Changed passive weapons to be upgradeable
  • Fixed Tesla Coil and Thor not targeting elite monsters
  • Fixed Striker Court Martial not scaling with Loading Belt
  • Fixed Evolution and Exfil circle overlapping


Please note that the Challenger Mode is still a WIP. I expect it to be complete during Jan/Feb period.

Enjoy!

Experimental 3E7 Released!


  • Added Challenger Map (WIP)
  • Added starting weapons to be saved
  • Increased Super Magnet size
  • Improved grass rendering in grasslands
  • Improved memory management
  • Fixed monster death animation not triggering randomly
  • Fixed lobby menu logo scaling for lower resolutions
  • Fixed some fonts breaking in non-English language settings
  • Game Engine Update


FYI, Challenger map is work in progress but I thought it was about time that some parts of it was made available. Kindly let me know how you feel about this new map/mode.

Also, due to last minutes changes/improvements made to the patch, it did not go through a full QA process and may have more bugs than usual. Kindly let me know via the bug report forum.

EDIT: After uploading the patch, I realized that the game doesn't clearly tell how the challenger mode works. Basically it is an infinite mode, and in the map there will be a exfiltration point - similar to evolution point. If you successfully exfil, then you get to keep the earned Caverium, but if you die, then you will not earn any. I will make sure to update the map description in the next patch.

In the meanwhile, enjoy!

Experimental Build 3E6 Released!


  • Added Distance indicator to items
  • Added ability to change starting weapons
  • Added celebratory fireworks (press F to trigger)
  • Added fast slider value changes (hold for higher amounts)
  • Adjusted difficulty for Arctic Glacier
  • Fixed Reactor ROF values
  • Fixed gravity distance not scaling for some mechs
  • Game Engine Update


Unfortunately, the Challenger map did not make it to this patch.

As for the experimental builds, I am thinking of adding 3 more Mechs and the Challenger map to end its experimental builds.

Cheers!

Experimental Build 3E5 Released!


  • Added controller layout icons settings for Xbox and PS controllers
  • Added crystal pick up sound settings
  • Added personal highscore to be shown in game
  • Fixed Benedict not aiming at ring monsters
  • Fixed Mech stats UI percentage going above 100%
  • Fixed Flak Cannon not able to hit Crystal Rigs
  • Fixed Striker and Praetorian UI showing wrong number of slots in menu
  • Fixed New Mech Achievements not unlocking

Experimental Build 3E4 Released!

Hi everyone! Here is the 3E4 Build! Just wanted to say that some features were cut short due to time constraints and had to be moved to next patch. My goal for next patches is to have 3 more new mechs added, the challenger mode (infinite mode) and some QOL features.

In the mean time, enjoy! And please let me know of bugs/suggestions!


  • Added New Mech Praetorian
  • Added New Mech Benedict
  • Added New Mech Alabaster
  • Added UI Volume slider
  • Added Colorblind Mode Support
  • Added Mech slot and starting weapon information to UI
  • Added basic controller vibration support - it will be expanded
  • Added quick tips to pause menu
  • Changed Dozer's max AP increases every 100 kills
  • Changed timed perks to give 1 reroll
  • Adjusted Level 4 hyper difficulty
  • Fixed some achievements not syncing
  • Improved controller scrolling
  • Improved foliage rendering performance
  • Improved data loading for smoother gameplay experience
  • Improved German Translation (Thank you Corr!)

Experimental Alpha 3E1 Released!


  • Rolled back UI Style
  • Fixed shotgun issues at level 11 and 12
  • Removed camera shake and orbiting in upgrade panel

Experimental Alpha 3E Released!

Hi everyone. Here is the long waited Experimental Alpha 3. To be more accurate, it is Alpha 3E as it is still experimental. Instead of updating the main game every patch, the current default build (Alpha 2.15) will remain as the main build until the experimental build is 100% ready.

Please note that Experimental Builds will change without notice and is not to be used to compete in the leaderboard. Experimental build scores will not be uploaded to the leaderboard anyway. If you notice issues or bugs, please report it via the Experimental Build Forum.

Please remember that this is experimental, and hence suggest changes or opinions in a constructive way. I think the new UI style could be a topic of some contraversy, so all feedbacks are welcomed.

As for the release itself, new features kept on creeping onto the list but I had to draw a line somewhere. I would like to add another stage, challenger mode, 2 more mechs and Ultimate Perks during Alpha3. I expect Project Lazarus to have met Early Access goals by Alpha 4. At that point, we will decide what is next.

Below is the Release Note, but it is not a full list. I have omitted some features as they may not be fully implemented.

Known Issues



  • On upgrade screen, explosion refraction fx can bleed into UI, causing distortion.
  • Damage amount text will show for a second or two when you enter menu mid game.

Experimental 3E Change Log




  • Added New Level Outpost
  • New Perk System
  • Added new field POI crystal rig
  • Added siege mode to Siege Cannon
  • Added New Weapon Cerberus
  • Added New Weapon Flak Cannon
  • Added Power Skip
  • Added Elite Monsters
  • Added progress bar for active items
  • Added Emergency Shield Penalty
  • Reworked UI style
  • Reworked Armor to be now % based reduction -
  • Increased Max level of weapons to 12 from 10
  • When Wall-in monsters are killed, they drop better crystals
  • Cosmic Guardian will no longer knock back monsters
  • All weapons now have unique critical scale amount
  • Q and E keys to shift upgrade boxes
  • Space bar to install upgrades
  • Boss Monsters now mitigate damage depending on the distance
  • Changed swarmer monster navigation behavior
  • Improved scoresheet to provide more information
  • Fixed Overclock ending early
  • Fixed weapon slot not showing evolution weapon names
  • Fixed Supply Pack message and sound fx not prompting
  • Nerfed Gravity Retractor Range
  • New Czech Language (Thank you paveljanik [CZ]!)
  • New Portugese - Brazilian Language (Thank you thitz!)
  • New Russian Language (Thank you Folio_Nov9m!)
  • New Vietnamese Language (Thank you PrinzEugenz!)
  • New Hindi Language
  • New Hungarian Language
  • New Swedish Language
  • New Afrikaans Language