Project Lazarus Life

Life roadmap.

Build a business, run a criminal crew or answer the city's calls. Life is closed while we rebuild its careers, crime, property and long seasons. Explore the major new content below, then follow the build order and the current status of every feature.

Last updated

Major new content

More ways to live.

Explore the bigger gameplay additions. Each keeps its own build phase and status; Planning features may change after prototypes and playtesting.

Planning · Phase D

Bank heists and the Vault Drill

Prepare a Vault Drill, protect its operator and deal with jams and alarms while the crew works toward the vault. The planned heist continues through the getaway and sale of the haul, with preparation and team decisions shaping the risk.

View feature and planning notes
Planning · Phase D

Oil tanker runs

Take a logistics contract, load crude into a tanker and drive it to a depot. Choose between handing over the cargo for pay and career progress or processing it into diesel. A valuable physical load makes the journey part of the job.

View feature and planning notes
Planning · Phase C

Build a business and hire workers

Learn a trade yourself, then grow an operation that can delegate routine work. Supply wages, tools and materials, assign work orders and turn output into shipments or customer jobs. Workers should save handling time while active play remains the better earner.

View feature and planning notes
Planning · Phase D

Drug labs and contraband production

Build an illegal production operation around supplies, recipes, lab capacity and moving the finished goods. The longer-term goal adds choices about production quality and exposure, with cargo that must reach a buyer before the work pays off.

View feature and planning notes
Planning · Phase C

Property workshops and business modules

Improve the property you own through projects and specialist modules. Workshop, logistics, commerce and security branches could add processing, shipment staging, customer work and better warnings. Contributions build toward a visible benefit while your existing ownership conveniences stay available.

View feature and planning notes
Planning · Phase D

Prison breakouts and crew extractions

Prepare an escape through prison contacts, tools and staged objectives, with opportunities for a crew outside to help with supplies, a diversion or extraction. The goal is a breakout you plan and carry out, with police able to respond and pursue.

View feature and planning notes
Explore all 41 roadmap items
Build order

What comes when.

The phases below are shown in the order they are being tackled.

  1. Phase A · 9 roadmap items

    Now: fixes and easy wins

    Confirmed bug fixes, content Life should already have, and the small systems that make the first days better.

    8 of 12 pieces testing or built 67%
    67%
  2. Phase B · 8 roadmap items

    Next: built for long seasons

    The season model and the money rules that make a two-month season safe and worth playing to the end.

    0 of 3 pieces testing or built 0%
    0%
  3. Phase C · 13 roadmap items

    Then: new ways to play

    Crime, civic response, careers and property slices, each one playable on its own.

  4. Phase D · 11 roadmap items

    Later: deep systems

    Vault-drill heists, oil logistics, deeper prison gameplay and a reactive city. Each bigger system needs its own prototype before its details are settled.

The work

Roadmap items.

Filter the full public roadmap by the kind of work or its current status.

Showing 41 of 41 roadmap items.

Bug Testing Phase Crime Empire
Phase A · Now: fixes and easy wins

Gang hideouts each offer their own mission

Capturing different hideouts gives a gang different work: weapon-part runs at one, a drug convoy at another, a laundering desk that shows its fee up front, and smuggling runs that pay bank cash plus a common schematic. Capture, passive income and the gang perk shop stay as they are.

1 of 1 pieces testing or built 100%
100%
Bug Testing Phase Living City Events
Phase A · Now: fixes and easy wins

More events when the server is quiet

Convoys, plane crashes and the patrol helicopter start with fewer players online, so a small crew can still reach a fight worth having. Every event keeps its rules, loot and map markers.

1 of 1 pieces testing or built 100%
100%
Bug Testing Phase Crime Empire
Phase A · Now: fixes and easy wins

Crime pays schematics and cases

Finishing a hideout weapon convoy earns a common schematic, taking down the police convoy earns each rebel an uncommon one, and an officer who makes an arrest earns a Daily Schematic Case. The rare tiers stay a roll inside the case.

1 of 1 pieces testing or built 100%
100%
Bug Testing Phase Guides and Teaching
Phase A · Now: fixes and easy wins

Item help you can read again

Item facts that today flash once as a pickup notice become a readable Items section in the laptop, and every custom recipe gets a one-line description with an info button.

1 of 1 pieces testing or built 100%
100%
Bug Testing Phase Lazarus Pass and Daily Play
Phase A · Now: fixes and easy wins

A reason to come back on day two

Every daily quest category has a task a new player can finish in one sitting, the day-two login streak pays a schematic piece you keep, and property owners get a heads-up before their rent runs out.

1 of 1 pieces testing or built 100%
100%
In Development Guides and Teaching
Phase A · Now: fixes and easy wins

First Shift: the city teaches you as you go

New players are pointed at the Jobs Department the moment they wake up, earn a first payout within minutes, then meet the ATM, phone and property lessons in order. A guided four-step first session in the laptop pays bank cash and a starter schematic for each step.

1 of 2 pieces testing or built 50%
50%
Bug Testing Phase Career and Business
Phase A · Now: fixes and easy wins

One mission list on the Outpost contract board

Jobs, gang work and city events can all count toward the same Outpost contracts you already see on the shop board, and claiming a contract also earns Lazarus Pass XP.

1 of 1 pieces testing or built 100%
100%
Planning Police and Civic Response
Phase A · Now: fixes and easy wins

Police get a live call feed

Every on-duty officer sees a map marker and a notice the moment a crime happens, can open a Calls tab sorted by distance, earns a first-on-scene bonus, and gets police tasks that count real arrests instead of standing in a patrol zone.

0 of 1 pieces testing or built 0%
0%
In Development Fixes
Phase A · Now: fixes and easy wins

Bug fixes and catching Life up with Original

A batch of confirmed bugs gets fixed, and the systems the two gamemodes share are brought up to the newer Original versions so Life gets the same improvements.

1 of 3 pieces testing or built 33%
33%
Planning Seasons
Phase B · Next: built for long seasons

Long seasons: what you build survives the monthly map reset

A season runs about two months. The monthly map reset, the Cleanout, clears stockpiles and deployables, but your bank, home and paid rent, garage, gang, Lazarus Pass, perks and job levels survive. Every season opens with a fresh map and a land rush for every home.

0 of 1 pieces testing or built 0%
0%
Planning Economy and Dirty Cash
Phase B · Next: built for long seasons

Season money that has somewhere to go

Prepay up to a week of rent, switch products while dealer prices recover, and get a 72-hour job catch-up when you first join a season. The same economy work introduces the City Broker and a daily case for redemption points, giving saved wealth a useful destination.

0 of 1 pieces testing or built 0%
0%
Planning Seasons
Phase B · Next: built for long seasons

Thursday events and weekly challenges

Come back to a headline event, fresh weekly quests and a new login-streak lap each Thursday. Ordinary Thursday restarts delete nothing. Clear season dates and home-buyer guides explain when the Cleanout and full reset happen, building toward the Closing Bell finale.

0 of 1 pieces testing or built 0%
0%
Planning Economy and Dirty Cash
Phase B · Next: built for long seasons

Dirty Cash and laundering

Money from crime becomes a distinct Dirty Cash that has to be laundered through businesses, dealers or a gang desk before it is safe to bank, with fees and heat along the way.

Planning Career and Business
Phase B · Next: built for long seasons

Schematics that unlock recipes

Learning a schematic can unlock what you are able to craft instead of only handing out items, so the schematic ladder becomes the way to grow what you can build.

Planning Economy and Dirty Cash
Phase B · Next: built for long seasons

City Broker: wealth into lasting schematics

Spend seasonal bank funds on schematic grants through a dedicated City Broker, with higher offers tied to reputation. A daily schematic case for redemption points gives another route to grow the collection you keep after the season ends.

Part of the season economy work. This feature remains Planning until its own playable outcome is verified.

Planning Seasons
Phase B · Next: built for long seasons

The Closing Bell: season finale

Finish the season with a final convoy, a dramatic sky, leaderboard rewards and a giveaway for eligible players. Spend down seasonal wealth and compete for prizes that survive the reset, with ownership of the Presidential Suite giving the last night a city landmark to watch.

Part of the season event work. Wider siege objectives are a conditional later addition.

Planning Economy and Dirty Cash
Phase B · Next: built for long seasons

Earn more banking capacity

Grow your deposit allowance through job levels and a bounded perk path while keeping a useful starter allowance. Show the amount available and when it resets, so progressing a career opens practical room to handle larger earnings.

Planning Crime Empire
Phase C · Then: new ways to play

Smuggling runs and criminal deliveries

Take on dedicated smuggling routes and gang deliveries with cargo worth fighting over. The first expansion builds on the city's existing delivery missions; later operations aim to add crew roles, pursuit and a chance to salvage part of the haul when a run goes wrong.

Planning direction. The deeper cargo and pursuit systems need prototypes.

Planning Police and Civic Response
Phase C · Then: new ways to play

Civic response even with no police online

Wanted players still face a police response when no human officer is on duty. The first version aims for a small patrol response and an arrest path, with clear warnings and protection for uninvolved players. Human police remain the main career; tactical squads are a later expansion.

Planning Career and Business
Phase C · Then: new ways to play

Career specialisations and better tools

Grow from starter jobs into a profession with specialist tools, larger work orders and useful choices about how you work. The goal is new capabilities and routes into ownership, with job levels that carry across seasons, rather than only bigger payouts for the same task.

Planning Property
Phase C · Then: new ways to play

Property workshops and business modules

Improve the property you own through projects and specialist modules. Workshop, logistics, commerce and security branches could add processing, shipment staging, customer work and better warnings. Contributions build toward a visible benefit while your existing ownership conveniences stay available.

Planning direction. Individual modules and their interactions still need proof.

Planning Vehicles
Phase C · Then: new ways to play

Vehicles as your first big purchase

A vehicle you can afford in your first hour, with a garage that keeps it for the whole season.

Planning Guides and Teaching
Phase C · Then: new ways to play

Guides, item help and custom audio

Every new mechanic ships with its own guide, a first-pickup description and voiced lines, and the older guides are brought up to date.

Planning Property
Phase C · Then: new ways to play

Business takeovers and contested control

Challenge eligible business properties and fight to hold control while defenders can push progress back. The first scope is selected business deeds; residential properties remain loot-raid-only. Each season resets ownership for a fresh land rush.

Warehouse and landmark eligibility is still being decided. Wider declared sieges are conditional on testing and takeover results.

Planning Crime Empire
Phase C · Then: new ways to play

Vehicle theft and chop shops

Crack a vehicle lock, steal the car and take it to a chop shop for a payout. A stolen-vehicle state is planned so the theft has a meaningful window before the owner can recall it. Later depth could add tracking, specialist drivers and salvage choices.

Planning Crime Empire
Phase C · Then: new ways to play

Robberies, getaways and fencing

Expand store robbery beyond waiting at a till: prepare an entry, deal with an alarm or safe, escape with stolen goods and find a buyer. The aim is a robbery with choices along the way and something worth recovering even when the full plan fails.

Planning direction. Entry options, stolen goods and fencing need individual prototypes.

Planning Career and Business
Phase C · Then: new ways to play

Build a business and hire workers

Learn a trade yourself, then grow an operation that can delegate routine work. Supply wages, tools and materials, assign work orders and turn output into shipments or customer jobs. Workers should save handling time while active play remains the better earner.

Planning direction. Worker roles and property requirements need proof. Output will be limited by supplies and capacity.

Planning Police and Civic Response
Phase C · Then: new ways to play

Medic careers and rescue work

Earn for successful revives and use a reusable defibrillator so responding to a call is worthwhile. Later medical progression aims to add ambulance work, triage and rescue contracts, giving medics their own path through the city.

Revive pay and defibrillator improvements come first. The deeper rescue activities remain concepts.

Planning Police and Civic Response
Phase C · Then: new ways to play

Police investigations and specialist duties

Build a police career through responding, arresting, escorting and working cases. Ranks should open useful equipment and responsibilities, while later investigations create more to do than waiting in a patrol zone.

Planning direction. Calls and rank equipment come before deeper case and investigation systems.

Planning Vehicles
Phase C · Then: new ways to play

Mechanic work and logistics fleets

Make vehicles part of a career as well as a purchase. The planned expansion connects service and repair work, vehicle condition, logistics fleets and insurance choices to the businesses and drivers who need them.

Planning direction. Service interactions, fleet limits and insurance terms still need testing.

Planning Living City Events
Phase D · Later: deep systems

Local incidents and a reactive city

A city that creates work from shortages, crime and the aftermath of events. Candidate incidents include breakdowns, medical calls and store alarms, connecting workers, criminals and responders. Activity should scale with population and leave room for players to start their own plans.

Concept under review. The incident types and world interactions depend on prototypes.

Planning Prison
Phase D · Later: deep systems

Prison activities and contacts

Give time in custody more worthwhile choices through prison work, contacts and a small internal reward economy. Activities could help with sentence progress or supplies for other prison goals. The activity set will be chosen from what works in the actual prison.

Concept under review. Specific rooms, activities and rewards have not been settled.

Planning Career and Business
Phase D · Later: deep systems

Oil tanker runs

Take a logistics contract, load crude into a tanker and drive it to a depot. Choose between handing over the cargo for pay and career progress or processing it into diesel. A valuable physical load makes the journey part of the job.

Prototype required. Loading locations, depot access and the complete delivery loop still need testing.

Planning Crime Empire
Phase D · Later: deep systems

Bank heists and the Vault Drill

Prepare a Vault Drill, protect its operator and deal with jams and alarms while the crew works toward the vault. The planned heist continues through the getaway and sale of the haul, with preparation and team decisions shaping the risk.

Prototype required. The drill, alarm response and recovery rules are still being tested as ideas.

Planning Crime Empire
Phase D · Later: deep systems

Drug labs and contraband production

Build an illegal production operation around supplies, recipes, lab capacity and moving the finished goods. The longer-term goal adds choices about production quality and exposure, with cargo that must reach a buyer before the work pays off.

Concept under review. Deeper lab and quality systems need prototypes; recognising drug production as a crime comes first.

Planning Prison
Phase D · Later: deep systems

Prison contraband and smuggling

Obtain and trade useful contraband inside prison, build contacts and arrange supplies from outside. Searches, hidden supplies and confiscation would give prisoners and police competing objectives around the same items.

Concept under review. Items, hiding places and search interactions depend on the prison layout and prototypes.

Planning Prison
Phase D · Later: deep systems

Prison breakouts and crew extractions

Prepare an escape through prison contacts, tools and staged objectives, with opportunities for a crew outside to help with supplies, a diversion or extraction. The goal is a breakout you plan and carry out, with police able to respond and pursue.

Concept under review. Escape routes and solo or crew options will be chosen after testing the prison layout.

Planning Prison
Phase D · Later: deep systems

Prison riots and lockdowns

Coordinated prisoner objectives could build tension into a lockdown or riot, drawing in police and opening temporary opportunities inside the prison. Recovery afterwards could create repair and supply work for the wider city.

Concept under review. Objectives, participation rules and response strength depend on prototypes and playtesting.

Planning Living City Events
Phase D · Later: deep systems

City contracts and supply orders

Find useful personal work through a city opportunity feed: supply orders, courier runs and service requests suited to your progress. Larger operations and shortages could create jobs for several roles, keeping useful choices available even at low population.

Concept under review. This expands the kinds of work available beyond the existing Outpost contract board.

Planning Police and Civic Response
Phase D · Later: deep systems

Tactical police squads and custody support

Develop the basic reserve response into officers who use cover, coordinate and attempt arrest with readable escalation. Later vehicle and custody support could help human police handle major incidents while giving criminals a response they can understand and outplay.

Prototype required. Squad tactics, nonlethal actions and vehicle transport each need separate proof.

Planning Crime Empire
Phase D · Later: deep systems

Criminal contacts and heist leads

Discover larger criminal opportunities through contacts, intel and earlier jobs. Share a lead with your crew, learn what preparation the target needs and choose when to commit, giving gangs a reason to explore and plan between major operations.

Concept under review. Contacts, discovery and team-sharing interactions still need prototypes.

Planning cards describe direction and may change after prototypes and playtesting; they are not reopening-day promises. Bug Testing means a playable version exists on our test server. Live means it has reached the Life server and been verified. Dates appear only when confirmed.