Project Lazarus Original

Original roadmap.

Original is Rust after the collapse: scavenge, sell, build, and fight for what is left. This is where the gamemode is going next - the grow-op economy, operations you start yourself, and the fights the whole server can join - and how far along each piece is.

Last updated

Major new content

More ways to survive.

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

Planning · Phase B

Growing gets simple again: harvest, process, sell

Wild plants give you cannabis seeds. Grow them, dry the harvest at a recycler and sell to the Illegal Dealer - no mixing step. That is the whole entry point, and it is free.

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Planning · Phase B

Climb the Dealer Rank

Everything you sell earns rank: Grower, Dealer, Supplier, Distributor, Kingpin. Each rank unlocks seeds, equipment and buyers. Rank carries across the weekly wipes and resets on the monthly cycle.

View feature and planning notes
Planning · Phase C

Call in a patrol helicopter or a Bradley - at your price

Buy a radio from the Black Market dealer, pick a tier, and a helicopter arrives; higher tiers are tougher and drop rarer loot. Bradleys answer only at the Airfield. Every call is announced to the server, the crates are open to whoever wins, and the caller is guaranteed a schematic piece.

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Planning · Phase C

Declare a raid, and make defending pay

Buy a Raid Contract, find the base you want, and use the contract on its wall. The whole server sees the marker for thirty minutes. If the cupboard survives, the defenders split the pot; if it falls, the attackers take it and the loot. Targets need a tier-three cupboard or better, and each base can be declared once a wipe.

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Planning · Phase D

Take over Outpost - if the server lets you

A team pays to attack Outpost and hold it for twenty-five minutes. The safe zone drops, the vendors close, slow infected pour in against everyone but the attackers, and every player online can counter. Winners take the visible Treasury and tax the Outpost for twelve hours; defenders who break the hold split the attackers' stake, and counter kills earn standing.

View feature and planning notes
Bug Testing Phase · Phase A

Outbreaks with a breach to seal and a Brute to beat

Hordes open with smaller waves, ask you to hold and seal a breach, then send in a Brute that lunges and has to be dodged. Kills, holds and the finale all count toward a shared payout, and the Survivor Cache Key drops from the Brute.

View feature and planning notes
Explore all 35 roadmap items
Build order

What comes when.

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

  1. Phase A · 7 roadmap items

    Now: verified and rolling out

    Rebuilt hordes, distress rescues, Outpost jobs and the redesigned Pass - verified in play and heading to the server.

    7 of 7 pieces testing or built 100%
    100%
  2. Phase B · 10 roadmap items

    Next: the grow-op

    Growing comes back as the way a team earns steady money: simple to start, a rank ladder to climb, tools to earn, and buyers whose demand grows with you.

  3. Phase C · 12 roadmap items

    Then: operations you can start

    Spend your money on fights the whole server can join: helicopter and Bradley call-ins, declared raids, runners, and a Black Market dealer worth the trip.

  4. Phase D · 6 roadmap items

    Later: server-wide stakes

    Outpost takeovers with a visible treasury, convoy and airfield strikes, a permanent Survivor Rating, and honest pages on how the economy works.

The work

Roadmap items.

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

Showing 35 of 35 roadmap items.

Live Lazarus Pass and Daily Play
Phase A · Now: verified and rolling out

The Lazarus Pass and Outpost contracts, redesigned

The Pass, its daily login page and the Outpost contract board now share one flat, readable style: objective wells, reward tiles with a detail popup, clear rank and summary strips, and receipts that say exactly which job you finished.

1 of 1 pieces testing or built 100%
100%

Live since

Live Vehicles
Phase A · Now: verified and rolling out

Own your vehicles and keep them in a garage

Buy a vehicle outright instead of renting it, store it in your garage, bring it back when you need it, and pay for repairs and fuel. Vehicles must be empty to store or sell, and retrieval is refused inside safe zones.

Live since

Live Fixes and Balance
Phase A · Now: verified and rolling out

Loot, cash and infected rebalanced in one pass

Building supplies are rarer, so a maxed tool cupboard is earned rather than found in the first hour. The top end of component selling flattens sooner, ground loot carries scrap and cash instead of clothing, and Ferals and Rotters hit harder now that armour counts.

Live since

Bug Testing Phase Infected
Phase A · Now: verified and rolling out

Outbreaks with a breach to seal and a Brute to beat

Hordes open with smaller waves, ask you to hold and seal a breach, then send in a Brute that lunges and has to be dodged. Kills, holds and the finale all count toward a shared payout, and the Survivor Cache Key drops from the Brute.

1 of 1 pieces testing or built 100%
100%
Bug Testing Phase Heists and Events
Phase A · Now: verified and rolling out

Distress calls become staged rescues

Answering a distress call now means working through a scene: start the generator, hold the position, and recover the evidence that pays at Outpost. The radio picker lives in your laptop, and the camp and train scenes lead the way.

1 of 1 pieces testing or built 100%
100%
Bug Testing Phase Outpost
Phase A · Now: verified and rolling out

Outpost jobs worth travelling for

Setup chores and bulky equipment deliveries are retiring in favour of jobs with a reason to go somewhere and come back: clinic restocks, field kitchens, workshop resupply, and Pass challenges that reward finishing a real contract. Alerts name the job you completed and a sound marks the reward.

3 of 3 pieces testing or built 100%
100%
Bug Testing Phase Lazarus Pass and Daily Play
Phase A · Now: verified and rolling out

A kits browser in the laptop

Your kits move into the laptop as a proper browser with previews and clear cooldowns, replacing the old menu.

1 of 1 pieces testing or built 100%
100%
Planning Grow-Op
Phase B · Next: the grow-op

Growing gets simple again: harvest, process, sell

Wild plants give you cannabis seeds. Grow them, dry the harvest at a recycler and sell to the Illegal Dealer - no mixing step. That is the whole entry point, and it is free.

Planning Grow-Op
Phase B · Next: the grow-op

Climb the Dealer Rank

Everything you sell earns rank: Grower, Dealer, Supplier, Distributor, Kingpin. Each rank unlocks seeds, equipment and buyers. Rank carries across the weekly wipes and resets on the monthly cycle.

Planning Grow-Op
Phase B · Next: the grow-op

Coca and poppy seeds unlock as you rise

Cannabis grows wild. Coca seeds are sold by the dealer at Supplier rank for Outpost standing; poppy seeds wait for Kingpin. Start with the basic plant and expand into the valuable ones.

Planning Grow-Op
Phase B · Next: the grow-op

Buyers pay full price for what the market can take

Instead of a hard sell cap every two hours, your team's buyers take a daily amount at full price that grows with rank and refills steadily through the day. Sell past it and the price drops, never to zero. Bigger farms reach the limit sooner, and the planter limit goes.

Planning Grow-Op
Phase B · Next: the grow-op

Drug money stays with the dealer until you cash out

Sales pay into a balance the Illegal Dealer holds for your team. Spend it directly on seeds, equipment and runners, or cash it out to clean money at a daily limit that grows with rank, minus the dealer's cut.

Planning Grow-Op
Phase B · Next: the grow-op

Tools for serious growers

A Booster for bigger harvests, a Reaping Sickle that clears a whole planter in one swing, and a Grow Lamp that speeds growth when your base has power. Earned as schematics or bought from the dealer once your rank allows.

Planning Grow-Op
Phase B · Next: the grow-op

Press your product into bricks

A Cannabis Press turns ten units into a brick at your mixing table. Bricks hold their price longer against the daily limit, take one inventory slot instead of ten, and are what runners deal in. Presses for coca and poppy arrive with their ranks.

Planning Infected
Phase B · Next: the grow-op

Processing at a monument draws the infected

Run a lot of product through a monument recycler and a small pack comes looking. Process at home with a personal recycler and nothing comes. Your choice, your risk.

Planning Grow-Op
Phase B · Next: the grow-op

One screen for the whole operation at the Illegal Dealer

Sell, hire runners, launder, check your rank and buy stock from one interface at the Illegal Dealer, with a bar that shows how much your buyers will still take at full price today.

Planning Guides and Teaching
Phase B · Next: the grow-op

A Survivor Log chapter for your first harvest

A new chapter walks you from wild seed to first sale, and your phone shows your rank and today's remaining demand at a glance.

Planning Operations
Phase C · Then: operations you can start

Call in a patrol helicopter or a Bradley - at your price

Buy a radio from the Black Market dealer, pick a tier, and a helicopter arrives; higher tiers are tougher and drop rarer loot. Bradleys answer only at the Airfield. Every call is announced to the server, the crates are open to whoever wins, and the caller is guaranteed a schematic piece.

Planning Operations
Phase C · Then: operations you can start

Declare a raid, and make defending pay

Buy a Raid Contract, find the base you want, and use the contract on its wall. The whole server sees the marker for thirty minutes. If the cupboard survives, the defenders split the pot; if it falls, the attackers take it and the loot. Targets need a tier-three cupboard or better, and each base can be declared once a wipe.

Planning Operations
Phase C · Then: operations you can start

The Black Market dealer sells operations

The dealer's rotating stock gains call-ins: distress radios, heist intel, helicopter and Bradley radios, horde summons and raid contracts, a random few each visit. His arrival announces what he carries, so the trip has a reason.

Planning Infected
Phase C · Then: operations you can start

Summon an outbreak where you choose

A call-in that starts a horde at a monument of your choosing, with the same breach, Brute and payout as a natural outbreak - and the same open invitation to everyone else on the server.

Planning Grow-Op
Phase C · Then: operations you can start

Hire runners who sell while you play

At the Illegal Dealer, hire a runner - each one a different character with their own capacity, speed and price. Hand them bricks and they sell over time on top of what your buyers take. Runners level up as they sell, and one holding too much stock can get busted.

Planning Grow-Op
Phase C · Then: operations you can start

Hydroponics and an Auto-Harvester

A Hydroponic Planter grows faster and holds its water; an Auto-Harvester, powered by your base's electricity, harvests ripe plants nearby straight into a storage box. Late-rank unlocks for growers who have earned them.

Planning Outpost
Phase C · Then: operations you can start

Outpost standing you can spend

Standing stops being only a gate. Seed unlocks, runner hires and the biggest operations consume it, and defending Outpost earns it. It never decays.

Planning Schematics
Phase C · Then: operations you can start

Schematics: fairer trade-ups and new things to chase

A full review of drop rates, trade-up routes and piece costs using real numbers on how players progress, plus new schematics to work toward: the grow-op tools and presses, a dealer's ledger, radio codes and more.

Planning Fixes and Balance
Phase C · Then: operations you can start

Pay the repair bench in parts

Fix gear with the components you scavenged instead of only cash, at their vendor value plus a margin.

Planning Skills
Phase C · Then: operations you can start

Skills pruned and extended

Perks nobody buys go; new ones arrive for growing, moving product, cashing out and operations. Respec for cash at a rising price.

Planning Guides and Teaching
Phase C · Then: operations you can start

A better first hour

The Survival Arc that welcomes new players gets a proper pass: clearer chapters, a cleaner look, and an honest first-harvest and first-contract path.

Planning Outpost
Phase C · Then: operations you can start

Three buyers, moving prices

Outpost, the Black Market boat and a third buyer pay different prices for components and product on a rotating schedule you can see on the laptop. Selling becomes a decision.

Planning Operations
Phase D · Later: server-wide stakes

Take over Outpost - if the server lets you

A team pays to attack Outpost and hold it for twenty-five minutes. The safe zone drops, the vendors close, slow infected pour in against everyone but the attackers, and every player online can counter. Winners take the visible Treasury and tax the Outpost for twelve hours; defenders who break the hold split the attackers' stake, and counter kills earn standing.

Planning Operations
Phase D · Later: server-wide stakes

Convoy Strike and Airfield Strike

Two new paid operations built as staged encounters with a hold and a finale, not a crate to open: hit a moving convoy, or lay siege to the Airfield.

Planning Lazarus Pass and Daily Play
Phase D · Later: server-wide stakes

One number that says who you are

A permanent Survivor Rating on your phone, built from the schematics you own, the Pass lines you have finished, the heists you have cleared and your best Dealer Rank. Read-only, no bonuses - just the number people compare.

Planning Outpost
Phase D · Later: server-wide stakes

Things to spend a fortune on

Cosmetic purchases for the wealthy: an Outpost banner colour, a title in your phone header, a personal vendor look. No power, just status.

Planning Guides and Teaching
Phase D · Later: server-wide stakes

How survivors earn - published

Three honest pages on the Original site: how people actually earn, what is worth spending on, and the operations ladder with its payouts, written from real server numbers each season.

On Hold Operations
Phase D · Later: server-wide stakes

Run a supply train

Pay to run a train carrying locked cargo from one station to another; ride and defend it, stop for the infected, and let anyone intercept.

Needs a full rail route on every map in the rotation before it can be built.

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