Project Lazarus ZOMBIES Players Hub
Health, downs, movement, HUD, and a six-player squad — the body the maps try to break.
This hub covers the player body in Project Lazarus: ZOMBIES, not the leaderboard flex. The Roblox place went live on 28 June 2016 as online co-op for up to six. You are not a class, you are not a hero with a unique super, and you do not redeem codes. Every survivor uses the same health rules, the same downed crawl, the same HUD, and the same four-perk cap. What changes is the gun in your hands, the map under your feet, and whether a power-up is ticking.
Systems pages under this hub:
- Weapons and the Mystery Box — wall chalk versus the 950-point crate, Joker refunds, burning the box.
- Wonder weapons — Frostbite and Ray Gun odds, ice explosions, Pack-a-Punch names.
- Maps — Graduation’s split school spawns and Research’s Shenzhen teleporters.
- Power-ups — Carpenter, Double Points, Insta-Kill, Max Ammo, Nuke.
- Easter eggs — cassette tapes, Maverick, Whizzbanger.
Health and the downed state
You start at 100 HP. A zombie slap deals 45. Three hits put you down. Juggernog doubles you to 200 HP and five hits. There is no numeric health bar; you infer state from screen cues and the Jugg icon. If you avoid damage for 5 seconds (2.5 with Quick Revive), you snap back to full. That regen delay is why strafing a wide loop beats camping a doorway.
At 0 HP you are downed, not dead. Bleedout is 45 seconds. You crawl at 30 percent speed with a pistol and a knife that will not lunge. You cannot buy, board, punch, or revive anyone else. The screen drains to grey, then red. A teammate holds F for 3 seconds (1.5 with Quick Revive) and is slowed to 25 percent while doing it. You are slowed to 10 percent so you cannot crawl out of the hold. On revive you are full HP with zero perks. If Mule Kick was one of those perks, the third gun is gone.
If nobody arrives, you die, then spectate or wait for the next round’s late-join rules.
Movement
Walk speed is high with pistols and lower with LMGs and launchers. Sprint exists and stamina is a real leash; empty it in a Graduation staircase and the horde closes. Downed players cannot sprint. Drinking a perk holsters the gun but still lets you jog, with a brief slow on the sip itself. That window is how people die on the Juggernog machine.
Training — looping a horde instead of camping — is a movement skill. The library on Graduation and the wide test-chamber floor on Research are the default ovals. How to hold those loops is a training guide topic; this hub only cares that your sprint bar and gun-weight decide whether the oval is possible.
HUD and a squad of six
Bottom-left: perk icons, max four. Bottom: thin XP bar that does not affect combat. Points are per player and sort the in-server list. Round number, a compass of teammates, and interaction prompts (Hold F) round out the chrome. Power-up icons flash when a Double Points or Insta-Kill timer is live. There is no code field hiding in this HUD. There is no class menu.
Six players means six point banks, six downed pistols, and 24 zombies alive at once on the cap. More people also means more doors opened and more box traffic. A six-stack that all burn the box will starve wall ammo and lose trains. Call roles: one person revives, one person holds the loop, one person spins. Quick Revive is worth more in this chaos than in a duo.
Optional game passes do not change HP, sprint, or revive time. They only add guns to your box deck. The body stays the same whether you own Glock Expansion or not.
Read weapons, wonder weapons, maps, power-ups, and easter eggs next so the HUD numbers have a floor plan. The player is the constant; Graduation’s electric door and Research’s pads are what change how that constant dies. In a packed six-player server the HUD is a traffic report: four perk icons, a shrinking bleedout bar, and someone else’s 950-point spin you should not walk through.
Frequently Asked Questions
Quick answers for perks, Mystery Box pulls, and high-round survival.
How many hits can I take?
Three without Juggernog, five with it. Zombies deal 45 damage against 100 HP, or 200 HP once you drink Jugg.
What happens when I go down?
You crawl for up to 45 seconds with a pistol, lose every perk, and lose Mule Kick's third gun. A teammate must revive you.
How many players can join one lobby?
Six. It is online co-op, not local split-screen. More players raise zombie counts and box traffic.
Does the HUD show an exact health number?
No. Watch hit flinch, regen timing, and the Juggernog icon. Perk icons sit bottom-left, max four.
Do game passes or codes change player stats?
No codes exist. Passes only add weapons. Health, downs, and movement are the same for every survivor.