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Zizeeria
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A lone figure at the edge of a vast reed wetland at dusk, green threads of light running through the water toward the horizon.
Concept art
Zizeeria

MMORPG in development · Windows

The server remembers what you did.

Zizeeria is a world that keeps score. Its ecosystem is a simulation with populations and food chains rather than a spawn timer, and the Chronicle keeps the record of what happens to it, permanently and for everyone.

  • Patch 0.1.24
  • Windows
  • Reedhaven open
  • Nothing for sale

Two sides

A character is born to one side and chooses one of its six Callings. Both sides are playable today, from level one.

  • A broad figure in hide and green-patinated bronze, shield held low, one hand open in a gesture of calming.Concept artA figure in pale cloth standing knee-deep in still water, hands open above the surface as green light rises toward them.Concept art

    The Weavers

    The few who can still feel the threads of the torn Weave, and the only ones who can sew it back together. Their Callings: Warden, Pathfinder, Reedsinger, Ashbearer, Binder and Chronicler.

    The Weavers’ six Callings →

  • A hulking horned beast, low and broad, frayed cord and rusted bronze grown into its shoulders and a drover's goad grown from one forelimb, a herd blurring away behind it.Concept artA stooped reed-thin creature knee-deep in black water among dead reeds, throat open in a soundless song, dark rot rising from the surface toward its open hands.Concept art

    The Tearers

    Bodies the Weave once bound, which came apart when it tore: the same six roles, the same hold on the world, turned to harm. Their Callings: Goader, Misleader, Rotsinger, Ashsower, Unbinder and Unwriter.

    The Tearers’ six Callings →

In the game today

What the last two patches put in the game, in the patch notes' own words. Patch 0.1.24 is the newest.

  • Patch 0.1.24

    Loot and the Bag

    Press E at a creature you have defeated and a loot window opens under your pointer. Your bag is now a grid of item pictures, with a coloured border on better items.

  • Patch 0.1.24

    Combat You Can See and Hear

    A creature you hit now flashes and staggers, and the damage rises as a number. Every hit makes a sound, and a defeated creature falls.

  • Patch 0.1.24

    The World Map

    Press M, or click the minimap, to open a map of the region you are in. People with a quest for you are marked on it.

  • Patch 0.1.24

    Quest Marks and the Quest Window

    People now show whether they have a quest for you, and a quest window says what each quest asks and what it pays.

  • Patch 0.1.24

    The Action Bar

    The action bar is wider, and your cooldowns, casts, resources and experience now show around it.

  • Patch 0.1.23

    Copper and the Harbour Trade

    Halla Tideward, the harbourmaster, now keeps a counter where you buy the marsh's materials and sell what you carry. Your copper shows in your purse, at the counter and in your bag.

Patch 0.1.24 Notes →Every patch →

What it looks like

The login screen of patch 0.1.15, captured from the client rather than drawn. The game has grown a good deal since.

What we are building, and what is in today

The arguments the rest of the design has to keep. Each one says how much of it you will find in the game now.

  • Partly in

    Ecosystem simulation

    Populations, food chains and migration, ticking every fifteen minutes.

    Overfarm the wolves and the deer population explodes. The grazing land is stripped. Something larger walks in from the north. Regions change character over weeks, and the change is computed, not scripted.

    Today: The simulation runs on the live servers, and how many marsh deer and mire wolves stand around Reedhaven follows its numbers.

  • Partly in

    The Chronicle

    Server-persistent world history that outlives everyone who made it.

    The first guild to fell a world boss will have the region named after it — permanently, for every player. Ruins that players rebuild will stay rebuilt. Your server ends up with a history no other server has.

    Today: The Chronicle records what the simulation does, such as a population falling to its floor. World bosses and rebuilt ruins are not in the game yet.

    Read the Chronicle

  • Planned

    Horizontal progression

    No patch should ever make your gear worthless.

    The level ceiling is meant to arrive after forty to sixty hours. After that you grow sideways: new specialisations, new biomes, new crafting branches. Upgrades come from crafting, not from throwing away what you already earned.

    Today: Forty to sixty hours is a design target, and the game today is one region.

  • Planned

    The Weave

    Change your Calling without levelling again. Keep everything.

    You pick a Calling at the start but you are not meant to be locked to it. Reweave from Warden to Ashbearer without levelling again — all progression stays, only the active weave changes.

    Today: Nothing in the game offers a change of Calling yet.

  • Planned

    Master and apprentice

    Teaching new players should be a rewarded system, not a favour.

    Veterans are to earn Chronicle points, cosmetics and crafting recipes for bringing new players up. It solves onboarding without paying for it.

    Today: None of it is built yet.

  • Partly in

    Total transparency

    Public drop tables. Public balance changelog. No hidden numbers.

    No hidden RNG and no silent nerfs. Community tools are encouraged rather than tolerated, because a game that cannot survive being inspected has something to hide.

    Today: Every creature's drop table and every change to a balance value are public, as JSON anybody can read. A market, and an API for it, are planned.

    Drop tablesBalance changelog

Five complaints, answered

A decade of the same objections to the genre, the mechanic each one is answered with, and how far that answer is in the game.

Recurring player complaints about the genre, Zizeeria's design response to each, and how much of it is in the game today
The complaintThe answerStatus
“The world resets every five minutes. Nothing I do matters.”Ecosystem simulation and the Chronicle.Partly in
“My legendary gear became junk when the expansion landed.”Horizontal progression.Planned
“The game is a second job made of daily quests.”There are no daily quests: none of the game's quests repeats.In the game
“If I take a month off, I can never catch up.”Full catch-up for anyone who steps away.Planned
“Crafting is pointless. Everything good drops from raids.”Creatures drop materials and plans, never finished equipment. You craft the rest.In the game
“The store sells power.”There is no store, and nothing in the game is for sale.In the game

Three regions. One is open.

Three regions rather than ten, each meant to teach what the next one assumes you know. The others open when they are ready to play.

  • Open in 0.1.24

    Reedhaven

    Coastal wetland · levels 1–15

    Starting zone. Tutorial, first crafting, first sense that the world is watching.

  • Not open yet

    The Ashreaches

    Burnt plain · levels 15–30

    The first ecosystem conflict. Overfarm here and the consequences arrive on foot.

  • Not open yet

    The Binder's Deep

    Cave system · levels 25–40

    First group content and the first world boss.

Read about the world and the simulation →

Latest news

Patch notes, hotfixes and the development log, newest first.

  • Patch notes

    Patch 0.1.24 Notes

    Patch 0.1.24 lets you loot what you defeat, makes every hit something you can see and hear, and opens a map of the world with M.

  • Milestone

    The marsh gives something up

    Release 0.1.24 brings a marsh that fights back and drops things: mire wolves beside the deer, a loot window under your pointer, three reed beds that make the first quest finishable, quest marks, a twelve-button action bar and a thirty-second logout. In its first two days on the live servers nothing was killed or looted, and the second quest is still out of a new character's reach.

  • Hotfixes

    Hotfixes: September 29, 2026

    Crafting attempts no longer fail.

All news →

The Chronicle

The world's own record of what happened on this server, written by the world rather than by a marketing department.

Ecosystem shiftThe Ashreaches

The Marsh deer of The Ashreaches fell to their refugium

At tick 40 the Marsh deer of The Ashreaches went from 154 to 150 heads, against a floor of 150 the model refuses to cross. The largest term was that 4 walked out to Reedhaven; nobody hunted them. The simulation wrote this; no player triggered it. Written from the ecosystem record on 2026-09-12: the rule that writes these did not exist on the day, and the numbers are the ones the tick recorded then.

Today the simulation writes it: when a population falls to the floor the model will not let it cross, the entry is written from the tick that computed it. Nobody curates it, and it cannot be reset.

Planned

When world bosses arrive, the first guild to fell one will have the region named after it, permanently, for every player.

Open the Chronicle →