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.
A character is born to one side and chooses one of its six Callings. Both sides are playable today, from level one.
Concept artConcept 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.
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.
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.
The arguments the rest of the design has to keep. Each one says how much of it you will find in the game now.
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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.
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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.
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.
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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.
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.
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.