Zizeeria
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The world

A world that was torn, and a simulation that keeps tearing it

Zizeeria was once held together by the Weave — a living net that bound all life together. It was torn apart. Regions drift, ecosystems collapse and recover, and the few who can feel the Weave's threads are the only ones who can sew it back together.

The ecosystem is a simulation, not a spawn table

It runs on the live servers, ticks every fifteen minutes, and persists per server. How many marsh deer and mire wolves stand around Reedhaven already follows it.

Populations

Every species holds a population in every region it lives in. It grows towards what the region can carry and falls when something eats it. There is no respawn timer to exploit, because there is no respawn timer.

Food chains

Predators are coupled to their prey. Hunt the wolves out of Reedhaven and the deer stop being hunted; the grazing land pays for it within a few days of real time, and so does everything that depends on the grazing land.

Migration

Regions have borders with a permeability. When a region can no longer feed what lives in it, animals cross. Sometimes what crosses is larger than what left.

Every dial in that model — growth rates, predation, how quickly a region forgets the pressure players put on it — is a row in a database rather than a constant in the code. Balancing the world is an edit, not a deployment, and it never costs a player a download.

What it is doing right now

Read from the live servers as you open this page. Nothing here is a mock-up.

Reading the live servers…

Three regions

Few rather than numerous, each meant to teach something the next one assumes you already know. One is open in Patch 0.1.25; the others open when they are ready to play.

A tidal wetland at dawn: channels of still water between tall reeds, timber walkways on stilts, a fishing settlement in the distance.Concept art

Reedhaven

Coastal wetlandLevels 1–15Open in 0.1.25

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

A burnt plain under a low sun, blackened stumps to the horizon and ash drifting like snow, with a herd moving in the middle distance.Concept art

The Ashreaches

Burnt plainLevels 15–30Not open yet

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

A vast underground cavern with a still black lake and violet bioluminescence threading the ceiling above a half-drowned carved doorway.Concept art

The Binder's Deep

Cave systemLevels 25–40Not open yet

First group content and the first world boss.

Four peoples

Where a character comes from, before they choose what they are for.

  • Reedfolk

    Born to the reed marshes. Patient, tidal, hard to hurry.

  • Ashborn

    Children of the burn. They rebuild because they must.

  • Deepbound

    Raised under stone, at ease where light is not.

  • Wanderers

    They belong to the road between places, not to any of them.

The character creator has Appearance and Body pages, with a tab for each group of features and a close view of the face. The choices are saved with your character, but they do not change how it looks yet: the bodies they will shape are still being made. Nothing in the creator costs anything.

Four more, on the other side

The same four stocks, after the tearing. A character born to one of these is a Tearer, and chooses from the Tearers' Callings.

  • A marsh-born figure of the other side, drowned-pale hide with silt and weed in its folds, reed cord unpicked through the shoulders, standing in black water among dead reeds.Concept art

    Rotfolk

    What the Reedfolk became

    Born to the marsh after the reeds died. What tidal patience becomes when the tide stops coming back.

  • A burn-born figure of the other side, cold-ash skin cracked to char, edges gnawed, cold cinders in an open hand, on ground burnt flat.Concept art

    Ashgnawed

    What the Ashborn became

    Children of the burn who never rebuilt. They eat what the fire left.

  • A stone-raised figure of the other side, cave-white over wet slate with ore-dark veins, a severed cord trailing from the waist, crouched at a broken cave mouth.Concept art

    Deeploosed

    What the Deepbound became

    Raised under stone and cut loose from it. At ease where light is not, and no longer bound to stay there.

  • A road-born figure of the other side, road-grey skin cracked like dry mud, a frayed scarf and satchel strap unpicked into the body, on a road that ends in dust.Concept art

    Strayed

    What the Wanderers became

    They belonged to the road between places, and then the road forgot them.

Crafting is a career, not a side activity

A crafting profession is meant to take as long to master as a Calling, and the best equipment in the game to be made rather than dropped.

Partly in

Today a forge, a herb bench and a firepit stand inside Reedhaven’s huts, and a recipe is made at the station it names. Professions you level and master are not in the game yet.

  • Smith

    Metal, edges and plate. The best weapons in the game start here.

  • Herbalist

    Reads the biome and takes only what regrows.

  • Builder

    Guild halls, player houses, and the ruins players rebuild.

  • Cook

    Food that matters mechanically, sourced from local populations.

  • Cartographer

    Maps a world that keeps changing under the pen.

Creatures drop materials and plans, never a finished weapon. Every drop table is public, and none of them holds one.

Death costs time, not property

In the game

When a creature defeats you today, you lie where you fell for ten seconds and then wake, fully restored, where you first arrived. You lose nothing you carry. A fall costs you the wait and the walk back.

Item loss
None
On death
Ten seconds where you fell
Then
You wake, fully restored, where you first arrived
Planned

Soul Debt: a share of unspent experience, and a temporary penalty that lifts when you return to the place you died or another player raises you. A lasting penalty needs a way to lift it, and that is not in the game yet. The cost is meant to be inconvenience, which is worth paying attention to, and never your equipment, which is worth quitting over.