VR MMO ‘Zenith: The Last City’ to Release January 27th on All Major VR Platforms, Trailer Here

Ramen VR, the team behind Zenith: The Last City, revealed that launch of the long-awaited VR MMO is set for January 27th, arriving on Quest, SteamVR and PSVR.

It’s been an eventful few years waiting for Zenith: The Last City. From its a successful Kickstarter in 2019 to a $10 million Series A funding round just a few months ago, the ambitious anime-inspired MMO is well positioned to make a splash with its large open world, feeling a bit like a tuned-down version of Genshin Impact for VR.

Here’s a quick rundown of the game’s features:

  • Exploration: large open world with flying, climbing, ziplining, and swimming
  • Combat: Skill-based combat system: shoot, swing, and cast spells
  • Crafting: Create powerful items using spoils obtained during battle
  • Cooking: Learn recipes, gather ingredients, and share them with your friends
  • Cross-play: fight with alongside friends in boss battles, public events and dungeons with hundreds of players on a single server

When it comes to MMOs though—VR or otherwise—a game can live or die according to player retention. Ramen VR says its pitching Zenith at a one-time cost of $30 with no subscriptions, which will include what the studio says is an initial 100 hours of gameplay at launch. The studio also couches it as an “ever-expanding, live service MMO,” which it said in the past would revolve around cosmetic microtransactions (re: not pay to win).

Ramen VR says its previous betas have inspired confidence by reaching a fairly large audience early on, maintaining that previous betas have attracted “thousands of players spending an average of 2 hours a day immersed in [Zenith].” Its official Discord channel also hosts upwards of 60,000 users, which for VR represents a fairly massive potential player base.

Zenith: The Last City launches on all major VR platforms January 27th. You can signup for updates on the game’s website to learn about upcoming events and updates.

The post VR MMO ‘Zenith: The Last City’ to Release January 27th on All Major VR Platforms, Trailer Here appeared first on Road to VR.

Hands-On: Zenith Might Just Be The Quest, PSVR And VR MMO You’re Looking For

Last month’s Zenith beta suggested the VR MMO could go the distance. Read our hands-on below.

Watching from afar these past few years, I’ll admit I thought it was a given Zenith would fail. Heck, I didn’t even think it would get to the point it would be considered a fail – I’d assumed it was destined to fade from memory without so much as an apologetic tweet or under-the-radar Steam store update.

Two and a half years on from those presumptions and, well, I look a bit silly. I’ve played Zenith. In fact, I’ve played it on Quest 2, which basically means I’ve played it on the most challenging of platforms that developer Ramen VR will be toiling away on. And it’s good. I think it’s very good, even. But that’s of course based on just a few hours of what promises to be a much, much bigger experience, and there’s still much to learn about what the developer is cooking up.

Zenith has just enough of VR’s newness sprinkled into the classic MMO formula to make me think people that love the latter element are going to devour it and people that want the former and going to respect it.

There are two core classes to start with that basically split the MMO crowd right down the middle: swords or spells. Warriors will dual-wield electric katanas, slicing in deliberate patterns to maximize damage, whereas mages (or at least spell shooty people, as I’ve come to think of them) use two wrist-mounted, laser-guided gauntlets for projectile attacks.

There are smaller sub-roles to consider like being a tank, too, but combat is the main decider in what kind of experience you have. Mercifully, at least as far as I can tell, the game seems to have ditched the Beat Saber-style approach it first promoted as taking onboard in 2019.

Sword combat deftly avoids the pitfall of VR waggle – you can just hammer enemies repeatedly, but you won’t be doing much damage. Instead you need to allow time for your swords to charge between each attack to maximize your attack power. It’s a smart way of ensuring Zenith isn’t just about mindlessly waving your hands around and watching numbers fly with little to necessitate it being in VR. You can always swipe horizontally and vertically to initiate special attacks for extra damage and buffs, though I’m yet to dive in to find out deep the upgrades and progression to these systems really go.

Zenith Beta

Magic — something I’ll admit I usually shy away from in this genre — seems simplified, but that works in its favor at least in this early stage. Point, shoot and occasionally press a different button to activate your other powers. I haven’t seen much in the way of complex systems to maximize the effect of your attacks, but this makes the class really approachable early on.

Other VR-specific touches are sprinkled throughout. There’s the freeing physical climbing you can find pretty much anywhere these days and then Population: One stops by to lend what’s probably its key contribution to the industry – instant gliding by making players assume the t-pose. It puts a welcome spring in the step of a genre that historically moves at a snail’s pace.

What’s more familiar, though, is Zenith’s structure. Past the surprisingly brief tutorial, you’ll be let into the game’s first environment with a swathe of other players. Here you’ll take on your usual assortment of fetch quests. There’s lots of killing a certain type of monster once… and then doing it all again 5 minutes later. And, hey, that’s all great if a little routine in these early days. Zenith does just enough with its VR interactivity to make up for the early obviousness of its objective types, but I definitely hope to see more elements that speak specifically to the platform later on in the game.

And, of course, there’s the social aspect. I really took to the ease and openness with which I could play After The Fall with pretty much any VR owner when it launched last month and that simplicity seems to be fast approaching a common trait in the industry. Just choose the right server, meet in the same place and you’re in. Not only that but you’re in with friends that have great full body representations, with the ability to party up just a few clicks away.

The fundamentals seem well in place for Zenith’s launch later this year, then. But, as I said before, all of this is a very surface reading of what the MMO has to offer thus far. I’m looking forward to diving back in for a deeper look during this month’s second beta and then, obviously, really pushing how far it can go during launch, which is promised for early 2022. As it stands, though, Ramen VR has already gone beyond my reserved expectations. Now it just needs to stay above that bar for another 50+ hours.

25 Upcoming VR Games We Can’t Wait to Play in 2022

We’re looking forward to a ton of new games this year, as newcomers and trusted names in VR development alike are prepping to release bigger and better VR experiences.

Here we look at our most anticipated titles that are scheduled to release in 2022. We’ve ordered games according to their confirmed release dates, then the rash of titles sporting the ever-nebulous ‘coming in 2022’ release window, and then games that we have our eyes on (TBA). We update this article regularly, so make sure to check back for updated info.

Cities VR

  • Platform: Quest 2
  • Developer: Fast Travel Games
  • Release date: April 28th, 2022

Studio descriptionBe the mayor in Cities: VR, the ultimate VR city-building and management simulator. Design neighborhoods, construct buildings, direct the flow of traffic – all while you handle economics, emergency services, and more. Step inside this VR adaptation of the leading city-builder, Cities: Skylines.

Little Cities

  • Platform: Quest & Quest 2
  • Developer: Purple Yonder
  • Release date: May 12th, 2022

Studio description: Get ready to escape to the charming world of Little Cities, the cozy VR city creation game. Start with a simple road, carefully place your residential, commercial, or industrial zones and then watch the citizens move in! But keeping them happy is the only way to help your cities grow.

The Last Clockwinder

  • Platform: PC VR, Quest 2
  • Developer: Pontoco
  • Release date: Summer 2022

Studio description: A VR game about building contraptions out of your own clones in a cozy sci-fi world.

Ruinsmagus

  • Platform: PC VR, Quest 2
  • Developer: CharacterBank
  • Release date: Summer 2022

Studio description: Beneath the quaint streets and alleyways of Grand Amnis lies a vast labyrinth of ruins, long-forgotten by those above. In RUINSMAGUS, journey deep into this hidden subterranean realm in search of precious and powerful artifacts. Unravel the secrets of a lost age and grow from a novice wizard into a powerful, spell-wielding Magus in this narrative-driven action JRPG that includes 26 fully-voiced quests—featuring the vocal talents of Naomi Ohzora, Ai Maeda, Eiji Takemoto, and more.

MOTHERGUNSHIP: FORGE

  • Platform: PC VR, Quest 2
  • Developer: Terrible Posture Games
  • Release date: June 2022

Studio descriptionCraft. Shoot. Die. Repeat. Forge absurdly powerful guns and fight through the belly of a metal alien monstrosity in this VR FPS roguelite follow up to MOTHERGUNSHIP. Wanna build a rocket-firing-shotgun or a toxic spike-ball-launcher? Unleash your inner mad scientist, then take on the MOTHERGUNSHIP.

NFL PRO ERA

  • Platform: Quest 2, PSVR
  • Developer: StatusPro
  • Release date: Fall 2022

Studio description: NFL PRO ERA uses NFL game data to create the most authentic on-the-field NFL VR experience to-date. Lead your team to a Super Bowl, improve your QB skills by participating in drills, or play catch virtually with your friends in your favorite NFL stadium. Read the defense, run the offense and make the plays just like the pros do on Sundays—and see whether you have what it takes to compete at the highest level.

Espire 2

  • Platform: Quest 2
  • Developer: Digital Lode
  • Release date: November 2022

Studio descriptionYour mission—should you choose to accept it—is to ultimately locate and stop the launch of an untraceable, supersonic missile, a true doomsday device. Wield an array of high-tech gadgets as you go behind enemy lines and try to save the world for a second time.

Tea for God

  • Platform: PC VR, Quest 2
  • Developer: void room
  • Release date: Late 2022

Studio description: VR adventure that allows infinite movement within your own place. Customise your experience. Make it an intense shooter, a roguelite explorer, a relaxing trek.

The Exorcist Legion: SIN

  • Platform: Quest, PSVR
  • Developer: Fun Train
  • Release date: Late 2022

Studio description: As the sequel to The Exorcist: Legion VR, the game advances the chilling storyline and mythology with both single player and co-operative gameplay as well as some other mechanics and play styles never seen before in a horror co-op game.

Ziggy’s Cosmic Adventures

  • Platform: PC VR, Quest 2
  • Developer: Stardust Collective
  • Release date: Late 2022

Studio description: ZIGGY’S COSMIC ADVENTURES is a fully immersive cockpit VR game set in a stunning universe. Fight your way through the solar system amidst intense arcade combat, navigate through treacherous space environments, and feel the rush of scrambling to manage your ship’s systems.

Among Us

  • Platform: PC VR, Quest 2
  • Developer: Schell Games
  • Release date: holiday 2022

Studio descriptionAmong Us VR will keep what made the original party game so awesome. Players attempt to get their spaceship in working order, priming the shields or diverting power to various subsystems. Easy enough—except one or more members of the Crew are secretly Impostors, tasked with sabotaging and killing off the crew. Among Us at its best involves everyone accusing everyone, with the Crew trying to ejectImpostors from the airlock and Impostors trying to get Crewmates to turn on each other. Nobody is above suspicion.

Propagation: Paradise Hotel

  • Platform: PC VR
  • Developer: WanadevStudio
  • Release date: End of 2022

Studio description: Live an intense VR survival horror adventure with gripping storytelling, in which you will explore dark environments, make terrifying encounters and get your adrenaline pumping. Will you find your way out of the Paradise Hotel alive?

“Coming in 2022”

BONELAB

  • Platform: PC VR, Quest 2
  • Developer: Stress Level Zero
  • Release date: 2022

Studio description: Sentenced to death, you embody an outcast escaping fate. Discovering a pathway to a hidden underground research facility. A series of challenging experiments and discoveries await. A road to the truth calls from the void.

Ghostbusters VR

  • Platform: Quest 2
  • Developer: nDreams, Sony Pictures
  • Release date: 2022

Studio description: Head to San Francisco and start your very own Ghostbusters HQ. With a trusty proton pack on your back and a P.K.E. meter in-hand, you have everything you need to track, blast, and trap ghosts—and begin to unravel a mysterious conspiracy that threatens the entire city. You can go it alone, or grab up to three friends for a true Ghostbusters crew experience.

Red Matter 2

  • Platform: Quest 2
  • Developer: Vertical Robot
  • Release date: 2022

Studio description: Red Matter 2 picks up right where the previous game left off. You might’ve escaped the titular red matter last time, but you certainly haven’t stopped it. Doing so will take you across the solar system, from a base on our own moon to a space station orbiting above Saturn’s rings, and beyond. Uncover dark secrets and do your best to halt the red matter’s spread and save humanity.

The Walking Dead: Saints & Sinners – Chapter 2: Retribution

  • Platform: Quest 2
  • Developer: Skydance Interactive
  • Release date: 2022

Studio descriptionContinue your journey through a changed New Orleans, one that’s even more dangerous than before. Expect fewer resources, more walkers, and a new and bloodthirsty threat that will hunt you across the city. Scrounge up whatever you can to survive—and be careful. Your choices matter now more than ever.

COMPOUND

Studio descriptionCOMPOUND (Pre-Alpha) is a randomized rogue-lite, free-roaming shooter for VR veterans. Duck and dodge around enemy fire in a tough-as-nails retro FPS with multiple locomotion options.

Super Kit: To The Top

  • Platform: PSVR, PC VR(?)
  • Developer: Electric Hat Games
  • Release date: 2022

Description: Electric Hat hasn’t said much about the game outside of the official trailer, but looking at the video it’s apparent Super Kit is focusing again on high-flying parkour with the addition of some combat elements and some very slick-looking environments that recall games like Jet Set RadioMirror’s Edge, and The Climb 2.

Paradox of Hope VR

  • Platform: PC VR
  • Developer: Monkey-With-a-Bomb
  • Release date: Coming to Early Access “soon”

Studio description: Paradox of Hope is an immersive single-player VR shooter with survival and horror elements. Explore mysterious metro mazes of post-apocalyptic Moscow, use stealth or combat approach to achieve your goal, upgrade your equipment and arsenal, and enjoy the atmospheric moments of stalker’s life.

Peaky Blinders: The King’s Ransom VR

  • Platform: PC VR, Quest 2
  • Developer: Maze Theory
  • Release date: 2022

Studio description: Step into the gritty streets of 1920s Birmingham and London and explore iconic locations from the show, including The Garrison pub, Charlie’s Yard and Shelby’s Betting Shop, as you take down rivals and move up in the world.

Vertigo 2

  • Platform: PC VR
  • Developer: Zulubo Productions
  • Release date: 2022

Studio descriptionVertigo 2 is a single-player VR adventure. Explore the depths of the vast Quantum Reactor as you descend to finish your journey home.

Ultimechs

  • Platform: “major VR platforms”
  • Developer: Resolution Games
  • Release date: 2022

Studio description: Ultimechs is the multiplayer VR gaming experience from Resolution Games that will be coming to major VR platforms next year. As the thrill of professional athletics meets the precision of purpose-built machines, Ultimechs welcomes players into the sport of the future to compete for victory. If you don’t have the speed, precision and rocketry that it takes to defeat your opponents, you’re done for.

The Last Worker

  • Platform: PC VR, Quest
  • Developer: Oiffy, Wolf & Wood Interactive
  • Release date: 2022

Studio descriptionThe Last Worker is a first person narrative adventure centered around our struggle in an increasingly automated world.

Nerf Ultimate Championship

  • Platform: Quest 2
  • Developer: Secret Location
  • Release date: 2022

Studio description: NERF Ultimate Championship is a competitive multiplayer game that brings NERF battles into an electrifying competition only possible in virtual reality. Gear up with a wide range of new and classic blasters as you leap around fantastic arenas in intense 4v4 team matches. Soak in the sound of roaring fans and master your skills as you begin your journey to become the Ultimate NERF Champion.

Samurai Slaughter House

  • Platform: PC VR, Quest 2, PSVR
  • Developer: Tab Games
  • Release date: 2022

Studio description: VR-only physics-based combat game. Use stealth and creativity or brute force to take on your foes in a vast physics based sandbox. Battle both humans and demons while exploring a large metroidvania-style open world. Collect items and power up your character. Explore towns and interact with NPCs.

 On the Horizon (TBA)

Update (April 21st, 2022): We’ve cycled out a number of previously released games, and plugged in a few more promising titles set to come out this year. If you have any suggestions or tips, let us know in the comments below.


What VR game are you looking forward to? Let us know in the comments below!

The post 25 Upcoming VR Games We Can’t Wait to Play in 2022 appeared first on Road to VR.

VR MMO Zenith Gets A Beta On Quest, PSVR And PC VR This Month

VR MMO Zenith: The Last City is getting a beta later this month.

As revealed at the Upload VR Showcase today, the game’s next testing phase will launch on December 18. Developer Ramen VR says this beta will be available across Quest, PSVR and PC VR headsets, with details on how to take part still to come. Check out a new trailer for the game just below.

Zenith Beta Revealed

If you’re a fan of MMOs then you’ll likely have been paying close attention to this one. Zenith was first announced in 2019 and later ended a Kickstarter funding campaign with $200,000 raised. Ramen VR has been running Alpha tests for the title throughout 2021 and, back in September, announced it had raised $10 million in funding to bring the game to headsets.

The new trailer gives us a look at a lot of different elements from the game, including the gliding mechanics and a lot of the combat. You’ll be facing off with enemies using swords and magic attacks, with some abilities flinging you into the air or summoning shields to block incoming damage. You’ll also be able to team up with friends to explore sweeping landscapes and, as we discovered just a few weeks ago, cook.

Look for more details on the beta sooon. The full Zenith experience, meanwhile, will be launching in early 2022 on all headsets. Are you going to be checking the beta out? Let us know in the comments below! And stay tuned to the Upload VR Showcase, because we’ve got more announcements to come.

VR MMO Zenith Gets $10 Million In Funding, Team Expanding

Promising upcoming VR massively multiplayer online game (MMO), Zenith: The Last City, just got a big boost in funding.

Developer Ramen VR announced this week that it has raised $10 million in a Series A round, which it will put to expanding its team and growing out the upcoming experience. The round was lead by Makers Fund, Anthos Capital and Dune Ventures. It comes off the back of the developer’s 2019 Kickstarter campaign for the game, which raised $280,075. It’s also paired with a funding partnership from Facebook.

As a result, the developer is going on a recruitment drive with new listings on its website.

We’ve had our eye on Zenith for a long time. The game promises a gorgeous fantasy world with melee combat and sorcery, where you can meet up with friends and go on adventures. VR MMOs are an incredibly promising prospect and we’re yet to see one really deliver on a massive scale. We’ve got our fingers crossed that Zenith will deliver.

So far the game has run two alpha testing phases, which it says saw users spend an average of two hours a day with.

The game still doesn’t have a release date, but is planned for launch on Quest, PSVR and PC VR with full cross-play support. The press release also mentions Sony’s upcoming PS5 VR headset as a reason to look forward to the future but doesn’t specifically confirm compatibility yet. Beta testing is planned ahead of an official release, though.

VR MMORPG Zenith: The Last City Completes $10m Funding Round

Zenith

Indie virtual reality (VR) studio Ramen VR began work on its MMORPG Zenith: The Last City back in 2019, launching a successful Kickstarter that same year to help fund the project. Resources shouldn’t be much of an issue now because the studio has announced the successful completion of a $10 million Series A investment round.

Zenith

The round was led by Makers Fund, Anthos Capital and Dune Ventures, with Ramen VR founders Andy Tsen and Lauren Frazier using the funds to expand the development team. This is in addition to the funding partnership they have in place with Oculus.

“With Ramen VR, our goal is to create a digital reality that is as significant and memorable as the physical one, expanding on what makes a captivating and immersive social game. Zenith is the first step in that direction,” said Andy Tsen, CEO and co-founder, Ramen VR in a statement. “Lauren and I set out to design a world that married the positive social features of MMOs with the power of VR, and with the rising popularity of VR hardware and growing interest in the metaverse, we’re seeing so many ways for our players to make meaningful connections in Zenith. We’ve already had incredibly positive feedback from our community about the social interactions in our game and the promise of the future. Our partners at Makers Fund, Anthos, and Dune have been so supportive of our vision, and we are thrilled to have them aboard our journey.”

Zenith: The Last City has gained a lot of interest from the VR community over the past couple of years thanks to the pure scope of the project. A fully cross-platform VR MMO that will support all major platforms including Oculus Quest, PlayStation VR, and PC VR devices, the videogame offers an open world for players to explore with gameplay focused on multiplayer collaboration.

Zenith

To date, Ramen VR has completed two closed alphas that saw thousands of players participate, with the studio claiming that most users spent: “an average of two hours per day with some players spending as much as 40 hours a week.” Inspired by anime, JRPG classics, World of Warcraft, and Ultima Online, Zenith: The Last City could offer some of the most expansive gaming seen in VR, a massively rich fantasy universe where players craft their own path by selecting various character classes depending on whether they prefer wielding magic or diving into melee combat.

While the last Alpha was completed in early August the studio has yet to confirm when the beta testing is likely to start. With the new investment to bring more people on board, there might not be too long to wait.

VRFocus will continue its coverage of Zenith: The Last City, reporting back with further updates.

Promising VR MMO ‘Zenith: The Last City’ Just Got a Huge Boost With $10 Million in Funding

Ramen VR, the studio behind the upcoming VR MMO Zenith: The Last City announced today that it has raised $10 million in venture capital. The game is set to launch later this year on all major headsets.

Zenith: The Last City got its start with a successful Kickstarter back in 2019. Despite raising $280,000—significantly more than its $25,000 goal—that isn’t much budget to create a full-blown MMO. Luckily the game just got a huge boost that is sure to carry it to launch and secure its near-term future.

Following several closed alpha tests held earlier this year, the studio behind the project, Ramen VR, announced today that it has raised a $10 million Series A investment with participation from VC firms Makers Fund, Anthos Capital, and Dune Ventures.

The VCs must have been impressed with the metrics from the game’s alpha tests, with Ramen VR claiming that “player retention numbers in Zenith: The Last City resemble those of the most popular F2P games,” with some players spending as much as 40 hours a week in the game.

Image courtesy Ramen VR

The studio says it will use the cash injection to scale its development team and to get Zenith off the ground at launch later this year. A specific release date for the game has yet to be announced but it’s planned for release on PC VR, Quest, and PSVR, covering all major VR platforms. Understandably, Ramen VR is now hiring for several development roles.

The post Promising VR MMO ‘Zenith: The Last City’ Just Got a Huge Boost With $10 Million in Funding appeared first on Road to VR.

Zenith: The Last City—What It Takes To Build A VR MMORPG | Full Interview Q&A

Zenith: The Last City is an upcoming VR MMORPG from Ramen VR that’s slated to release on PC VR, PSVR, Quest, and non-VR PC platforms sometime this year. Last week, I sat down with Andy Tsen, CEO of Ramen VR, to discuss the game, their ambitious plans, and what players should expect with a game of this scope and scale.

If you’d rather watch the interview instead of read it, which clocks in at just around 45-minutes total, then you can check that out above. We met in the UploadVR virtual studio, the same one that we use to capture and stream our twice-per-week talkshow podcast, VR Download.

Keep in mind this was a 45-minute long conversation-style interview, it wasn’t an email Q&A or anything like that. Enjoy and let us know of any questions or comments down below!

zenith vr mmo concept art wide

Zenith: The Last City—Made-For VR MMORPG

Andy Tsen, Ramen VR CEO: Zenith is a virtual reality MMO and it has kind of a JRPG East Asian aesthetic. It’s kind of sci-fi fantasy and we want people to be able to come into the world and just explore and have a really positive, fun kind of RPG experience that they would have on any other platform except built for VR. We really think that this is the stuff that people have been wanting for a long time, and that’s why we set out to build it.

David Jagneaux, UploadVR: Yeah, you guys had a Kickstarter campaign, right? I’m drawing a blank on remembering how much you guys ended up raising but it was pretty successful, right?

Tsen: Yeah, we had a $280,000 Kickstarter a while back ago. Mm hmm.

UploadVR: Awesome, that’s exciting! You talk about VR MMOs, it’s something that everyone wants, everyone has been dreaming about since Neuromancer came out, since who knows how long. And certainly, pop culture has fed into that with– You know, for me growing up, there was .hack//Sign and then Sword Art Online and The Matrix and Ready Player One, and there’s just so much pop culture centered around that idea of this magical sci-fi fantasy world where we can all go in and hang out and do stuff together. Obviously, VR headsets are getting us closer to that. In what ways do you think Zenith is doing things that hasn’t been done yet?

Tsen: Well, we’re building a full-scale VR MMO and so… It’s basically a lot of is uncharted territory, right? I’m actually a big fan of Orbus and the guys at ATT -A Township Tale. Everybody has their own take on what of their MMO should be. But what we’re really trying to do is create a top extremely polished core game loop that is really, really fun to play that feels a lot more polished and a lot deeper. That’s our fundamental goal; to create an experience where it feels both familiar to MMORPG players as well as completely unique being in the space of VR itself. As an example, Zenith is going to feel a lot more like an action RPG than something like Final Fantasy XIV or WoW where they are basically spreadsheet simulators where you’re pressing macros and you’re doing the whole hotkey dance, right? In Zenith, you literally have to parry enemy’s attacks, throw fireballs, you can slow time. And of course, all of this is tied together by a gorgeous environment where we’ve spent thousands of hours creating unique props and content and just building a world that feels fully alive and immersive. Along with that, obviously, one of the most important things about VR is a sense of presence and I think that that’s something that other genres outside of VR, MMOs can’t really reach. And so for us, it’s all about that feeling of physical embodiment in the world. That’s why we introduced our recent pop one-style gliding, we have climbing, we have full-body IK, right? These are things that will make the players feel like they’re really in the world living a different life essentially.

UploadVR: This is a key question for me that a lot of MMOs don’t handle this well and I feel like a lot of MMOs- like you alluded to- with spreadsheet simulator style gameplay, they’re all very target based. You target an enemy, you use your abilities and you just flow on from there. But is everything in Zenith real time? Like if I cast a fireball, does it travel in real time through the game world where it’ll then hit an enemy or can he dodge it? Or if I miss with bad aim? Is that an aspect of it? Can I target something then automatically hit it?

Tsen: Yeah, absolutely. That’s where you get to the real time action RPG part of this. Yes, things in Zenith do feel like real time. You’ll have to raise your sword up at the right time to block an attack, you’ll have to do gestures to cast spells. We have a pretty innovative casting system that we’re excited to show people. But yeah, if you aim wrong, for example, or you throw your fireball in the wrong direction, it’s not going to hit the enemy.

UploadVR: Got it, got it. That’s pretty cool. I know nowadays there are a handful of MMOs that do stuff like that, like New World is coming out soon a non-VR MMO that’s going to have real time combat, but it’s pretty rare still. Most all the big MMOs are all target-based, you don’t have to really aim anything. So, I’m excited to have a game like that in VR for sure.

Tsen: Yeah, for sure. I think there’s a couple of MMOs out there that are a little bit more action paced in the non-VR realm. If you look at games like Black Desert Online or Guild Wars 2 to an certain extent, they feel a little bit more Diablo-ey or Path of Exile-ey. Also ESO I guess is another example of something that feels a little bit more real time. But for us, we are literally talking about having hitboxes and being able to dodge enemy attacks and being able to parry. One of the things that’s really cool is in Zenith is you can actually parry enemy projectiles. You can block arrows, knock arrows down as they are coming towards you.

UploadVR: Nice. Okay. That’s pretty cool. I think a lot of MMOs right now even going back all the way back to Ultima and the early days, such a big part of an MMO, obviously, the fact that it’s online is the community, right? You have to have a good core community, you have to be welcoming and accessible to new players, you have to have endgame content to keep the core community happy for months and years on end, and there’s just so many layers and facets to it. What are some of the ways that you guys are hoping to keep your community engaged and embrace and encourage social interaction and stuff like that?

Tsen: I think the community is at least as important as the game design and the marketing on the game if not more so. We’ve spent the past two years building up a really passionate and engaged and active community on our Discord where I think we’re over 25,000 people now and that’s just on Discord alone. And that’s been really exciting to see because… Well, there was a bit of time there where we were just heads down on coding and getting ready for all of the milestones we had to submit and we didn’t do much community engagement because we were so busy building the game. What was really cool to see was our moderating team and regular members of the community really come together and form a community that’s not just about Zenith, but also just about being friends and just hanging out and streaming together. We have people that have gotten married because of our Discord. They met in the Zenith Discord and they got married. And we have somebody who’s now one of our top moderators that said that he’s basically a lurker in other discords but was so welcomed by our community and felt so accepted that they actually spoke up for the first time and then became a moderator, and so now this is like a family to them. That’s the kind of community that we’re creating outside of Zenith.

Within Zenith, one of the cool things that we’ve really seen that I’m pretty excited about is our guild system. Because what we’re seeing is people are already self-organizing in our Discord around different guilds and stuff like that. We have a Guild Recruitment channel and a place where people can form guilds and tag themselves. We have a variety of social features within Zenith, obviously. Your standard friend system, parties and guilds as well as things that encourage more emergent gameplay like public events that can be completed with random people all over the world. I don’t know if you’ve played Destiny or Final Fantasy 14 with the FATEs, it’s kind of like that in terms of just having events spawn over the world that you can play together. But ultimately, I think what’s really important is just to have the gameplay reflect the need for collaboration. If you look like EverQuest is still out there today, right? That’s still making money. They still have a full team dedicated to churning out content for EverQuest because so much of it in the early days was impossible to do by yourself, right? You had to–

UploadVR: They just celebrated 22 years this week.

Tsen: Yeah. Yeah. Did you ever play by the way?

UploadVR: Oh, yeah. EverQuest is my first MMO. I played that a lot.

zenith vr mmo crystal

Tsen: Nice. WoW was my first real MMO, Classic WoW that is. What I will say is like with games like WoW and 14, they have gotten so good at basically just hitting a button and getting into a queue with someone, a random person, that you don’t necessarily need as much community. For us, it’s always about striking that right balance of yes, it’s easy for newbies to get in and party up but also, there’s enough challenging endgame content there where you still need to organize and you can’t just do pugs, you need to basically know people and form friendships and alliances.

UploadVR: That’s great to hear because my main MMO that I play personally right now is ESO. Sometimes, I could play that game for three hours straight and never have to type in the chat box, you know? So much of MMO design nowadays is about streamlining in terms of not just accessibility, but streamlining content so that you don’t have to even turn your brain on hardly. So, I think VR is not really the right medium for that type of game design. I think the more interactive and more hands-on something is, the better it is. So, I think you guys are taking a smart approach here where you’re going to try to incentivize real collaboration and communication because… And a lot of people forget every VR headset has a mic built in. So, it’s not like someone could not have a mic and not have a headset, you know? If you’re in VR you can talk, so you might as well embrace that.

Tsen: Yeah, definitely. It’s something that’s important to us. I think one thing we’re excited to explore when we have a chance to implement it, for example though, is voice modulation. I know that a lot of people want anonymity. I certainly do when I’m online. I’ve played a lot of D&D and I played a lot of– I don’t know if you’ve heard of this game, Neverwinter Nights.

UploadVR: Yeah, for sure.

Tsen: Yeah, I used to play it in a lot of RP servers online and in those worlds, you’re typing out what you’re saying so that leaves a lot more to imagination. And if you’re in an MMO, one of the things we want to do is eventually allow people to sound like whatever they want to sound like so that they can basically… they don’t pierce the veil essentially.

UploadVR: Yeah. For me, roleplay is something that I’ve done a little bit here and there in some games but whenever you’re using your real voice, you can feel shy about it especially if it’s around strangers. I definitely think that kind of thing would definitely help encourage them more and I mean, you’re putting on a VR headset. It’s kind of like wearing a mask in a way. You’re becoming your avatar more than when you’re looking at a computer screen so I think that kind of stuff is going to be really great.

Tsen: Yeah. Then the other interesting thing that we’ve seen is typically in a VR or an MMO of any kind, you want to spend several hours in there, right? For most of the, I guess, not even hardcore just like a regular MMO player wants to log a couple hours on a given weekend. At least for me the way that I do it is when I’m really busy weekdays, I’ll do dailies, right? Weekends, I want to put a lot more time into it if I have it. But in VR, you’re not talking about a 30-minute dungeon, that even feels a little bit too long for the average user to start off with. What we really want to capture is the same feeling that people get when they’re going into a game of Pop: One or Blast-On or Beat Saber. You go in and the first five minutes there’s already something that hooks you in. And that experience itself is the thing that gets you into the VR device. But then once you’ve played for five minutes, it’s “All right, I’ll just do another five minutes. And another five minutes.” So that’s been my pattern of the way I play games in VR is that I’ll jump in for a quick game of Beat Saber and then an hour later, I’ll be like, “Oh, how did this happen?”

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UploadVR: Yeah, it’s tricky, right? I mean, designing an MMO, that’s the type of game that you want your players to play that for hundreds and hundreds of hours and designing it in a way that not only has the content there– You don’t want it to feel like you’re going to punish people if they don’t but at the same time, you do want to reward the people that do. It’s such a tricky balance. I don’t envy the task of trying to balance one of the first ever VR MMOs and make it sticky for all types of players out there. There’s just so many variables involved.

Tsen: Yeah, definitely. Thankfully, we’re not doing it alone. We have a great team. We have a game designer, Colin, that we brought on board that has a decade of MMO design experience. He worked on Rift, ArcheAge, and a couple really other popular games, Atlas Reactor and some other stuff like that. We’re fortunate to have a really amazing team of gaming veterans to help us start to bridge this gap between what a traditional MMO is and what a VR MMO should be.

UploadVR: Going back to that point a little bit, can you talk a little bit about the types of content that will be in the game? I mean, I’m assuming there’s main story quests and side quests and group dungeons and stuff, but for someone that jumps in to play the game, what are the types of events and activities and things that they’ll be able to do?

Tsen: You mentioned main story quests? Those will be there. We have procedural quests that will be able to ramp up depending on what level the player is and what areas they’re in and things like that. We mentioned public events earlier where you can go through and complete quests together, as well as just world boss events and also having group dungeons that people can go into and play together. There’s also just a plethora of things people can do in the world whether that’s going out and seeking treasure chests, kind of like Genshin Impact if you guys have played any of that. Or just going and leveling up the crafting. For example, one of the most fun things in this game right now is fruit gathering because you have to literally climb up the tree. And the distance grab only goes five meters, so sometimes you have to like stretch out to a branch to grab an apple and put it away. I guess what I would say is, all the core experience of an MMO is going to be there at launch, but we have plans to add a lot more on top of that later. I think the thing we want to avoid is stretching ourselves too thin so that we can’t deliver a polished experience across all the things we’re going to launch. The thing we also have to keep in mind is that we’re a small team. Right now, we’re about 10 people fulltime and with a couple other contractors beyond that. So we have to think of clever ways to not be constantly on this content treadmill that bigger AAA studios are able to do, right? If you have 100 artists and 20 game designers and 20 engineers, you can just create content without really thinking about reuse. For us, it’s all about having a really fun core gameplay experience like killing monsters, leveling up, getting loot, completing public events, and having those systems all tied together in a way that can be repeated over time.

UploadVR: Yeah, I know you’ve talked a little bit about the scale of the game, the multiplayer, sociability of it all and all that stuff. But I think the big question a lot of people probably have about games like this is how much is it truly an MMO? How many people will you see at any given time? Is it a truly open world? Are there instances or are the zones segmented? How does the actual game design look from a top level in terms of being an MMO?

Tsen: I think MMO is a term that has been really liberally used especially in mobile. And when I say MMO, what I’m trying to say is an MMO in the sense of something like WoW or Final Fantasy 14, where it will be a large world where you can have thousands of people per shard. Our eventual goal, of course, is to make it even bigger and tie the different shards together to have this infinite world, but we’re starting with just a regular MMO and a regular shard which by itself is hard enough.

UploadVR: That’s what Elder Scrolls Online did, right? They have the “One Tamriel” thing that they do where just depending on whenever you load into a zone, it’ll just assign people into that zone with you on the fly in a way. So, I mean, if I were to go fight a world boss, how many people can be there with me at any given time? Is there like a cap on that or is it just whoever is nearby? How does that work exactly?

zenith vr mmo lizard enemy

Tsen: It’s going to be whoever is nearby, right? We need to take into account traditional load balancing issues that other MMOs have as well. You see this with Black Desert Online or Warframe and to some extent FFXIV and WoW as well. But basically, for example, if you’re in a party and you’re in a highly dense zone, your party members are prioritized in terms of latency and how well they’re rendered. And then the other people, you know, depending on what platform we’re playing the game on, are either at a lower level of detail or if there’s hundreds of people, you kind of just call it out completely. So like in Warframe, for example, you’ll be able to see most of the players around you but if you have a really dense zone like in a city or something, you’ll see players that just have name tags or kind of shadows. That’s the kind of thing that we’ll need to implement at launch to be able to support this. But our goal is to have it be a full-scale MMO with full-scale world bosses and things of that nature.

UploadVR: So you mentioned depending on platforms, I guess you’re alluding to the fact that on Quest, for example, if more than a handful of people are nearby, it’s probably you’re not going to see fully detailed avatars, right?

Tsen: Yeah. It depends on… Even within the Quest platform, there’s like Quest and Quest 2, right? And so one thing that we will make sure to do is that we’re not sacrificing anything from a gameplay perspective. That’s the most important thing to us, is that across all the different platforms people can have a… They won’t be hampered by having an older device or a weaker device versus, you know, PCVR, for example.

UploadVR: Cool. And it’s coming to PSVR as well, right?

Tsen: Yeah.

UploadVR: I got to ask, how does it play on PSVR? Because the move controllers don’t have analog sticks and so I mean, they’re kind of limited a little bit from a playability perspective. Is it going to be teleport only on PSVR or how does it work?

Tsen: Yeah. We can’t reveal too much about that yet. Partially because we’re still deep in the dev cycle for that, I don’t want to kind of say anything that might change later on. But what I can say is that we’re going to try to offer the same types of movement mechanics in PSVR as you have on other platforms. Yeah.

UploadVR: Gotcha. Yeah, there’s a lot of devs that have been creative about ways to do that. So that makes sense.

Tsen: Yeah, we have on our team people with decades of experience at Sony working on networking and gameplay so, you know, we’ll have a good idea. We’ll do a couple of iterations and I think people will be happy. Also excited about like the new controllers that have just come out.

UploadVR: I was just about to ask you. Well, what do you think about those?

Tsen: I think those are awesome.

zenith vr mmo screenshot 5

UploadVR: They look great.

Tsen: Yeah. I am really excited about just how VR is coming together. You’ve probably been doing this for a while David, but my experience started with the DK2 back in like 2015. And every year since then, people have been saying like, “This is the year for VR. This is the year it’s going to take off.” And I really think we’re starting to kind of hit that inflection point. It’s really just about how many people have been able to hang in during that entire kind of strenuous time where there wasn’t a lot of revenue and it was the dark times.

UploadVR: Yeah. I think the important thing that the industry has seen is it’s expanded enough to have something out there for everybody, including the accessible, cheaper hardware, like the Quest 2 that is still super good, super great, has a good library. But then if you want to go high end with an index and a PC you totally can. And then you’ve got the console with the PSVR, which has an amazing library of games. Hopefully, it seems like the next headset is going to be better from a hardware perspective. I think that that’s the big thing for me, just seeing so many different options that are all viable is super exciting because for the longest time it seemed like everything felt so unfinished and experimental. But now we’re finally at that point now where I could… If I have a friend that is a gamer or something like that, I feel comfortable just recommending a Quest 2 nowadays without any caveats. Because up until then it was always like, “Oh well, if you don’t mind never turning around, you can get this headset,” or “If you don’t mind setting up and mounting cameras on your walls, then you can get this headset.” But now all that stuff’s gone and it’s exciting. And I think games like Zenith are exciting and they’re the kind of games people have been wanting to play. I’m excited to try it for myself. I haven’t gotten to try it yet, I’m really eager to try it out, hopefully.

Tsen: Yeah. Definitely love to run you through. We’re currently kind of crunching on the Alpha that, as you know, is coming out in about a month and hoping that’s going to be a really good experience for everybody. To go back to your point of kind of how you can recommend headsets to people now, I used to have to recommend people headsets. And now I’m in people’s homes like my brother-in-law, I’m just seeing people that are like- they just bought it! Not because I was like pushing it like a drug dealer, but like they have it and they’re like playing it. And one of them had a broken controller and it was like, you know, that’s how you know you’ve put a lot of hours into it when you’ve slammed your wall on accident so hard that the controller breaks.

UploadVR: Those controllers are pretty sturdy too, so that was… yeah, rest in peace that wall. That was probably pretty hard impact.

Tsen: Yeah, it was a zombie… It was one of the zombie defense games, he didn’t tell me the title.

UploadVR: Classic.

Tsen: Yeah.

zenith concept art trees

UploadVR: Yeah. That’s awesome. It’s a great anecdote that I think a lot of people are starting to have more and more nowadays where instead of people asking me, “Should I get a VR headset?” It’s, “Hey, which game should I get for my VR headset?” It’s a very different question that I get more commonly now. So that’s pretty awesome to see.

Tsen: Yeah. And we were kind of excited to be able to get the major platforms really excited about Zenith as well, working with both, as you guys saw, being on the PlayStation store coverage as well as the Oculus coverage. It’s just been a really great experience for us. I think there is a unique moment in time for companies of our size to succeed right now. Basically, we are in a period of time where people want this, but AAA studios haven’t exactly committed to building MMO yet, right? Because it’s super, super expensive for that kind of scale. And so if we can deliver an experience now, we could really help set the kind of tone and define a lot of the mechanics that become known in this next group of, this next wave of MMOs to come out.

UploadVR: Yeah. You look back and Meridian 59 and Ultima, you know, those had to come before EverQuest and WoW could come. It’s a kind of a similar trajectory and, you know, it’s exciting to see. I do want to speak a little bit about some of the other things on the horizon out there. Like I know you talked a little bit about Orbus. Have you seen much about Ilysia? Is that one that you’re aware of very much? And how does Zenith compare to Orbus and the other VR MMOs that are on the horizon? What are some of the differentiating factors?

Tsen: To be honest, we’ve been really deep in development on Zenith. We haven’t had much time to come up for air. Ilysia is a game that we’ve definitely heard about, but we haven’t really delved too deep into it. What I will say is competition is always healthy, it always makes for a better product. And ultimately, I think, there’s going to be a lot of differentiating factors that players will be able to choose from when they play or choice when they have the products in front of them. I’m really personally excited about the features that Zenith has and I think we’ll be able to have a lot of people excited about that as well. Again, I haven’t done too much research into this, it’s mostly, you know, seeing it in our community. Like, “Hey, have you heard of this other game?” type of thing. But I guess a lot of it comes down to just the core game design as well as the aesthetic that we’re trying to hit. I think with us, we kind of have this JRPG, Sci-Fi fantasy, really colorful, stylized cel-shaded look. Other games are different.

UploadVR: The kind of the Cyberpunk almost sort of Sci-fi fantasy style, like you said, is not super common. I think most people when they think of MMORPGs, they have in their head kind of the Ultima, EverQuest, WoW style of medieval fantasy. But you guys are going for a little bit different of an aesthetic there while still having swords and magic, but also having skyscrapers. It’s kind of an interesting amalgamation.

Tsen: Yeah. I guess a good example of this would just be something like Final Fantasy, right? Final Fantasy, if you’re a fan of VII or any of them really, there’s always this kind of element of technology or steampunk or dieselpunk, but then there’s also kind of if you go far enough out into the open world, a lot of it can feel like fantasy because it’s natural environments, it’s wide open plains to explore, it’s lush forests. And we have all of that. I think is just… It’s going to be exciting.

UploadVR: Cool. One other topic I want to talk about is I would love to hear some more from you about the moment-to-moment gameplay. Because I know that you guys have previously described your melee combat as similar to Beat Saber. So if you could talk a little bit about what that’s like for the player, you know, like what they’ll physically be doing and how it works, that’d be great.

Tsen: Yeah. So that was like really early on. And I remember saying that and then getting coverage about it because Beat Saber was like the biggest thing back then. Well, first of all, there’s 30 minutes of uninterrupted gameplay footage on our YouTube- it’s not cut or edited at all- that anybody can just go on and check out. That’ll give people a good feel for what the gameplay is going to feel like. But second of all, in terms what we meant by in the early days having Beat Saber-inspired combat, was that you would be able to block things. You would have to time things to make sure that you were hitting things optimally. Now in the early prototype, what we had was literally lines that you would kind of slash through, and you’d have to slash it at the right time.

UploadVR: Oh like Until You Fall style, kind of?

Tsen: Yeah, like Until You Fall style. We got some feedback on that that was a little bit too gamey for what people were looking at for an MMO. They wanted something that’s a little bit more visceral. So we modified that so that timing is still important, but it’s no longer so obvious like you have to do this or you have to like… Yeah, and so combat now is basically… I think one of the most important things is the enemy stagger gauge. The idea is that you would be doing movements in real time, like parrying, blocking or if you’re made, to sling fireballs. And then that would all be incrementing attacking the enemy stagger meter. And then when they get staggered and vulnerable, that’s when you’d go in and you do maximum damage.

UploadVR: Got it. I’m nearing the end of my play-through of Final Fantasy VII Remake. So the term stagger is very large in my brain right now because that’s a huge part of that game. Yeah, that’s common mechanics, that makes sense.

Tsen: Yeah. If you’ve seen the stagger gauge in Final Fantasy VII, it’ll feel a lot like that.

UploadVR: Cool.

zenith vr mmo beach dock town

Tsen: There’s also this problem with energy fatigue. If you’re going to be playing a game for two to three hours, you need to make sure people aren’t getting exhausted while they’re in there. So our goal is to kind of make the game reward reflexes and strategy more than like just raw physical prowess. It’s definitely not a game like Blast-On where you’ll be literally dodging things all the time, there’s going to be a component of just reaction time and timing and strategy.

UploadVR: Got it. And the last topic I’d love to touch on a little bit is, I know you mentioned things like loot and stuff earlier, but what is the gear system like? Are there lots of items and customization in terms of armor and weapons? Can I look down and see my entire avatar? Because you mentioned full body IK, I’m just curious to know how deep and detailed is that system.

Tsen: Yeah. Players will be able to look down and see the different armor sets that they’re equipping. We’ll have a lot of different armor types, really awesome looking unique armor sets that people will be able to put on. If you could imagine something that’s kind of like any other MMO, where you have tons of loot and gear to grind after, you know. You have modifiers and stats on those things. For us we also want to take that one step further and kind of allow people to continue making their armor sets more and more powerful over time. Enchanting those armor sets, making those better, enhancing them. That’s how we kind of think of loot. And also just making it extremely apparent when you’ve gotten a really powerful piece of loot. We want people to feel every piece of armor they get. Because again, it’s kind of like an action RPG mixed with an MMO so you can’t just get something that increases your stat value by five and like increases your DPS by one, that’s not going to make you feel more powerful.

UploadVR: Yeah, that’s very important. That’s definitely good to hear. Reminds me of two very specific important questions from one MMO player to another is, will there be transmog? Can I change the look of things to look like other things?

Tsen: We do want to have a transmog system. It depends on whether or not we can get it at launch, but that’s definitely something that we’re going to put in.

UploadVR: Okay.

Tsen: Yep.

UploadVR: Cool. And the second one is: In terms of trading, will there be like a player economy type of thing going on where high-level gear that you get from one place you can sell to someone? And will things be bound to you when you pick them up? Is that going to be part of the game design at all?

Tsen: We’re still pretty early on the player economy side of things. All I can say is that there will be one, that’s something that we promised our backers on Kickstarter when we raised that. I think what we want to do is we want to introduce it in a way that is sane. We’re not quite EVE Online where you can literally sell everything and your job is just to become a corporate overlord. We think of our ourselves more like a traditional kind of MMO where there’s some player economy in there, but there’s also a game economy outside of that. Players that choose to participate in it will be rewarded handsomely but it won’t be a requirement.

zenith vr mmo alpha beta timeline

UploadVR: Okay, cool. Well, sounds like you guys are checking a lot of boxes and hitting a lot of bullet points, and I’m very excited to check out the game. Hopefully during the Alpha, I’ll find some time to try it out and play it. Why don’t you go ahead and let everyone know the dates of the upcoming Alpha, how they can pre-order, and platforms, when it’s coming out… and all that good stuff.

Tsen: Yeah, sure. The game, the first pre-Alpha starts on the 19th, and it’ll run for about a week.

UploadVR: Of April, right?

Tsen: Yeah. Sorry, April 19th. Some people were messaging me today about why it hasn’t started yet. It’ll start on April 19th and run for about a week. Unfortunately, pre-orders have closed at this point. We just had a phenomenal amount of demand and we want to make sure we can fulfill that and make sure everybody has a good experience. We’re working hard to be able to open that up, but no guarantees on that yet. I would just encourage everybody to come check out our Discord and our mailing list. Yeah, Alpha will be the first taste people get of the game publicly so we’re excited for everybody to try it out. Important thing is to just note that it is a real Alpha not like a marketing Alpha, so it’s going to be rough, it’s going to be a little bit unpolished. There’s going to be crashes and bugs, you know? We want to set expectations on that. We still think it’s going to be a really fun experience though.

UploadVR: Right. So this is an Alpha test, not a free demo. It is an Alpha test.

Tsen: Yes, it is an Alpha, a real one.

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For more on Zenith, make sure and check out all of our past coverage here. Check out the official Zenith: The Last City website and join the extremely active Discord server to stay up-to-date on everything.

Zenith: The Last City VR MMO Interview Q&A Video

Zenith: The Last City is an upcoming VR MMORPG in development by Ramen VR slated to release on PC VR headsets, PSVR, Quest, and non-VR PC platforms. We sat down with Andy Tsen, CEO of Ramen VR, to chat about the game and their ambitious ideas.

The video will premiere on our YouTube channel at 3:15PM PT today. You can watch it as it premieres right here down below, or once it’s over you can watch it back just like any other YouTube video.

Zenith: The Last City VR MMORPG—Interview Q&A

For a shorter excerpt from this interview, you can read about Tsen’s commitment to making Zenith: The Last City a truly full-scale MMORPG with all of the features and ideas that come along with that. They’re building it out to be a massive, sprawling world that you can really live in.

Read More: How VR MMO Zenith Is Being ‘Built For VR’ First And Foremost

Zenith raised over $280,000 on Kickstarter in late 2019 and are currently aiming to get Zenith out sometime this year. The first closed alpha tests are happening next month for pre-order customers and Kickstarter backers.

Fans of anime like Sword Art Online and .hack//sign as well as popular franchises like The Matrix and Ready Player One have been eagerly awaiting the arrival of a true, full-scale VR MMORPG like this and Ilysia for years. OrbusVR scratches the itch a bit, but is small in scope by comparison.

Let us know what you think of the game and the interview itself down in the comments below! If you’d rather read the interview, check back tomorrow for a full transcript.

Zenith VR MMO Alpha Delayed To May (Update)

[Update 3/31/21]: Today the developers announced that the start dates for its upcoming Preview Weekend, Early Bird Alpha, and Second Alpha tests have all been delayed. Previously everything was going to kick off in just a couple of weeks, but now the Kickstarter-exclusive Preview Weekend isn’t slated until May 1-2 with the Early Bird Alpha picking up on May 3-9, followed by the Second Alpha on June 14-20. Beta dates are still TBD.

According to the update blog post, “over 100 improvements” and fixes are planned over the course of the 2-week delay to make sure it’s as polished and bug-free as possible. For more on upcoming VR MMO Zenith: The Last City, watch or read our 45-minute deep dive interview:

[Original 3/10/21]: Today, pre-orders have officially gone live for Zenith: The Last City, an upcoming MMO that will launch on PC VR, PSVR, and Quest, as well as for non-VR PC platforms. The first preview weekend and early bird alpha tests are coming next month.

There are three different tiers you can pre-order, depending on how eager you are to get into the game: Standard ($30), Deluxe ($40), and Collector’s Edition ($60).

Here’s the breakdown on what’s included in each edition:

zenith vr mmo pre-order tiers

If you are a Kickstarter backer or founder, or decide to purchase the Collector’s Edition, then you get access to all alphas and betas, no questions asked. The same also applies to the first 1,000 people that buy the Deluxe edition. Deluxe buyers that miss the “first 1,000” cutoff will have to wait until the second alpha and beta periods.

Additionally, Kickstarter backers and founders will get a two-day weekend headstart on the Early Bird Alpha with a special ‘Preview Weekend’ coming very soon from April 17-18. After that, the first ‘Early Bird Alpha’ period runs from April 19-26 with the ‘Second Alpha’ running from May 31 – June 6. Dates for the Early Bird Beta and Second Beta are not set yet and all dates are subject to change.

zenith vr mmo alpha beta timeline

There is still no launch date set for Zenith: The Last City, but according to developers Ramen VR it’s planned to release this year for PC VR, PSVR, and Quest — as well as non-VR PC.

Stay glued to the Zenith Twitter for the latest news and let us know if you plan on picking the game up down in our comments below!