ZENYRA
SEASON 1 - THE DAWN OF ZENYRA
A new PvM journey.
A progression system built to last.
A world that does not end at Level 150.
WELCOME TO ZENYRA
Zenyra is a Metin2 project built around one main idea:
preserving the identity that makes Metin2 recognizable while building a new, coherent and long-term progression experience around it.
We do not want to create a server made of dozens of short-lived maps, equipment sets that become obsolete after a few hours, or systems added only to increase the feature count.
Every piece of content should have a purpose.
Every progression stage should naturally lead into the next one.
MAPS → DUNGEONS → EQUIPMENT → PROGRESSION → ENDGAME
Everything should be part of the same journey.
A WORLD BUILT AROUND MACRO-REGIONS
One of the main design decisions behind Zenyra concerns the world itself.
Fewer maps.
Larger regions.
Stronger identities.
More meaningful progression.
We do not want players to enter a map, gain a few levels and immediately leave it forever.
Each major region should represent a meaningful stage in the character's progression.
LEVEL 1-30 - VILLAGE 1
The beginning of the journey.
The first stage maintains a strong connection with the traditional Metin2 experience.
Early levels, first equipment, first objectives and a gradual introduction to the structure of the server.
LEVEL 30-50 - SEUNGRYONG VALLEY
The final major region connected to the classic progression.
From this point onward, Zenyra gradually starts building its own identity.
LEVEL 50-75 - ELARION
The first true original macro-region of Zenyra.
Elarion is a large Eastern-inspired area featuring:
waterways and large crossing areas
bridges
distinctive vegetation
Eastern architecture
wide spaces designed for exploration and farming
Elarion is not only a concept.
The map has already been implemented on both client and server side, and it became the technical reference used to define the standard implementation workflow for the following Zenyra regions.
[INSERT ELARION SCREENSHOT HERE]
Elarion - Work in Progress
LEVEL 75-100 - SYLVARIS
A large natural and mystical region.
Sylvaris will represent one of the most important stages of the pre-endgame progression and will accompany the player through the development of more advanced equipment.
LEVEL 100-125 - THALERYA
A much larger macro-region designed for the advanced part of the main progression.
At this point, difficulty will increase significantly and character development will move into a more demanding stage.
New enemies, new objectives and more advanced PvM content will prepare players for the final section of the main continent.
LEVEL 125-150 - MORVHAL
The final major region before the endgame threshold.
Morvhal is intended to feel:
darker,
more hostile,
more dangerous,
and more memorable.
This is where players will begin preparing for what exists beyond the known world.
The current Season 1 roadmap follows the progression Village 1 → Seungryong Valley → Elarion → Sylvaris → Thalerya → Morvhal.
DUNGEONS MUST HAVE A PURPOSE
We do not want to fill Zenyra with dungeons simply to advertise a high number of instances.
Each dungeon should represent a meaningful step inside the progression.
DEVIL'S CATACOMB
Level Range: 50-75
One of the first major PvM challenges of the journey.
RAZADOR'S FORTRESS
Level Range: 75-100
The main advanced dungeon connected to the Sylvaris progression stage.
NEPHRITE CAVE
Level Range: 100-125
A custom mini-dungeon designed to be short, direct and repeatable.
Expected duration:
approximately 5-10 minutes
The structure is based around a limited number of areas, elite enemies and a final boss.
The idea is simple:
Enter.
Fight.
Complete.
Return to progression.
No unnecessarily long routes just to artificially increase dungeon duration.
MELEY'S LAIR
Level Range: 100-125
A piece of content focused more heavily on group and guild gameplay.
It will not be mandatory in order to continue through the main progression.
NEMERE'S WATCHTOWER
Level Range: 125-150
One of the final major challenges before reaching the endgame threshold.
HYDRA - THE BORDER
Reaching Level 150 will not mean completing Zenyra.
Quite the opposite.
It will mark the beginning of something much larger.
In order to continue, players will have to face:
HYDRA - DEFENSE OF THE SHIP
Hydra will not simply be another dungeon added to the progression.
It will act as the official gate to what comes next.
LEVEL 150
↓
HYDRA
↓
???
Completing Hydra is planned as the requirement to unlock the next phase of the game.
NEXARA
"From this point onward, the rules change."
There is something beyond Level 150.
A new continent.
A new progression.
New enemies.
New equipment.
New dungeons.
New mechanics.
A new stage of the game separated from the normal Level 1-150 journey.
Its name is:
NEXARA
For now, however, we want to keep most of it hidden.
No region names.
No boss reveals.
No dungeon names.
No endgame equipment reveals.
No complete explanation of its progression system.
Nexara should be discovered by playing it, not by reading every detail before entering it.
Hydra is not the end of the journey.
It is the border between two worlds.
EQUIPMENT PROGRESSION DESIGNED TO LAST
Equipment is another important part of Zenyra's design philosophy.
We do not want to introduce a completely new equipment set every few levels.
Important equipment should have enough time to:
be obtained,
be upgraded,
be used,
and become recognizable.
SERPENIRIS
One of the main equipment identities of the mid-game progression.
Serpeniris is designed to accompany the player through a significant part of the character's development instead of immediately becoming obsolete.
ABYSSARIS
One of the advanced equipment lines currently developed for the project.
The line includes:
weapons
armors
headgear
dedicated cosmetic elements
custom visual effects
dedicated shining
upgrade progression up to +15
[INSERT ABYSSARIS SCREENSHOT HERE]
Abyssaris - Work in Progress
And after Level 150?
That part of the equipment progression will remain hidden for now.
ACCESSORIES DESIGNED TO LAST
Accessories follow the same philosophy.
We do not want progression to constantly follow this formula:
new map = new bracelet = new necklace = new shoes
Important accessories should remain relevant for longer periods and represent real progression milestones.
Dedicated equipment lines have already been developed around:
helmet
shield
bracelet
necklace
earrings
shoes
with multiple visual evolution stages.
And once players move beyond Level 150?
The equipment built during the previous journey will not simply be discarded.
More about this will be revealed later.
ITEM RARITY SYSTEM
Loot should feel interesting again.
For this reason, Zenyra uses its own item rarity structure:
COMMON
FINE
RARE
MYSTIC
LEGENDARY
The rarity system is not intended to exist only as another colored word inside an item tooltip.
Its purpose is to increase the perceived value of drops and give equipment a stronger identity.
Finding an important item should feel like an actual moment during farming.
The rarity system is one of the systems planned to connect directly with equipment drops throughout maps, bosses and dungeons.
DAILY AND WEEKLY ACTIVITIES
Seasonal objectives will be connected to normal gameplay activities.
Maps.
Bosses.
Dungeons.
Character progression.
The goal is not to create an endless checklist that forces players to log in every single day.
Activities should give players another reason to play, not turn the game into a job.
The current Season 1 design links recurring quests to rotations involving maps, dungeons and bosses.
ZENYRA BATTLE PASS
SEASON 1 - THE DAWN OF ZENYRA
Season 1 is planned around a Battle Pass containing:
50 LEVELS
with both:
FREE
and
PREMIUM
progression tracks.
The Battle Pass is intended to progress through normal gameplay activities.
Planned reward categories include:
useful materials
chests
titles
costumes
skins
mounts
seasonal cosmetic rewards
The current Season 1 structure already defines a 50-level Free/Premium progression.
The Battle Pass is intended to act as an additional seasonal progression layer rather than replacing the main character progression.
A RECOGNIZABLE VISUAL IDENTITY
Maps, equipment, icons, effects, interfaces and future content are being developed around a common visual direction.
Zenyra should not feel like a random collection of unrelated resources.
Our goal is to make a Zenyra screenshot recognizable before the player even reads the server name.
[INSERT ZENYRA COLLAGE HERE]
CURRENT DEVELOPMENT STATUS
Zenyra is currently under active development.
We prefer to clearly distinguish between what has already been implemented or defined and what is still being worked on.
ALREADY IMPLEMENTED / DEFINED
Season 1 overall structure
Level 1-150 progression structure
progression beyond Level 150
macro-region roadmap
dungeon roadmap
Elarion implemented on client/server side
standard technical pipeline for new map implementation
PvM and PvP equipment direction
Serpeniris
Abyssaris
accessory evolution structure
Zenyra rarity structure
50-level Battle Pass design
overall Nexara structure
CURRENTLY IN DEVELOPMENT
implementation of the remaining macro-regions
final map population
monsters and bosses
drops and balancing
custom dungeons
daily and weekly activities
Battle Pass implementation
endgame systems
Nexara content
OUR CURRENT DEVELOPMENT METHOD
The current map development workflow follows one simple rule:
FIRST, WE BUILD THE WORLD.
THEN, WE FILL IT.
The macro-regions are first installed, tested and stabilized on both client and server side.
Only after this phase are they populated with:
regen files
monsters
bosses
drops
quests
final gameplay content
This is the current technical approach defined for the Season 1 map pipeline.
WHAT WE DO NOT WANT TO BUILD
Maps that remain relevant for only a few levels
Equipment that becomes obsolete immediately
Dungeons added only to increase the advertised content count
Important items that become useless after only a few hours
Dozens of systems with no connection to each other
An endgame that ends the moment the player reaches the maximum level
Zenyra is being designed around progression continuity, not content quantity for its own sake.
OFFICIAL DISCORD - COMING SOON
We are also preparing the official Zenyra Discord server.
It will become the main place for:
development updates
previews
changelogs
announcements
staff applications
community support
project discussions
future events and activities
The Discord server will be opened soon.
If you want to follow Zenyra's development closely, this will be the place to do it.
WE ARE LOOKING FOR STAFF
As Zenyra continues to grow, we are also looking to expand the team.
We are currently open to applications from people interested in actively contributing to the project.
OPEN POSITIONS
GAME MASTER - GM
We are looking for mature and reliable people interested in working directly with the community.
Responsibilities may include:
player support
handling reports
in-game moderation
helping during events
general community assistance
SUPER GAME MASTER - SGM
We are also looking for a more experienced staff member capable of coordinating Game Masters and working more closely with the administration.
The role requires:
maturity
organization
neutrality
reliability
good knowledge of Metin2 and its community
GAME ADMIN - GA
We are also open to bringing in someone with more advanced experience who would like to contribute directly to the development and management of the project.
We are not looking for someone interested only in having a staff title.
We are looking for someone willing to:
bring new ideas to the project
help solve problems
collaborate with the team
test systems and content
contribute to project decisions
help Zenyra grow over time
Previous staff experience is appreciated, especially for higher-responsibility roles.
However, what matters most to us is finding people who are:
reliable,
collaborative,
active,
mature,
and genuinely interested in the project.
If you have experience with Metin2, have worked on other projects before, or believe you have useful skills to contribute, feel free to contact us.
ZENYRA
SEASON 1 - THE DAWN OF ZENYRA
Level 150 is not the end.
Hydra is the gate.
Nexara is what lies beyond it.
DEVELOPMENT IN PROGRESS
More previews and development updates will be shared as the project moves forward.
We are not looking for people who only want to watch Zenyra grow.
We are looking for people who want to help us build it.