Developer Nirvanana is crafting Project Zeta, a new title described by its creators as an "espresso MOBA." This third-person action game blends elements from various live-service genres, focusing on a rapid pace and frequent teamfights over traditional lane-based combat. Nirvanana CEO Namseok Kim stated that the goal is to condense the core fun of MOBAs into roughly 20-minute sessions, making it more accessible and less time-consuming than existing titles.

Project Zeta features a four-teams-of-three setup where the primary objective is to accumulate points by securing 'prisms' dropped by bosses and delivering them to 'ballasts' scattered across the map. The first team to reach five points wins. Unlike conventional MOBAs, Project Zeta moves away from lane progression after an initial warm-up phase, emphasizing constant engagement with objectives and enemy teams. Kim likened the experience to a Formula 1 race, with all participants vying for objectives simultaneously.

To facilitate this high-octane gameplay, Project Zeta removes the traditional crosshair found in many hero shooters and 3D MOBAs. Basic attacks are designed to always land, shifting the focus to strategic ability usage, psychological maneuvering, and precise positioning. Combat is envisioned as a dance of dodging and landing attacks, rather than relying on pinpoint aiming.

To further reduce downtime and encourage aggressive play, eliminated teams are immediately revived with full health and restored cooldowns. This design choice aims to prevent the passive play often seen in battle royale MOBAs, where limited lives encourage preservation. Project Zeta's score-race format and quick time-to-kill are intended to make players feel empowered to take risks and engage in constant skirmishes.

Kim also mentioned that a motivation for creating Project Zeta was his daughter's difficulty with the lengthy playtime and steep learning curve of games like League of Legends. The aim is to offer a more approachable entry point into the MOBA genre. To this end, the game is being developed with controller support from the ground up, targeting a level playing field for PC and console players. An auto-itemization system will also be present, allowing players to pre-select build preferences for aggression, support, or defense, with the game automatically purchasing necessary skills during a session.

The game will not feature pure tank or healer roles, as Kim believes these archetypes can prolong encounters and disrupt the desired proactive gameplay. By ensuring a short time-to-kill and a constant need for engagement, Nirvanana hopes to maintain the fast-paced, objective-driven nature of Project Zeta. The title is being developed by Nirvanana Studio and published by Krafton, with confirmed releases planned for PC via Steam and PlayStation 5.