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The Great Overhaul

The Great Overhaul: Combat Depth, Enhanced Visuals, and Performance Gains
[p]The apocalypse has changed. This update is not just about fixes or tweaks — it is about evolution. Every corner of Persist Online has been touched, from the way you fight to the way light moves across the ruins of Ashwater. Weapons now have true identity, zombies are more dangerous and unpredictable, and the entire world runs smoother thanks to a complete graphics overhaul and countless under-the-hood improvements.[/p][p]This is a big step forward for Persist Online![/p][hr][/hr]
Combat Changes
[p]Combat in Persist Online has always been about tension — that feeling of being just one mistake away from disaster. But as the game grew, many weapons began to feel too similar. This update changes that. Every weapon type now has its own mechanical personality. The goal was to make fighting feel expressive — not just effective.[/p][p]Assault Rifles now have two firing modes: burst and full-auto. You can switch between them on the fly, allowing you to control recoil and accuracy depending on the situation. A new skill, Kneecapper, replaces the old burst-fire ability. It inflicts a temporary crippling effect on your target, rewarding precision over spray-and-pray tactics.[/p][p]Pistols have become true tools of mobility. Their bonuses depend on your movement: advancing increases your damage output, while retreating boosts your evasion and damage reduction. It’s a system that encourages dynamic positioning — you’re strongest when you move.[/p][p]Revolvers now follow a rhythm: every consecutive hit in a magazine increases the power of the next shot. Miss, and the bonus is lost. This creates high-risk, high-reward gameplay that turns timing into raw power.[/p][p]
[/p][p][/p][p]Shotguns remain brutal in close combat but now have exclusive access to knockback, making them the kings of crowd control.[/p][p]SMGs are now designed for uninterrupted fire — they automatically reload once the magazine runs dry, cutting downtime in half and keeping the chaos going.[/p][p]Melee combat has also been rebuilt from the ground up:[/p]
  • [p]Axes gain the Executioner effect, guaranteeing critical hits on weakened foes.[/p]
  • [p]Hammers now generate Rage — a resource that builds with every swing and increases your speed and defense the longer you stay in the fight.[/p]
  • [p]Knives gain huge bonuses when striking enemies from behind, rewarding stealth and awareness.[/p]
  • [p]Swords can perform Riposte counterattacks when dodging correctly, punishing attackers in melee range.[/p]
[p][/p][p]These changes create an entirely new layer of depth. Combat now depends on your weapon, your position, and your decision-making. Every encounter becomes a test of mastery — not just gear.[/p][hr][/hr]
Smarter Zombies and Better Hunts
[p]For too long, high-ring combat favored caution over chaos. Players could pull enemies one by one, making fights predictable and safe. That’s no longer the case.[/p][p]Zombie encounters have been redesigned to restore the danger and intensity of early-game combat. In rings six and higher, you’ll face more enemies at once — but each with less health. The goal was to speed up the pace of fights while keeping them deadly. You’ll burn through ammunition faster, but every encounter will feel alive and urgent again.[/p][p]Some zombies also now come with death effects that trigger the moment they fall. These can vary from dangerous area effects that confuse and debuff nearby survivors to unexpected spawns of Rotworms that crawl out of corpses to attack. The exact outcome isn’t always predictable, and that’s the point — no fight should ever feel completely safe.[/p][p][/p][p]To make sure the challenge stays fair, the new Zombie Abuse Protection system detects when players exploit unreachable positions, such as rooftops or terrain gaps. This change keeps farming fair and ensures that every kill feels earned.[/p][p]Combined, these updates bring back the sense of danger that defines Persist Online. Every street fight, every encounter, every pull can turn into a desperate battle for survival.[/p][hr][/hr]
A World That Feels Alive
[p]This update also changes how the world feels — visually, structurally, and atmospherically. Many areas have been rebuilt from the ground up to take advantage of new technology and design improvements.[/p][p]The Ashwater Medical Center is now a full zone instead of a static building. Inside, flickering lights and echoing hallways create a haunting atmosphere filled with new enemies, loot, and ambient voice lines. It’s a perfect example of how environmental storytelling has evolved.[/p][p][/p][p]The Beckwood region has been completely reworked. Vegetation density has increased, terrain transitions are smoother, and the area now offers varied hunting grounds. Both performance and immersion were key goals here — it looks more natural while running better than before.[/p][p][/p][p]Across Ashwater, many buildings that were once empty now have proper interiors filled with props, lootables, and enemies. Exploration feels meaningful again, because every space serves a purpose.[/p][p]We’ve also added a wide range of new harvestables — from dirt mounds and graves to crashed drones and mechanical debris. These small additions make scavenging more dynamic and give resource gathering a sense of discovery.[/p][p]Finally, zombie corpse models have been updated to better match their living counterparts, and more radios have been added across the world, further expanding the story that hums beneath the ruins.[/p][p]The world doesn’t just look better — it breathes.[/p][hr][/hr]
Safe Trade
[p]Trust is rare in the apocalypse. Until now, trading often required risky drop exchanges that could go wrong. That’s over.[/p][p]The new Safe Trade system lets you trade items and cash directly with another player. Simply face the survivor you want to trade with and press E. Both players can then confirm the deal in a secure interface. Nothing is lost, and no one can trick you mid-trade.[/p][p]This feature may sound small, but it’s crucial for a living economy. It supports cooperation, fair play, and the sense of community that every good online world needs.[/p][hr][/hr]
Enhanced Visuals and Performance
[p]This overhaul isn’t only about gameplay. Under the hood, Persist Online has undergone one of the biggest technical changes since development began: a full migration to the Universal Render Pipeline (URP).[/p][p]The URP allows for better use of lighting, shadows, and materials while significantly increasing performance. Many players will see higher frame rates, faster loading times, and more stable gameplay even on lower-end machines.[/p]
  • [p]Lighting across all regions has been re-tuned to look more natural and atmospheric. Indoor areas now have smoother contrast, and outdoor lighting responds better to weather and time of day.[/p]
  • [p]Weather effects have been rebuilt from scratch. Rain, fog, and storms now blend seamlessly with the environment and no longer appear indoors.[/p]
  • [p]Server performance has improved as well, thanks to optimized spawning of harvestables, enemies, and lootables.[/p]
[p][/p][p]
[/p][p][/p][p]This technical work took months, but it transforms how the game feels to play. For the first time, Persist Online can deliver both improved visual fidelity and smoother performance — the kind of foundation that future updates can build on.[/p][hr][/hr]
Balance and Quality of Life
[p]No overhaul would be complete without refining the systems that hold everything together.[/p][p]Weapons and skills have been carefully rebalanced to ensure smoother progression and fairer fights. Many cooldowns have been reduced to make combat flow faster, while damage values have been adjusted to create clearer power curves between rings.[/p][p]Economy and crafting systems have also seen major adjustments. Labor costs for crafting, trading, and cooking have been lowered, making resource management less punishing. Safehouse room upgrades now cost less, allowing players to advance their bases more easily.[/p][p]User interface improvements touch nearly every part of the game. Reloading now shows a progress bar and can be canceled at any time, letting you react to changing situations. The radial interaction menu has been refined to make context actions faster to access. Safehouse and node UIs have been simplified, preparing the system for future claimable areas.[/p][p]You can even place deployable skill objects — such as mines and turrets — while moving, adding flexibility to combat and defense.[/p][p]Together, these updates reduce friction and help the game feel more responsive and modern.[/p][hr][/hr]
The Road Ahead
[p]This overhaul lays the groundwork for what’s next. With combat rebuilt, performance improved, and visuals upgraded, Persist Online is entering a new phase of development — one that focuses on expanding the world, deepening player interaction, and continuing to refine the systems introduced here.[/p][p]The apocalypse is changing. It’s faster, smarter, and more beautiful than ever before — but it’s still dangerous.[/p][p]See you out there, survivors.[/p][p] [/p]

Inside a Zombie’s Brain

Greetings, Scavengers
[p]The open world of Persist Online is not defined by ruins alone. It is defined by the enemies that inhabit every street, forest, and stronghold. Some are beasts defending their territory, others are organized human factions, and many are the restless undead that never truly disappear.[/p][p]Each enemy type plays a role in shaping the world. They react to your actions, they occupy specific areas, and they determine how far you can push into new regions. Today we want to share an overview of these enemy groups and, as the title suggests, take a closer look at what goes on inside their heads.[/p][p][/p]
Animals in the Wild
[p]Wolves, boars, and bears roam the wilds or even abandoned parks within cities. Most animals are hostile on sight, and defeating them grants experience. Many can also be skinned with a knife, feeding into the Hunting profession, which provides valuable resources.[/p][p][/p][p]Animals may not have special abilities, but they attack quickly and in groups. Scavengers who wander into their territory without caution can quickly be overwhelmed.[/p][p][/p][h2]Inside an Animal’s Brain[/h2][p]An animal’s brain is simple but relentless. In Persist Online, animals don’t retreat—they fight.[/p]
  • [p]Territorial Instinct: Step into their ground, and they will attack until one of you falls.[/p]
  • [p]Raw Strength: Larger beasts like bears rely on brute force to crush anything in their way.[/p]
[p]Animals don’t plot or plan, but they don’t give up either. Out here, nature doesn’t run – it bites back.[/p][p][/p][p][/p]
The Undead
[p]The most common enemy in Persist Online is the zombie. They are slow and lack intelligence but respond aggressively to noise. A lone zombie is rarely a challenge, yet groups can encircle and overpower even prepared scavengers.[/p][p]Zombies are found in every region and every ring, from ruined streets to abandoned suburbs. Certain equipment mods even provide specific bonuses when fighting them, underlining how frequent an encounter they are.[/p][p][/p][h2]Inside a Zombie’s Brain[/h2][p]A zombie’s brain is simple. They don’t plan, they don’t remember, and they don’t question. But they do respond:[/p]
  • [p]Noise: Anything loud is irresistible.[/p]
  • [p]Sight: If they see you move, they will shamble toward you.[/p]
  • [p]Numbers: One zombie becomes two, two become twenty.[/p]
  • [p]Night: Darkness flips the switch – zombies wander more, react faster, and feel endless.[/p]
[p]They don’t have much going on upstairs, but sometimes less is more. A brain that only knows “see, chase, bite” will never get bored of doing exactly that.[/p][p][/p][p][/p]
Mutants: The Archetypes
[p]Further out in the rings, scavengers will encounter mutants. These are enemies with higher intelligence, unique abilities, and brutal attacks. Unlike the undead, they know how to hunt.[/p][p]Each outer ring introduces new archetypes with their own abilities and behaviors. The further you travel, the greater the variety and the danger.[/p][p][/p][h2]Inside a Mutant’s Brain[/h2][p]Mutants think, but not like us. Their brains are wired for problem solving – if “problem” means “you” and “solving” means “smash, spit, or leap.” They test defenses, exploit openings, and adapt their attacks.[/p][p]While zombies rush blindly, mutants look like they’re considering their options. Of course, their final decision usually involves hurling you through a wall, so don’t give them too much credit.[/p][p][/p][p][/p]
Human NPCs
[p]Not every enemy is monstrous. Many dangers come from other humans. Bandits, mercenaries, or members of rival factions can be encountered in every ring. NPCs use firearms and melee weapons, often coordinating their attacks.[/p][p]Their behavior is also tied to faction reputation. Some groups may be neutral – or even supportive – if you have earned their trust, while others will be hostile on sight.[/p][h2]
Inside an NPC’s Brain
[/h2][p]NPCs operate with discipline but without emotion. They don’t loot, they don’t hesitate, and they don’t run. Their “brains” are designed for tactics:[/p]
  • [p]Cover and Fire: NPCs use weapons effectively and take cover when threatened.[/p]
  • [p]Coordination: They attack in groups, pressing an advantage when they have it.[/p]
  • [p]Faction Loyalty: Their decisions are shaped by who they fight for, not personal feelings.[/p]
[p]If zombies are dangerous because they never stop, NPCs are dangerous because they never flinch. Cold, calculated, and unshaken by fear – they’re not just enemies, they’re obstacles with a trigger finger.[/p][p][/p][p][/p]
Wardens
[p]Within faction strongholds, you may come across Wardens. These are powerful NPCs marked with a white symbol. Wardens exist to protect the inner bases of factions. They are far stronger than ordinary NPCs and act as a last line of defense.[/p][p] [/p][h2]Inside a Warden’s Brain[/h2][p]A Warden’s brain is all duty. They are defenders, not hunters.[/p]
  • [p]Unshakable: They never abandon their post.[/p]
  • [p]Loyal: Their only purpose is to guard the heart of their faction.[/p]
  • [p]Relentless: If you challenge them, they will fight until either you fall or they do.[/p]
[p]Wardens don’t chase you across the world or wander into the wilderness. They stand exactly where they are meant to stand, and they make sure you remember why you should have stayed outside.[/p][p][/p]
Elite Variants
[p]Any enemy type can appear as an elite version. Elites are stronger, harder to defeat, and reward better loot. They are marked with a red skull above their head.[/p][p]Elites appear more often at night, making exploration after dark a dangerous but rewarding choice. Some elites are simply stronger zombies or animals, but others are mutant elites found in lairs or guarded zones.[/p][h2][/h2][h2]Inside an Elite’s Brain[/h2][p]An Elite’s brain is the similar to it’s “base” creature – just meaner.[/p]
  • [p]Toughness: They shrug off blows that would drop normal enemies.[/p]
  • [p]Aggression: They press harder, forcing you to commit or retreat.[/p]
[p]Think of it like facing the “champion edition” of an enemy. Familiar, but with the dials turned up – and if you underestimate them, you’ll find out exactly why that red skull is there.[/p][p][/p]
Bosses
[p]Bosses are unique enemies found in specific locations such as dungeons. They possess multiple abilities, often requiring careful preparation and teamwork to defeat.[/p][p]Bosses are not designed for lone scavengers. They are encounters meant for parties and guilds, built to test planning, strategy, and cooperation. Each boss features unique mechanics and special attacks that cannot be overcome by brute force alone.[/p][p]Victory requires coordination – assigning roles, timing abilities, and responding to the unexpected. Boss fights are the moments where groups prove their strength, and where loot and glory await those willing to face the greatest challenges.[/p][h2]Inside a Boss’s Brain[/h2][p]A boss’s brain isn’t wired like the others. It doesn’t chase noise or guard territory – it exists purely as a challenge.[/p]
  • [p]Mechanics First: Every boss is built around unique abilities that force you to react and adapt.[/p]
  • [p]Party Focused: They expect groups, not individuals. Their brains are tuned to punish lone scavengers.[/p]
  • [p]Unforgiving: Mistakes aren’t ignored; they are exploited. Fail to plan, and the boss will remind you why it rules its domain.[/p]
[p]Boss brains don’t think about survival – they think about testing yours.[/p][p][/p]
Protected Enemies
[p]If an enemy is pulled too far from its original territory, it enters a protected state, shown by a blue shield. In this state, it ignores scavengers, heals to full strength, and returns to its home position.[/p][p]This system ensures that enemies remain tied to their environments, preventing exploits and keeping the world consistent and believable.[/p][p][/p]
The Bigger Picture
[p]By mixing common foes like zombies with intelligent mutants, disciplined NPCs, and high-stakes enemies like elites, wardens, and bosses, Persist Online ensures that every expedition feels unpredictable. Noise, time of day, and faction politics all shape how encounters unfold.[/p][p]The world is alive, hostile, and always contested. Whether you are hunting animals for resources, clearing undead from ruined streets, or preparing your crew to face a mutant lair, each enemy type brings its own dangers and rewards.[/p][p]And if you ever doubt the threat of the undead, just remember: even the emptiest brain can still want one thing – and unfortunately, that thing is you.[/p][p]—The Persist Online Development & Community Team[/p]

Skill System Overhaul

Motivation for the rework
[p]Recent playtests and internal discussions revealed several core issues with the current skill system:[/p]
  1. [p]Forced Progression Through Unwanted Skills – Players were required to level up skills they didn't want in order to access the ones they actually needed.[/p]
  2. [p]Limited Build Variety – Although the system allowed some variation through different skill trees, players using the same weapons often ended up with identical builds.[/p]
  3. [p]Delayed Meaningful Choices – The first meaningful decisions within the skill system came much later in progression than intended.[/p]
[p][/p][p][/p]
The reworked System
[p]Let’s take a deep dive into the new system.[/p][p]We still have 25 skill trees:[/p]
  • [p]7 for firearms[/p]
  • [p]4 for melee weapons[/p]
  • [p]10 for professions (like woodworking)[/p]
  • [p]2 for armor[/p]
  • [p]2 “other” trees for Endurance and First Aid.[/p]
[p]You gain skill points in each tree by using that skill — for example, shooting with a gun, fighting with a sword, or using a tool.[/p][p][/p]
Max Skill Level & Badges
[p]Each tree has an initial max level of 10. If you reach level 10 in a skill tree, you can invest a specific Badge to increase the maximum level by 5. For example, to increase the max level of your Assault Rifle Tree, you need to invest one of your Badges for level 10 to raise the max level to 15.[/p][p][/p][p]While you can level up all 25 skill trees, each character has only a limited number of badges. You receive these badges at the beginning of the game:[/p][p]·       13 to increase max levels to 15[/p][p]·       12 to increase max levels to 20[/p][p]·       11 for max level 25[/p][p]·       … and so on, with 1 less badge available for each subsequent 5-level increase.[/p][p]At the end, you have only 6  to increase your max level to 50. It is not possible to raise a skill level higher than 50.[/p][p][/p][p][/p][p]The image shows the Endurance Tree without any badges invested, at level 1. The current max level is 10.[/p][p]You gain 1 skill point per level, which you can invest in the different skills of the tree.
[/p]
Where to invest the points?
[p][/p][p]You can choose to invest points in passive or active skills.[/p][p]·       Passive skills are in the first row of each tree. Some can accept your first point immediately, while others require a specific skill level.[/p][p]·       Active skills (not ultimates) take up an entire row consisting of:[/p][p]o   1 base skill[/p][p]o   3 Enhancers[/p][p]o   2 Specializations[/p][p]
[/p]
Example Marathon Lungs
[p]I’ll explain the new system for active skills using the popular Marathon Lungs as an example.[/p][p]If you invest your first point into Marathon Lungs, you unlock the base version of the skill.[/p][p][/p][p]If you want to cast the skill more often with a lower cooldown, you can invest up to 5 points in the Cooldown Enhancer of Marathon Lungs.[/p][p][/p][p] [/p][p]If you want to reduce its stamina cost, invest up to 5 points in the corresponding Stamina Enhancer.[/p][p][/p][p][/p][p]If you want more impact (in this case, more duration), invest up to 5 points in the Impact Enhancer.[/p][p] [/p]
Specializations
[p]If you invested 11 or more points in one specific active (not ultimate!) skill you can choose 1 out of 2 specializations. Each specialization costs 1 point.[/p][p]For Marathon Lungs you can choose between these two options:[/p][p][/p][p] [/p][p][/p][p]In total you can invest up to 17 points in an active skill.[/p][p]·       1 to unlock the base version[/p][p]·       5 points for each of the 3 Enhancer (15 total)[/p][p]·       1 for a specialization[/p][p]If you don’t want to invest so many points you can invest fewer. However, to unlock a specialization, you must invest at least 11 points.[/p][p]Here is how Marathon Lungs could look if you fully level all Enhancers and pick the specialization “Way of the Fugitive.”[/p][p][/p][p]In total, each tree has a theoretical maximum of 86 points you could invest if all passives and the ultimate are included, but you only have up to 50 points available.[/p][p]·       51 points for actives (3 x 17)[/p][p]·       30 points for passives[/p][p]·       5 points for the ultimate[/p][p]
[/p]
And What About Ultimate Skills?
[p]As mentioned, you can still invest up to 5 points in an ultimate skill. The difference is that now each invested point matters: stamina costs, cooldowns, and impact are improved with every point.[/p][p][/p][p]Additionally, there is a change that might be less obvious: you can save points by increasing the max level with badges in advance. For example, imagine you are level 45 in a skill tree and have 5 uninvested points left. You can invest your badge to increase the max level to 50. The minimum level requirement for ultimate skills is 46. So if you reach level 46, you can immediately invest all 5 points in the ultimate and have it fully maxed out at level 46![/p][p] [/p]
Specific weapons in the New Skill System
[p]Based on feedback, we have decided to make further changes to Machine Guns and Rifles. Although these are part of the skill system, the changes will also affect how the weapons themselves function.[/p][h2]Machine Guns[/h2][p]In the old system, Mow’em Down for Machine Guns provided penetration damage, allowing you to shoot multiple zombies at once.[/p][p]We’ve now made this ability available for all Machine Guns by default. All Machine Guns can penetrate up to 3 targets, dealing 50% damage to each penetrated target without needing to use Mow’em Down. Some active skills increase this penetration damage.[/p][p] [/p][h2]Rifles[/h2][p]We’ve done a full overhaul of rifles and all their active rifle skills.[/p][p]For the moment, you can only find and craft these two rifles in the game:[/p][p]·       Mk 14 EBR[/p][p]·       SVD[/p][p][/p][p]We increased the attack speed of both weapons and set their magazine size to 20. Future rifles will be balanced within the same range.[/p][p]All rifles now come equipped with a scope, which you can activate using the right mouse button. Additionally, all rifles share the ability to hide the damage indicator on targets. This means you can shoot at distant players without revealing your position.[/p][p]Next, you can see a spoiler for a very sniper-specific specialization within a rifle skill. If you choose this specialization for the corresponding skill, you will be able to attack almost unseen. And this isn’t the only rifle-specific specialization.[/p][p][/p][p]Other rifle weapons in characters’ inventories, backpacks, storage, etc. have been replaced by one of the two mentioned above, while retaining their original DPS.[/p][p] [/p]
Conclusion
[p]This skill system rework gives players more freedom, clearer progression, and meaningful choices. With the new badge system and weapon skill updates, building your character should feel more flexible and rewarding. We’re looking forward to your feedback in the upcoming playtests.

[/p][p] [/p][p] [/p]

The Karma of Combat

The world of Persist Online has always thrived on tension, unpredictability, and the ever-present danger that another player might strike when you least expect it. Our vision has always been an open PvP world—where every encounter carries risk. But with our new PvP system, currently in development, we’re adding depth, consequences, and a touch of justice to the chaos—without dulling its edge.

Note: None of the mechanics outlined here are final and may change before release.

What Is the New PvP System All About?

At its core, the new system stays with Karma—a value every character carries that reflects their in-game behavior, ranging from -10,000 to +10,000. All players begin their journey at +5,000 Karma.
Kill another player without justification? You’ll lose Karma. But let’s take a closer look at what this actually means.

Low Karma, High Consequences

Fall into negative Karma territory, and life gets harder—fast. Here’s what you’re in for:
• More Durability Loss: Dying becomes expensive, especially for high-level gear.
• Increased XP Loss: You’ll lose more character experience on death—but not levels.
• Skill XP Penalty: Only players with negative Karma can lose skill XP—but not levels.
• Respawn Restriction: You’ll respawn at the dreaded Black Hand Faction.
• Visible on Compass: Positive Karma players can track nearby negative Karma characters (optional toggle).
• Delayed Resurrection: The lower your Karma, the longer you wait to revive.
• Fair Game: Anyone can kill you without penalty.

The Black Hand Faction: Home for the Wicked

Negative Karma players will find refuge—and a fight—in the Black Hand Faction’s stronghold, also known as Slaughterhouse 05. This hub offers essential NPC services:
• Safehouse Entry
• Repair, Auction, and Trade NPCs
• Mailbox and Guild Terminals
• A Leaderboard
But beware: the NPCs here are hostile to all players with positive Karma.
Outside the gates, special hunting grounds offer chances to grind your way back into the light… if you dare.

We will move the current position of the Black Hand Faction to their new home.

Gaining and Losing Karma

Gain Karma by killing zombies and mutants (not NPCs). We're removing Karma-gain quests to keep it simple.
Lose Karma when you kill another player unjustifiably. How much you lose depends on:
• How many people participated in the kill
• How much damage you personally dealt
• The formula is base value of 500 + 500 split between the participants
Here’s a example:
• Character A (3,000 HP)
• B deals 2,000 damage, C deals 1,000
• A dies
• B loses 500 + (2/3 * 500) = 833 Karma
C loses 500 + (1/3 * 500) = 666 Karma
If either of them had killed A solo, they'd lose the full 1,000 Karma.
And yes, even if A is finished off by a zombie or NPC—you’ll still lose Karma if you started it.

Bullying the Weak? Not on Our Watch.

The system also increases penalties for killing lower-level players. Some examples:
• Killing someone 15 levels below? Double Karma loss
• 30 levels? Triple loss
• 50 levels? You’re looking at a 10x penalty
There’s no extra loss for killing someone up to 5 levels below you. And taking down a higher-level player doesn’t affect Karma penalties at all.

"Justifiably Killable": Fight Back with Honor
If someone attacks you and fail to finish you off, they become Justifiably Killable for 10 minutes. During this window, you can kill them without losing Karma.
The system will clearly indicate on their nameplate that this is a justified kill. Once you’ve exacted your revenge, the status disappears—justice served.
Note: The picture is a mock-up and might change.


What About Parties?

To keep things straightforward, party affiliations don’t factor into Karma. That means:
• If your friend is attacked, they can defend themselves without penalty.
• But if you jump in to help, that counts as an unjustified attack for you—and yes, you’ll lose Karma.

Newbie Protection

New players (level 10 or below) who die near Junction due to unjustified PvP (even if finished off by a zombie or NPC) won’t lose XP or backpack contents. It’s our way of ensuring fresh survivors get a fair start.

Dealing With the Truly Deranged

Some players might push the limits, going on destructive sprees and ruining the experience for others. To curb this, we’re introducing a stacking debuff: Insanity.
• Characters with Karma below -5,000 begin stacking Insanity.
• The lower your Karma, the faster it stacks. At -5,000 to -5,499, you’ll get 1 stack per hour. At -9,500 to -10,000, you’ll get 1 stack per minute.
• Each stack reduces damage, HP, stamina, damage reduction, and evasion by 1%.
In short: the more you kill unjustifiably, the weaker you become—until even the zombies can finish what others started.
Insanity is removed if you reach positive Karma again.

Guild Claims: A Glimpse of Future Conflict Zones

Looking further ahead, we plan to introduce Guild Claims—designated areas controlled by player guilds where standard PvP restrictions will not apply. In these zones, every kill will be treated as justified, meaning players won’t lose Karma for killing or losing XP or their backpack for dying, regardless of the circumstances. These claim areas are designed to offer a controlled environment for guild-versus-guild warfare, where power struggles can unfold without interfering with the broader Karma system. While this feature won’t be available with the pvp system, it’s part of our long-term vision to give organized groups new tools to carve out territory—and defend it with force.

In Conclusion

We believe the new Karma-based PvP system will keep the world of Persist Online dangerous—but fairer. While we strive for balance, we also believe that true fairness in a PvP-driven MMORPG is likely impossible to achieve. That said, we know not every survivor thrives in the chaos of player conflict. In the future, we’re considering separate non-PvP worlds for those who prefer to explore, survive, and progress without the constant threat of PvP. You’ll still have the freedom to play as you like—whether that’s as a hero, a villain, or something in between.

Just remember: every kill comes with a cost.

Our Testing Strategy

Greetings, Scavengers!

Before we dive into the details of our testing strategy, we want to share a personal note from our two creators. When Tom and Ben began working on Persist Online in their spare time – shortly before the pandemic – they had a simple vision: create a game inspired by the spirit of early MMORPGs, where players make meaningful decisions and truly explore a vibrant world.

They set aside the notion that cutting-edge visuals were the ultimate goal, focusing instead on building engaging, fun mechanics driven by passion. Their dream was always to welcome early feedback and build a genuine community around the game. When the first players discovered the game and started playing it Tom and Ben were excited and thrilled to receive real player feedback on the game. Now it’s time to open up the game to more dedicted players.


Ben aka Balinor (left) and Tom aka Shintao (right) at the CipSoft offices

Signup for Playtests

This is an important moment for us. Although we’re supported by a well-established organization, Persist Online has been built with an independent, bootstrapped mindset. We’re a lean, dedicated team of 14 full-time members, supported by our internal art, tech, testing, and marketing teams – and aided by several trusted external partners. In a global industry where many projects have access to much larger budgets, we take pride in our indie spirit and commitment to quality, driven by passion rather than deep pockets.

We’re excited to share our testing strategy – a plan that reflects our transparent, community-driven approach to development. Your feedback is absolutely essential, even if some aspects are still evolving. Our aim is to refine and balance Persist Online before a broader release by listening carefully to a range of player experiences. Here’s how we’re organizing our playtests:

[h2]1. The Pre-Alpha Survivor Group[/h2]
Our Pre-Alpha Survivors are the players who have been with us from the very beginning. Their ongoing support has been instrumental, and we truly appreciate the commitment. This group will have full, unrestricted access to Persist Online, allowing us to gather continuous, in-depth feedback on everything – from gameplay mechanics to the overall experience. Their insights help us catch issues early and guide our development decisions as we work to create a balanced and engaging world – even as some features are still under refinement.

[h2]2. Limited Access Group[/h2]
Our second group consists of players who register to participate in scheduled playtests. You can sign up for upcoming Playtests via this link. These testers will have access to the game during specific sessions – like a certain weekend of a month. We’ll start small and gradually expand this group over time, so don’t be too dissapointed if you are not chosen straight away.

During these scheduled sessions, when many players are online at once, we’ll be focusing on key areas such as PvP, guild activities, and overall performance under real-world conditions. In these concentrated playtests, we’ll conduct surveys and host discussions on Discord to capture your detailed feedback. Your honest input is crucial for helping us fine-tune the game.

[h2]3. Marketing Group[/h2]
The final group brings in fresh perspectives from players acquired through marketing efforts. These new players are essential for helping us understand the broader appeal of Persist Online. Their experiences are particularly valuable for testing player retention and guiding long-term balancing decisions.

Feedback from this group will also inform us about when we’re ready to take the next steps toward alpha, beta, and eventually early access. By closely monitoring how these newcomers engage with the game, we can ensure that Persist Online remains accessible and enjoyable for everyone.

Surveys and Big Data Analytics

In addition to direct feedback from surveys and community discussions, we also rely on big data analytics to see how Persist Online is really being played. We use tools like heatmaps and event tracking to assess important aspects such as the in-game economy, balancing, and pacing. This data-driven approach enables us to design new features, validate our decisions, and quickly pinpoint any issues with game mechanics. By blending your qualitative feedback with quantitative data, we’re able to make informed decisions that enhance the overall experience.


Player death events, incl. reason

Regional Server Infrastructure

To ensure a smooth testing experience for everyone, we’ve set up game worlds in Europe, South America, and North America. While multiple servers are standard in MMORPGs, this setup helps us maintain stable performance and keeps ping times reasonable, especially during busy testing sessions.

Important Note: Character Wipes

We believe in being transparent about our development process. During playtests, there will be times when we reset your character progress. This is necessary to implement balancing adjustments, feature updates, and other essential changes. We understand that losing progress can be frustrating, and we’re working to keep these interruptions to a minimum. However, occasional wipes are an important part of speeding up development since they allow us to avoid the complications of migrating old data to new systems. Your understanding and feedback during these updates are greatly appreciated.

Looking Ahead

We know many of you are eager to try out Persist Online—and we share your excitement! While not everyone can join the playtests just yet, rest assured that we’re committed to expanding participation. Over the coming month, we will gradually increase both the number of testers and the duration of our playtest sessions, so that more of you can experience the game and provide your invaluable feedback.

Our three-pillar testing strategy is designed to capture insights from our long-time supporters and new players alike, allowing us to make thoughtful, well-informed decisions as we continue to balance and enhance the game. Transparency is at the heart of what we do, and we’re always here to listen.

Thank you for your ongoing support and for being part of this journey. Together, we’re building a game that truly reflects the spirit and needs of our community.

~ The Persist Online Development & Community Team