Project Zeta is taking a different approach to the MOBA genre by removing several systems that usually define it. Instead of two large teams, fixed lanes, and long early game farming, the upcoming title uses four teams of three players in matches designed to last around 20 minutes.
The game is being developed by NIRVANANA and published by Krafton for PC and PlayStation 5. It is currently targeting an early access launch in late 2026.
Project Zeta places all four teams on the Aran Plateau, where the map is open from the beginning. There is no traditional laning phase, so players can move directly into combat, hunt monsters, collect resources, and compete over major objectives.
The main goal is to defeat Prism bosses, collect the Prisms they drop, and carry them to a central scoring point. The first team to secure five Prisms wins the match.
Project Zeta key details
| Feature | Details |
|---|---|
| Team structure | Four teams of three players |
| Match length | Around 20 minutes |
| Laning phase | None |
| Main objective | Collect and score five Prisms |
| Respawns | Unlimited |
| Platforms | PC and PlayStation 5 |
| Cross play | Supported |
| Launch target | Late 2026 early access |
The four team structure is one of the biggest changes. With several opposing squads active at the same time, encounters can change quickly and third party attacks are always possible.
The developers are also trying to reduce some of the frustration commonly associated with competitive MOBAs. By spreading the conflict across multiple teams rather than creating a direct two team rivalry, the design aims to shift more attention toward enemy squads instead of encouraging blame within your own team.
Death does not slow the match down for long
Project Zeta uses unlimited respawns and also allows players to manually revive teammates. This keeps players involved even after losing a fight.
A system called Fighting Spirit adds another layer to combat. If your team completely eliminates an opposing squad, everyone receives restored health and refreshed cooldowns, while defeated teammates are revived.
That mechanic can let a successful team continue fighting immediately instead of retreating after a major battle. It also creates the possibility of extended kill streaks, including rare Deca kills involving 10 rapid eliminations.
The game has already changed substantially during development. After several years of testing, the map was reduced to roughly one third of its original size. The number of teams was also cut from five to four.
Those changes were made to reduce empty areas and keep combat more frequent.
Controller support is central to the design
Project Zeta is being built with controller play in mind from the start. That makes it less dependent on complex keyboard and mouse setups than many traditional PC MOBAs.
Cross play between PC and PlayStation 5 is also planned, which should help maintain a shared player population across both platforms.

The developers intend to keep changing the competitive balance through new heroes, terrain adjustments, and different boss patterns. Characters such as Nova Crush and the assassin Azrakall are among the heroes expected to expand the roster.
Project Zeta still uses recognizable MOBA ideas such as unique heroes, team composition, ability cooldowns, and objective control. Its shorter matches, multiple teams, open map, and faster respawn systems give those ideas a different structure.
If those systems work as intended, Project Zeta could offer an easier entry point for players who like competitive team games but have found traditional MOBAs too slow, rigid, or difficult to learn.



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