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Steam News18 June 20251y ago

Patch Notes: Closed Beta Test #2

Welcome to the second Closed Beta Test for Project ZETA! This update introduces two brand-new heroes, major system overhauls, improved UI and accessibility features, and the debut of several requested functions, like cu

In this update15

Full notes

Full Project ZETA update

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What changed

7 fixes18 additions88 changes2 removals
  • Compatibility
  • Gameplay
  • Maps
  • Balance
  • Server
  • Performance
addedWelcome to the second Closed Beta Test for Project ZETA! This update introduces two brand-new heroes, major system overhauls, improved UI and accessibility features, and the debut of several requested functions, like custom matches, dynamic music, and a fully revamped ping system.
changedWe’ve packed this patch with quality-of-life upgrades, content enhancements, and gameplay polish to make this beta experience the best yet. But that doesn’t mean there isn’t more work to do! Be sure to leave your feedback, suggestions, and bug reports in the appropriate sections of the Project ZETA Discord server.
addedAI Training ModeBy popular demand, we’ve added an AI Training mode to the game for CBT2. In this mode, you’ll team up with three matched players against four bot teams. This AI Training Mode is designed to help new players learn the rules of the game before stepping foot on the Aran Plateau.
addedCustom MatchYou can now create Custom Matches and play Aran Mode with selected players. Try out various strategies on the Aran Plateau through this feature.
changedNimzy (Mage)Nimzy is a sugar-sweet trickster who takes control of the battlefield with charm… and a bit of crowd control. She excels at creating unexpected moments and turning the tide.
changedNimzy (Mage)Hitting an enemy with an ability applies Twinkle Mark. If an ally hits a marked target with an ability, the mark is consumed to deal additional damage.
Shield duration increased:1.75sec2secShield duration increased: increased, buffNearby monsters take +5%+15%Nearby monsters take + increased, buffCooldown increased:16/15/14/13/12sec18/17.5/17/16.5/16secCooldown increased: increased, nerfSpike duration reduced:10sec6secSpike duration reduced: decreased, nerf

Project ZETA changes

addedWelcome to the second Closed Beta Test for Project ZETA! This update introduces two brand-new heroes, major system overhauls, improved UI and accessibility features, and the debut of several requested functions, like custom matches, dynamic music, and a fully revamped ping system.
changedWe’ve packed this patch with quality-of-life upgrades, content enhancements, and gameplay polish to make this beta experience the best yet. But that doesn’t mean there isn’t more work to do! Be sure to leave your feedback, suggestions, and bug reports in the appropriate sections of the Project ZETA Discord server.
addedBy popular demand, we’ve added an AI Training mode to the game for CBT2. In this mode, you’ll team up with three matched players against four bot teams. This AI Training Mode is designed to help new players learn the rules of the game before stepping foot on the Aran Plateau.
addedYou can now create Custom Matches and play Aran Mode with selected players. Try out various strategies on the Aran Plateau through this feature.
changedNimzy is a sugar-sweet trickster who takes control of the battlefield with charm… and a bit of crowd control. She excels at creating unexpected moments and turning the tide.

Welcome to the second Closed Beta Test for Project ZETA! This update introduces two brand-new heroes, major system overhauls, improved UI and accessibility features, and the debut of several requested functions, like custom matches, dynamic music, and a fully revamped ping system.

We’ve packed this patch with quality-of-life upgrades, content enhancements, and gameplay polish to make this beta experience the best yet. But that doesn’t mean there isn’t more work to do! Be sure to leave your feedback, suggestions, and bug reports in the appropriate sections of the Project ZETA Discord server.

Let’s get into it!

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New Modes

AI Training Mode

By popular demand, we’ve added an AI Training mode to the game for CBT2. In this mode, you’ll team up with three matched players against four bot teams. This AI Training Mode is designed to help new players learn the rules of the game before stepping foot on the Aran Plateau.

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Custom Match

You can now create Custom Matches and play Aran Mode with selected players. Try out various strategies on the Aran Plateau through this feature.

  • Other players can join using a code provided to the game host.

  • The host can also fill empty slots with bots.

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Heroes

New Heroes

The mischievous Nimzy (Mage) and the bold commander Thorin Ironwood (Warrior) join the battle!

Nimzy (Mage)

The Chaotic Catalyst

Nimzy is a sugar-sweet trickster who takes control of the battlefield with charm… and a bit of crowd control. She excels at creating unexpected moments and turning the tide.

Passive – Twinkle Tag

Hitting an enemy with an ability applies Twinkle Mark. If an ally hits a marked target with an ability, the mark is consumed to deal additional damage.

Skill 1 – Want a Candy?

Fires a star candy that flies out and returns, damaging enemies. Catching the returning candy reduces this ability’s cooldown.

Skill 2 – Candy Storm!

Creates a storm of candy and sends it forward, damaging and knocking enemies up into the air.

Skill 3 – Zoom, Zoom!

Grants a Movement Speed Increase and Shield to nearby allies.

Ultimate – Trick or Treat!

Deals damage to enemies in the target location and polymorphs them into Cotton Candy Wisps reducing movement speed. Polymorphed enemies cannot leave the area and Nimzy cannot perform other actions while casting this ability.

“Order is just the first step toward chaos.” – Nimzy

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Thorin Ironwood (Warrior)

The Shield of Varnhelm

A fearless commander of the resistance, Thorin Ironwood leads the charge with powerful dashes and defensive might. He serves as both shield and spearhead on the battlefield.

Passive – Iron Will

Gains Tenacity based on current Health. Also restores Health when affected by crowd control effects.

Skill 1 – Crosscut / Severance

Crosscut - Slashes forward with his sword.

Severance - Performs a greater secondary slash with his sword.

Skill 2 – Dawn Waltz

Gains a Movement Speed increase while moving toward enemies. Deals consistent damage to nearby enemies while active. After hitting enemies 4 times, can be recast to swing his shield forward.

Skill 3 – Vanguard Rush

Charges forward, knocking back enemies in his path. Recasting slams the shield down, dealing damage to enemies in front.

Ultimate – Banner of Rebellion

Plants a Banner of Rebellion, dealing damage and pulling in nearby enemies. Then grants Thorin a shield, which detonates after a short duration, dealing damage to nearby enemies.

“A wall doesn’t flinch.” – Thorin Ironwood

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Buffs

Mori

Passive – Flowing Steel

  • The window to trigger bonus effects by switching stances has been extended.

    • Timer: 2.5 sec → 3.5 sec

Sheathed Skill 1 – Crane’s Flight

  • Shield duration increased:

    • 1.75 sec → 2 sec

Sheathed Skill 2 – Featherstep

We refined the skill to enhance its strategic value and rework its hit confirmation for both attacker and target.

  • If you use Silent Cleave (Drawn Ability 2) to counter an enemy’s attack while retreating, the cooldown is reset and the next strike stuns the enemy.

Drawn Skill 2 – Silent Cleave

  • No longer applies Silence on hit.

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Inho

Skill 2 – Predator Strike

  • Telegraph timing changed:

    • Now appears 0.2 sec after activation instead of immediately.

Ultimate – Summary Execution

Previously, determining whether the ability hit from the front or behind led to unclear outcomes for both attacker and target. We’ve reworked the skill accordingly.

  • Inho dashes forward and subdues the first enemy hit, dealing damage.

  • If no enemy is hit, Inho dashes an additional 3 meters.

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Makena

Skill 2 – Blazing Rupture

  • Telegraph timing changed:

    • Now appears 0.1 sec after activation instead of immediately.

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Adjustments

Laveck

Passive – Macho Man

Before:

  • Nearby monsters take +12% bonus damage.

Now:

  • Nearby monsters take +5% to +15% bonus damage, scaling with Laveck’s level.

Skill 1 –Slam

  • Health scaling increased:

    • 2.5% of max Health → 4% of max Health

Skill 2 – Ramspike

  • Cooldown increased:

    • 16/15/14/13/12 sec → 18/17.5/17/16.5/16 sec

  • Spike duration reduced:

    • 10 sec → 6 sec

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Nerfs

Global

Movement speed during combat has been reduced by 5 for all ranged heroes.

Diad

Passive – Lethal Momentum

  • Max stacks: 6 → 7

  • Duration: 15 sec → 7 sec

  • Attack Damage per stack: +5% → +4%

  • Movement Speed at max stacks: +30% → +20%

Skill 2 – Cluster Bomb

We reworked this skill to address feedback that the knockback effect from the projectile felt inconsistent and unsatisfying for those hit.

  • Now fires a cluster bomb that knocks back enemies and deals damage.

  • Targets hit also briefly have reduced movement speed.

Skill 3 – Tactical First Aid

  • Health restoration (based on lost Health):

    • 12/14/16/18/20% → 15% + 60/75/90/105/120

  • Movement Speed Increase duration:

    • 5 sec → 1.5 sec

  • Movement Speed Increase value:

    • up to 26% → 52%

Ultimate – Glitchbuster-6

Previously, players struggled to land the projectile due to its speed and latency dependency. This rework ensures better usability.

  • Now targets a location instead of a direction.

  • The projectile will detonate immediately upon reaching the designated location.

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Piper

Passive – Spirit Mark

  • Damage per stack:

3% of target’s max Health + Level × 3 → 3% of target’s max Health + Level × 1.5 + 10

Ability 3 – Warden’s Grace

  • Movement speed buff duration: 5s → 1.5s

  • Movement speed increase: 20/22/24/26/28% → 16/18/20/22/24%

  • Attack speed increase: 20/25/30/35/40% → 20/22.5/25/27.5/30%

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Gameplay

Rule Changes

Death Location Display

The information risk-reward structure in a multi-team game differs significantly from that of a 1v1 game. We are designing ZETA so that players can reasonably gather information within the context of this unique structure. In this Beta, the location of fallen players will now be visible on the minimap and world map, regardless of your proximity. Combined with the kill log and match board, this allows players to make informed decisions about which teams are still in play.

  • Minimap death icon behavior:

    • Previously – Only nearby deaths displayed

    • Now – All player death locations are displayed

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Plateau Shards

Plateau Shards scattered throughout the Aran Plateau can be picked up by the first player who touches them. They regenerate after a period of time. While the amount you get per shard is small, they’re worth picking up on your route — and the absence of a shard can tell you someone passed by recently.

  • About 20 Plateau Shards per sector

  • Grants 5 shards upon pickup

  • Regenerates every 60 seconds max (planned to be fine-tuned for consistent intervals)

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Additional Prism Altars

In the late game, high Prism Scores and activated Inner/Central Ballasts tend to draw most of the action. During the last Beta, we saw players taking lower-risk fights near Outer Altars, gathering Prism individually rather than as a team. To rebalance the late-game dynamics, new Inner Zone Prism Altars have been added. In the late phase, only the Inner Zone altars will remain active, increasing the risk for those seeking high Prism gains.

  • Inner Zone now features Prism Altars

  • In the late game, only Inner Zone Prism Altars will remain active

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Early Recall Condition Changes

Previously, teams with a major lead in Prism Score could achieve Early Recall, letting them exit the match quickly. While we believe this respects players’ skills and offers a healthy option for dominant teams, Early Recall triggered more frequently than intended in the last Beta. We've tightened the requirements to keep Prism fights intense and dynamic.

  • Early Recall Prism Score requirement:

    • 30,000 → 35,000

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Last-Hit Bonus

Defeating Elite monsters (ranked Leader or higher) grants the killing player 25% more shards

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Solo Play Growth Penalty

To limit excessive growth from solo monster farming:

  • Players who kill monsters alone gain 16% fewer shards

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CODEX

Buffs

  • Armor CODEX

    • Armor : 12/24/36/48 → 12.5/25/37.5/50

  • Combat Movement Speed CODEX

    • Movement Speed During Combat : 8/16/24/32 → 10/20/30/40

Adjustments

  • Lifesteal CODEX

    • Before

      • Basic Attack Lifesteal : 5/10/15/20%

      • Ability damage benefited at half the rate

    • After

      • Lifesteal from all sources : 4.5/9/13.5/18%

Nerfs

  • Cooldown Reduction CODEX

    • Cooldown Reduction : 5/10/15/20% → 4.5/9/13.5/18%

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Epic CODEX Acquisition Conditions Changed

To encourage early leads to snowball into stronger tactical and strategic dominance, the acquisition requirements for Epic CODEXES have been increased. With this change and their updated bonuses, Epic CODEXES should now feel more powerful and long-lasting.

  • Shard cost to unlock Epic CODEXES:

    • 1,000 / 2,000 → 2,000 / 5,000

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Stat Bonuses Added to Epic CODEXES

We’ve added base stat bonuses to Epic CODEXES to create more synergy with Battle CODEX combinations and make power spikes more impactful. This adds to the fun and feeling of progression when acquiring Epic CODEXES.

Helm of Onslaught+24 Attack Damage, +10% Attack Speed
Torch of Judgment+24 Attack Damage, +10 Armor Penetration
Hungry Blade+24 Attack Damage, +8% Omni Lifesteal
Divine Oath+250 Health
Bright Moon Fan+120 Health, +16 Armor
Chalice of Eternity+120 Health, +4% Ability Damage Reduction
Book of the Wanted+8% Cooldown Reduction, +10 Combat Movement Speed
Rift of Time+8% Cooldown Reduction, +10 Combat Movement Speed
Thorny Vine+8% Cooldown Reduction, +10 Combat Movement Speed

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Select Epic CODEX Effects Updated

We’ve reworked some Epic CODEX effects to either open them up to more heroes or sharpen their design identity.

Helm of Onslaught

Before:

  • Activates 7 seconds after hitting an enemy hero with a basic attack (once every 30 seconds).

  • On activation, grants bonus attack speed and armor penetration, and basic attacks deal bonus fixed damage.

Now:

  • Every basic attack on an enemy hero builds stacks (max 5).

  • At full stacks, for 5 seconds you gain bonus attack speed, armor penetration, and increased basic attack damage.

Chalice of Eternity

Before:

  • When HP drops below 30%, trigger a 1.5s shield (30s cooldown).

  • Gradually heal a portion of max Health over 10 seconds.

Now:

  • When Health drops below 30%, trigger a 3s shield (30s cooldown).

  • Every time you gain a shield, briefly gain armor and heal a portion of Health.

Book of the Wanted

Movement debuff duration on enemies and self-speed buff duration increased:

1s → 1.5s

Cooldown increased:

15s → 30s

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New Features

AFK Detection & Surrender System

Players who are inactive for a period of time or leave the game will now be flagged as AFK (Leaver). If a teammate is flagged, the rest of the team can initiate a surrender vote. Our long-term focus is to prevent these situations entirely through improved system stability and design that encourages players to stay in the match. A reporting and penalty system for leavers and disruptive behavior is also on the way.

If a teammate is flagged as AFK, the "Surrender" button becomes available in the menu.

  • Surrender voting becomes available 1 minute after a leaver is flagged (we plan to improve UI to make this clear).

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Bounty System

To counter players who are snowballing without dying and creating low-risk, high-reward fights and taking the strategic advantage without ever carrying a Prism, we’re introducing a bounty mechanic.

  • Upon securing 3 kills without dying, a player gains 50 Bounty, increasing up to a maximum of 800.

  • When a player with a bounty is killed, the total bounty of shards is awarded to the opponent who landed the final blow.

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Contextual BGM

The game’s sound design is undergoing continuous updates. Background Music will now adapt to the situation, such as PvP or PvE encounters. More sound cues are being developed to support tactical and strategic decision-making.

  • Dynamic BGM now plays based on combat context (e.g., boss fights, PvP skirmishes).

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Quality-of-Life Improvements

Voice Chat Improvements

You asked, we listened! The highly requested Push-To-Talk feature is here. We’ve also improved awareness of when your mic is active. More communication options like text chat, voice-to-text, and real-time translation are planned.

  • Push-To-Talk is now available.

  • You can now see if your mic is active via the team info panel.

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Death & Respawn UI Improvements

Many players missed out on the numerous available respawn methods in the last test. We’ve made things more intuitive and improved ping/communication tools for downed players.

  • Pings during death have been updated to better reflect what players need while downed.

  • Using the respawn request ping will now highlight your position on the minimap.

  • ER system request pings will highlight the nearest ER station on the minimap.

  • The ER system icon now visually better fits its role as a respawn device.

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Ping System Improvements

Effective communication is key in Aran Plateau. We’re improving ping convenience to support better teamplay.

  • You can now ping directly on the world map using a cursor.

  • Ping palette controls have been refined for smoother use.

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Team Info Panel Improvements

You’ll now see your teammates’ important in-game statuses in real time.

Example: When an ally is returning a Prism, “Returning Prism” will appear above their status bar.

You can now check teleporter cooldowns for your teammates.

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Minimap Marker Changes

In the last test, large enemy Prism icons cluttered the minimap. We've redesigned them to improve clarity and visibility. We plan to provide various customization options for size and layer priority for the icons.

  • Enemy Prism indicators have been resized and reformatted for better readability.

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Teleporter Improvements

Previously, players couldn’t see where allies were teleporting. That’s now fixed!

  • When you select a teleport destination, your teammates will see your destination.

  • UI now clearly differentiates teleportable and non-teleportable sectors.

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“Revealed” State Added

If a player carrying a Prism hides in a bush, they’ll now trigger a “Revealed” alert to highlight the fact that they will not be concealed when carrying a prism, which was commonly seen during the last test.

  • When a Prism carrier enters a bush, a “Revealed” alert will display.

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Improved Nighttime Visibility

We’ve made adjustments to ensure heroes are clearly visible even during night phases.

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Clearer Ability Range & Ally/Enemy Effects

Ability readability is crucial in the Aran Plateau. We’ve improved clarity on some abilities to help players distinguish ranges and whether the effect is friendly or hostile.

  • Several abilities with unclear visuals have been adjusted to better reflect range and team affiliation.

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New Options & Controls

We’re introducing more granular control over how each hero plays. Tweak your favorite’s feel to your liking! We’ll be continuing to make improvements so you can enjoy the game in any environment you choose.

  • Hero-Specific Settings

    • You can now set ability cast mode, aim assist, sensitivity, and direction guides individually per hero.

  • Keybinding Options Expanded

    • You can now rebind certain keys for keyboard & mouse and controller separately.

  • Camera Inversion Options

    • You can now independently invert the camera for both keyboard & mouse and controller.

  • (Controller) Lock Camera During Ability Use

    • A new option to lock the camera temporarily when using abilities with the controller.

    • For players who unintentionally moved the camera while using ability indicators with the right stick.

  • Direction Guide Customization

    • You can now customize the line length, angle, transparency, thickness, and color of the guide.

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Bug Fixes

Gameplay

  • Fixed an issue where voice chat was occasionally unavailable at the start of the game.

  • Fixed an issue where opening the shop or world map while moving would interrupt movement.

  • Fixed an issue where movement key inputs would occasionally stop responding, requiring reinput.

  • Fixed various crash errors that occurred in different situations.

Hero

Piper

  • Her third basic attack no longer has extended range.

Combat

  • The "Fighting Spirit" effect now also applies to passive abilities with cooldowns.

System

Controls

  • Resolved the issue where mouse-controlled indicators felt sluggish.

Bots

  • Fixed a bug where bots would stand idle for extended periods.

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Known Issues

Gameplay

  • Plateau Shards may respawn sooner than the intended 60 seconds.

Hero

Inho

  • Occasionally, Passive – The Resonant Guardian may not function as intended.

  • Due to this, the movement speed reduction on Ability 3 – Fierce Roar has been temporarily reduced.

Makena

  • When an enemy Makena uses their ultimate from inside a bush, the ability may occasionally appear to be cast in a direction different from the actual direction of the attack.

Thorin Ironwood

  • When using Ability 2 – Dawn Waltz, the movement speed increase when moving toward enemies does not function correctly, so for now, the speed boost is always applied regardless of movement direction.

Monster

  • Monsters do not respond when attacked from inside a bush.

System

Controls

  • Some abilities that do not use indicators still fire based on the hero’s direction, even when aim assist is turned off in camera-relative mode.

  • When you die to Mori’s ultimate ability while your indicator is visible, it may stay visible for a while. Recasting an ability after respawn will resolve the issue.

Visibility

  • When exposed by various shared vision, the game currently does not offer a clear way to identify this. A new UI is being designed to address this.

Miscellaneous

  • Collisions between heroes, monsters, and obstacles may appear awkward.

Map/Level

  • Camera may malfunction in certain spots when tangled with obstacles.

VFX

  • Occasionally, the telegraph effects for abilities display in low quality.

UI

  • The entire UI is currently undergoing a redesign to better reflect ZETA's core concepts. Some elements, such as the lobby design, will be updated starting from Beta 3.

Sound

  • If you change the in-game language, voiceovers will not update immediately. For the change to take effect right away, change the language from outside the match or restart the client.

Training Grounds

  • Epic CODEX effects may not apply to training dummies.

  • Unexpected outcomes may occur when performing various actions in the Training Grounds. Use the Reset All function or re-enter the Training Grounds to fix these.

Bots

  • Bots are still in development and may occasionally behave abnormally.

Other

  • The Reset Options feature is not yet implemented.

    • A category-specific reset function is planned.

    • For now, to reset everything:

Delete all files in this folder after quitting the game:

C:\\Users\\admin\\AppData\\Local\\Zeta\\Saved\\SaveGames

  • Some values for CODEX and ability are missing from the description. These will be included in a future update.

Source

Steam News / 18 June 2025

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