PZO_DEVHUB v0.1.0
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// Solo Development Log

Phantom
Zenith Origin

An online co-op action RPG. Hub world. Instanced missions. Runners. Echoes. Stages. In development.

Status: Early Systems — Phase 1 Location: Haven Core — Transporter District Currency: Civalon Standard Access Code: Unassigned
Key Art Placeholder
Haven Core — concept pending
// Interactive Tools
LIVE
Attribute Calculator
Select any RunnerType, Class, and Level to preview all six primary attributes in real time. Built directly from the design document math.
pzo-attribute-calculator.html · System Design
LIVE
Field Reference
Browsable catalog of weapon types, equip restrictions, Class associations, and narrative context. Searchable and filterable by category.
pzo-field-reference.html · Weapons & Items
PLANNED
Loot Simulator
Simulate equipment drops with Access Code weighting, Stage difficulty modifiers, and slot-count progression from 0-slot through Overclock.
Not yet built · Loot & Economy
PLANNED
Stage Reference
Overview of all seven Stages — Gutter through Eidolon — with enemy families, boss notes, and Zone Modifier pools. Narrative spoilers optional.
Not yet built · Stage Design
PLANNED
Overclock Browser
Explore designed Overclocks — evolved dual-slot equipment effects — with gameplay contract breakdowns and risk/reward analysis.
Not yet built · Equipment Systems
WIP
Access Code Reference
The ten Access Codes and their gameplay hooks — loot weighting, Echo Profile spawn influence, and cosmetic identity.
In design · Identity Systems
// Concept Art
Runner — VANkarn
Character Concept · Pending
Runner — TEKsirea
Character Concept · Pending
Runner — SOLmirl
Character Concept · Pending
Haven Core — Hub Environment
Environment Concept · Pending
Stage: Hub World
The Gutter — Stage 01
Environment Concept · Pending
Stage 01: Gutter
// Development Notes
FEB 2026

Equipment
Design
Overclock System — Danger/Reward Contracts
Finalized the Overclock philosophy: when two identical triggered effects roll on a 2-slot item, they evolve into a single high-power Overclock. These are designed as complete gameplay contracts, not just power bumps — Rally Overclock, Execution Protocol, Crucible Protocol. The design principle is that Overclocks should incentivize players to stay in danger, not simply be stronger versions of normal effects.
FEB 2026

Weapons
Engineering
Saber — First Weapon Implementation
Got the first weapon (1H Saber) fully working in-engine: equippable, swappable in inventory, three-hit combo animating through montages. The skeletal mesh is running on Motion Matching. A promising start for the weapon pipeline.
FEB 2026

Character
Systems
Character Attribute System — Design Locked
The three-layer identity system is fully defined: Race (Mir/Karn/Sire), RunnerType (18 immutable combinations), and Class (mutable). Rank-based percentage math with ±40% clamp, linear growth from 1→2× between levels 1–20. Karn and Karnex receive a deliberate +10% power advantage to compensate for their worst-in-class dodge profile and lack of convenience magics.
DEC 2025

Narrative
Design
Narrative Structure — Ambient Story Model
Committed to an ambient narrative approach in the style of early 2000's era RPGs. The mandatory story thread is kept minimal — just enough to justify why the Runner goes anywhere next. All worldbuilding is opt-in: logs, NPC dialogue, environmental cues. The Runner is a vessel, not a protagonist. This keeps the player-character blank enough for ego-projection while giving the world room to breathe.