
Sad, but expected. I played Zenith daily until they stopped development. It was the first time I truly loved a VRMMO. I never understood their business model, though. The story took 2 weeks to finish at a casual pace (no fast travel, no exploit, and paying attention to all dialog/lore. They kept adding updates to keep hardcore players, while not addressing the core issue of "the story is too short, the world is too small, and the only end-game content was daily/weekly dungeon and raid grinding".
There was no merch or micro-transactions, and expecting a consistent influx of new players as your only revenue outside investors is not sustainable for the VR market.
I hope someone brings over the features that made it stand out, such as FBT, freedom-of-movement (climbing/gliding), and intuitive spell casting that turned into second-nature.
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