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Server Team 5 hours ago
Patchnotes Banner

Dev Diary I

Technical
We started analyzing and refactoring core performance issues, with a particular focus on effects.

Since the last patch, many players have reported problems with effect overlapping.
This is caused by a change in our caching system related to effects. After investigating, we found that there are still some minor issues in certain areas which can result in monster effects being randomly transferred to players or their companions over time. We already have an approach to address this and will be fixing it soon.
However this does not solve the underlying core problem with the effect system itself.

Alongside the analysis of the effect related issues, we need to implement major changes and take a different approach. Performance is one of the most important aspects for players, which means we have to rebuild parts of the foundation
and carry out broader refactors.

This includes removing limitations such as the current max FPS cap, as well as preparing for a transition to a more modern
rendering pipeline like DirectX 11 to ensure a smoother and cleaner gameplay experience.
However before we can fully move into these improvements certain core systems and groundwork need to be restructured and prepared and that is exactly what we have started working on.

As part of this process, the client will soon be released in x64 mode and made available to players. This step not only rebuilds essential foundations, but also opens the door for significant future performance improvements including the removal of the max FPS cap and much more.


Dungeon Item Lock System
We have recently started working on a new system that has been on our minds for quite some time
the Dungeon Item Lock. Development is now about 95% complete, and we are getting close to releasing it.

The idea behind this system came from ongoing discussions around fairness and progression.
We have seen how equipment sharing between characters, or repeated multi runs with the same gear,
can create an uneven playing field especially for players who mainly focus on a single character or simply
don’t have the time to manage multiple ones.

So we asked ourselves: how can we address this without restricting player freedom too much?
The solution we are implementing is the following once a player completes a dungeon, their equipped items will be locked to
their computer until the next day. In practice, this means that while these items can still be traded freely entering a dungeon with locked equipment will only be possible from the computer where the lock was originally applied. This approach allows trading and flexibility to remain intact while at the same time reducing the advantage of equipment sharing for repeated dungeon runs.


Teleportation Map System
We also have recently been working on a rework of the teleportation system, something that has been bothering us for quite a while. Development is already in a solid state and we are getting closer to bringing it live.

The idea behind this system came from the lack of progression and balance in the current warping mechanics.
At the same time we wanted to stay true to the oldschool feeling without forcing players into unnecessary walking.

So we asked ourselves how we can improve movement while still keeping it meaningful.
The solution we are implementing builds directly on the existing Warpring. Every player receives this item, and it comes with a limited number of uses that are consumable. Each teleport reduces different amount of charges, turning warping into a resource that needs to be managed.

With the new system, players can choose specific teleport locations on each map, such as start, mid, or end areas.
In addition, the map will display useful information like boss and metinstone locations. Not all teleport points are available
from the beginning, some need to be unlocked through farming, keeping the system rewarding.

Alongside this, we also reworked the dungeon overview to provide a clearer and more structured interface
allowing players to better track and prepare for upcoming content.

Combined with the Dungeon Item Lock System, this feature builds the foundation for future dungeon daily limits.
This will allow us to gradually establish a cleaner and more balanced environment between casual and more active players.

For us, this systems are another step toward improving overall balance and creating a fairer competitive environment.
As with everything we build we are looking forward to your feedback once it goes live.

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