Sol: enchant "An MMORPG Where Players Create Fun with Minimal Developer Intervention"
2026.06.01 09:00 UTC+9
TL;DR (2-3 Sentence Summary)
Sol: enchant, a PC/mobile MMORPG developed by AltNine, comprised of the creators behind Lineage M, and published by Netmarble, is set to launch in June. It aims to offer features such as Squad Mode, which officially supports simultaneous play of multiple characters, 'Shingwon' (Divine Authority), which ultimately gives players the choice of updates and business model, and a free economy where even paid items can be bought and sold with in-game currency earned through play. Through these, it seeks to deliver the classic MMORPG feel of players interacting and creating new fun and narratives, rather than on a stage set by the developers.

Sol: Enchant, a PC/mobile MMORPG developed by Altnine, the team behind Lineage M, and published by Netmarble, is set to launch in June. It champions features like a 'Squad Mode' that officially supports simultaneous play of multiple characters, 'Divine Authority' which ultimately grants users the choice for updates and monetisation strategies, and a free economy where even paid items can be bought and sold with in-game currency. The aim is to evoke the classic MMORPG sentiment of players creating new fun and narratives through player interaction, rather than being confined to a developer-designed stage.
Yang Jin-hyuk, Lead Planner at Altnine, stated, "I believe what differentiates MMORPGs from other genres is the fun that people create. The environment and stories people build are the core of the fun, but at some point, many MMORPGs started operating solely within a set stage built by the developers." He added, "In that sense, we wanted to offer a different experience where users can directly control the game environment and actively interact with other players."
We sat down with Altnine's Director Gil Bit-na-ri, Lead Planner Yang Jin-hyuk, and Netmarble's Business Manager Kim Jang-hwan for an in-depth interview about the upcoming Sol: Enchant.

Q: Before we begin, could you introduce Altnine? Also, what was the development period and team size for Sol: Enchant?
Director Gil Bit-na-ri:We founded this company with the desire to create MMORPGs and are currently focused on Sol: Enchant. Development has been ongoing for about three years with a team of around 100 people.
Lead Planner Yang Jin-hyuk:Our company is comprised of individuals who have extensive experience developing MMORPGs. We possess specialised strengths in MMORPG development and aim to provide a unique experience.
Q: What are the limits of 'Divine Authority'?
Lead Planner Yang Jin-hyuk:We intend to encompass the broadest possible scope. However, we need a foundational data set to determine 'what can be provided to users without causing significant issues.' We plan to expand this scope incrementally, both horizontally and vertically, through updates based on the data accumulated during service.
Q: The 'Absolute God' role also includes authority over monetisation. What exactly are the boundaries?
Lead Planner Yang Jin-hyuk:The 'Absolute God' feature is scheduled for an update, so the specific implementation details will require further planning. However, it won't be a system where users can customise everything from A to Z. Granting complete freedom might inadvertently lead to inconvenience and concerns regarding choices. For instance, we might present options like 'We plan to sell a $10 item, which of A, B, or C do you prefer?' or 'We're offering a package deal; which is most needed: accessories, resources, or convenience features?' The flow would involve users making decisions from a curated list of choices, which the development team would then follow. We understand there might be unfulfilled desires, and we will be accepting additional feedback through separate channels.For example, we might ask, 'We plan to sell a $10 item, which of A, B, or C do you prefer?' or 'We're offering a package deal; which is most needed: accessories, resources, or convenience features?' The flow would involve users making decisions from a curated list of choices, which the development team would then follow. We understand there might be unfulfilled desires, and we will be accepting additional feedback through separate channels.
Q: Among the 'Divine Authority' features, there's 'symbolic server reset.' Could you elaborate on that?
Lead Planner Yang Jin-hyuk:We presented that as a catchphrase to indicate the extent of choices available to users. Actually providing a server reset button involves overcoming numerous hurdles. It's a symbolic wording to explain the extent of our developers' goals. Please consider it in that light.

Q: 'Divine Authority' is given out seasonally. Is it possible to revoke it through in-season votes?
Lead Planner Yang Jin-hyuk:The structure is that the person who consumes the most 'Nine' during the season becomes the 'God.' We've established the criteria based on the idea that the person who has spent the most Nine possesses the greatest loyalty to this world. Therefore, 'Divine Authority' will be maintained unless there are exceptional circumstances.
Q: What happens if an internal employee plays too diligently and becomes 'God'?
Lead Planner Yang Jin-hyuk:If an employee from the development or affiliated company obtains 'Divine Authority,' we plan to handle it according to internal regulations in a way that does not directly impact the game.
Q: If 'Divine Authority' is enhanced through updates, users who became 'God' early on might feel like they 'rushed for nothing.'
Lead Planner Yang Jin-hyuk:In recent mobile MMORPGs, growing quickly early on provides an advantage throughout. If you obtain 'Divine Authority' initially, even with fewer options, you can grow rapidly, thus gaining a clear benefit from that difference. Whether you obtain additional 'Divine Authority' later or push ahead early on is a decision left to the user. However, we will adjust the update cycle to ensure the differences are not excessively extreme.
Q: What is the composition of the main paid items?
Business Manager Kim Jang-hwan:The core items are 'God Armor' (paid cosmetic equipment) and 'Spirits' (summoned allies that aid in combat), along with paid accessories. However, these can also be purchased with 'Nine' (the core currency used for growth, purchases, and player-to-player trading). All core monetisation elements will be tradable through the marketplace, offering a unique form of fun.

Q: We were able to obtain a significant amount of Nine through gameplay. Why is the acquisition rate so high?
Lead Planner Yang Jin-hyuk:If accessibility is low, it's difficult for it to function as a core currency. Since there are numerous ways to utilise it, we've ensured its acquisition is also convenient. While the amount obtained in the field is somewhat fixed by the monster spawn rate, there is no system-level restriction preventing you from obtaining more.
Q: With Nine having such a significant impact, there are concerns about the proliferation of 'bot farms.' How do you plan to address this?
Business Manager Kim Jang-hwan:Addressing bot farms is an area where Netmarble is confident in its use of AI. Initially, filtering should be effective. However, even if some bypass this, we have systems in place to ensure bot farms do not gain an advantage over regular users. For example, the material for 'Nine Cores' (items that allow selling Nine) requires 'Essence of Life,' which necessitates in-game experience for crafting.
Q: You mentioned that the 'God' is selected based on Nine consumption and that key monetisation items can be traded. It seems possible for a user to list an item at a high price on their alternate character and then purchase it, consuming Nine.
Lead Planner Yang Jin-hyuk:We view transactions as closer to 'transfers' rather than consumption, so they are not counted as spent.
Director Gil Bit-na-ri:To add to that, we are planning to exclude abnormal movement or Nine consumption from the tally.
Q: Purchasing a 'Nine Core' sold by another user on the marketplace and using the Nine obtained through it seems legitimate.
Lead Planner Yang Jin-hyuk:We consider acquiring Nine through the marketplace as a legitimate route when a large amount is needed. As competition for Nine consumption intensifies, prices will naturally rise.

Q: Considering the worst-case scenario for 'Divine Authority,' selling accounts with 'Divine Authority' or having someone else use them seems most problematic. How will you handle this?
Business Manager Kim Jang-hwan:As you are well aware, account transfers or sales are prohibited under our operational policy. We will proceed in accordance with these policies and will carefully review and address any such situations if they arise.
Q: While 'Divine Authority' increases operational complexity, it also has the potential to cause disputes among users. What was the reasoning behind its design, and how will you mediate these conflicts?
Director Gil Bit-na-ri:The complexity is high, and we've considered this from various angles during preparation. To create fun, a certain level of authority must be granted, and as long as it doesn't violate operational policies, the development team will not intervene. This is because we want players to enjoy a free environment. While conflicts may arise in the process, we also anticipate many instances of cooperation to gain popular support. We are preparing a system where consumed Nine can be converted into points and transferred to specific users. We will monitor community trends to gauge public sentiment. Conversely, some players may wish to change the tide through combat with strong characters, so we are also considering selection through combat content.While conflicts may arise in the process, we also anticipate many instances of cooperation to gain popular support. We are preparing a system where consumed Nine can be converted into points and transferred to specific users. We will monitor community trends to gauge public sentiment. Conversely, some players may wish to change the tide through combat with strong characters, so we are also considering selection through combat content.
Lead Planner Yang Jin-hyuk:We believe that the greater the potential for conflict, the more opportunities for fun will emerge. If we were to establish rules through operational policies or intervention, we would be diminishing that fun ourselves. Therefore, we will address this through systematic means. The reason for gradually expanding the scope of 'Divine Authority' is to gather data on how it will be used among players.

Q: Could the method of converting Nine consumption into points and transferring them to specific users become a means of abuse?
Lead Planner Yang Jin-hyuk:The method of point transfer will likely not target all characters. To prevent abuse, such as a newly created character becoming 'God' by accumulating just 10 Nine, we are considering a system where points are concentrated among a certain tier of high-level users. We will base this on competition or trading among individuals who have engaged in meaningful play to prevent such occurrences.
Q: What is the proportion of Nine obtainable through PvP?
Director Gil Bit-na-ri:There is a 'Raid' system in PvP, and the amount obtained is not insignificant. Specific figures will be provided through separate channels.
Q: A crucial element in MMORPGs is large-scale PvP. What are your plans for guild wars or inter-server content (cross-server competition and cooperation)?
Director Gil Bit-na-ri:Combat-related content, including inter-server features, is planned for a swift update post-launch. We intend to introduce inter-server updates when competition within local servers intensifies.
Q: The 'Punishment' feature under 'Divine Authority,' which calls down meteors, can it be used in inter-server content?
Director Gil Bit-na-ri:This is still under discussion. The inter-server environment is unique, and we anticipate more exceptional situations. While it's difficult to confirm without further internal testing, we do plan to allow the use of some features.
Q: Beyond PvP, what end-game content will players have to enjoy consistently?
Director Gil Bit-na-ri:We are planning field bosses as the main end-game content. This isn't the end, however; as an expansion is needed before moving to inter-server content, dungeon content related to this will also be introduced. This will be introduced in a way that expands upon playing through the Caltheon (in-game empire) region.



Q: In the skills, there's an auto-cast option, but no separate timing setting. Are you developing this?
Director Gil Bit-na-ri:The planning team internally agrees on the importance of skill timing, and a design document has already been prepared. This will also be updated in due course.
Q: In 'Squad Mode,' you can only summon one additional character. Will this number increase at launch?
Lead Planner Yang Jin-hyuk:We plan to gradually increase this number while considering server load. While it may fluctuate depending on service conditions, we are considering up to three characters, including the main character.
Q: The 'God Armor' seems inspired by Greek or Norse mythology. Will other regions be added?
Lead Planner Yang Jin-hyuk:'God Armor' is indeed themed around mythology. We are preparing variations in appearance, and for the higher-tier 'God Armor,' we are referencing different forms than what is currently available. Internally, we are looking at about three series, and we plan to showcase this by expanding the concept itself.
Q: The motion animations for NPCs selling weapons, equipment, and accessories were diverse and enjoyable to watch. Also, some NPCs lack voice acting. Will this be filled in the release version?
Lead Planner Yang Jin-hyuk:We designed the shop NPCs with varied animations to prevent monotony, as players will see them frequently during farming and hunting. Regarding voice acting, we are aware that its inclusion significantly enhances the satisfaction with sound design. While we are considering it for future updates, it is not yet confirmed.



Q: Lastly, is there anything you'd like to say to the users eagerly awaiting the game?
Director Gil Bit-na-ri:As a fellow MMORPG enthusiast who has played many games since childhood, I am thrilled to present a project crafted with genuine passion. Even after the release schedule was delayed, we've been observing community reactions and feedback internally. Thank you so much for your patience. We will continue to communicate actively after launch and strive to create a great game.
Lead Planner Yang Jin-hyuk:I believe what differentiates MMORPGs from other genres is the fun that people create. The environment and stories people build are the core of the fun, but at some point, many MMORPGs started operating solely within a set stage built by the developers. In that sense, we want to present a game where users can directly control the game environment and actively interact with other players.
Business Manager Kim Jang-hwan:This is a significant external publishing project for Netmarble after a long time. It's a crucial project for Netmarble, and both its gameplay and operations will differ from existing Netmarble titles. As Lead Planner Yang Jin-hyuk mentioned, we aim to provide a classic experience focused on the fun that people create together in an open world. We ask for your great anticipation and interest.

This news was translated by AI.
Kim Mi Hee, Reporter
Let's not lose our initial resolve. Meticulously, one by one.risell@gamemeca.com
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