'SOL: Enchant,' a new MMORPG developed by Alt9—a startup founded by key developers behind 'Lineage M'—and published by Netmarble, held a media showcase with a target launch in the first half of 2026. SOL: Enchant features a distinct 'God' concept and markets itself as an 'Omniscient MMORPG.' The game is set during the 'War of Succession' that follows the disappearance of Caltheon, the hero who once saved humanity by usurping the power of the gods. Players enter the battlefield as Inheritors destined to claim that power.
The core of the game goes beyond simple combat or progression. Its key differentiators include the 'Divine Authority System,' which transfers some operational powers previously held exclusively by developers and publishers to users; 'Offline Play,' which allows characters to grow autonomously while the player is logged off; 'Squad Mode,' which enables players to raise up to three characters simultaneously on a single screen; and the 'Nine Economy System,' which allows F2P users to purchase key premium items using in-game resources. The Unreal Engine 5-based seamless open world and free-view camera are also major visual highlights.
The showcase held on May 20 featured a game introduction and build demonstration, followed by a 50-minute Q&A session. With Netmarble Business Division Head Kim Jang-hwan, Alt9 Director Gil Yi-bit-na-ri, and Alt9 Planning Lead Yang Jin-hyuk in attendance, reporters asked pointed questions regarding the actual limits of divine authority, the scope of the 'Absolute God's' power, the Nine acquisition and market utilization structure, anti-workshop policies, the reasons for the launch delay, and conflict management principles. Below is a summary of the key Q&A.

Q. When will PVP content (Siege War, inter-server, etc.) be added? Are there plans for a skill cycle setting feature?
" We plan to update large-scale PVP, including inter-server content, as soon as possible after launch. Today's demo build reflects the launch state, and we intend to provide inter-server updates once competition within local servers intensifies.
There is already a consensus within the planning team regarding the skill cycle setting feature, and the design document is complete. We will update it quickly.
Q. What are the things users cannot do with divine authority? If the "Absolute God" says, "Change the monetization model" or "Don't update," is that actually possible?
" Our goal is to provide the widest possible authority within the game's scope. However, the range of available functions will be expanded gradually as live data accumulates and we confirm that the game environment remains stable.
The Absolute God's authority over monetization is not a system where you customize everything from A to Z. It will be a structure where users choose from options prepared by the developers. For example, we might ask, "What do users need most right now: accessories, resources, or convenience?" and reflect those opinions. We will also continue to collect additional feedback through separate channels.
Q. Can divine authority be used to gain an advantage in inter-server PVP environments?
" Because the inter-server environment is unique, we expect many exceptional situations. While full permission is difficult at this time, we are internally reviewing whether some functions can be utilized in inter-server play.

Q. What is the end-game content, and how will you handle workshops (automation programs)?
" We are planning field occupation battles and raids as the main end-game content. We are also preparing intermediate content leading up to inter-server play, envisioned as an expansion that unlocks once specific regions are cleared to a certain level.
Our first line of defense against workshops is AI-based detection. To prepare for cases that still slip through, we have implemented systemic buffers, such as additional conditions required for trading Nine Cores. The game is designed so that workshops cannot gain a significant advantage over regular players.
Q. Is there no limit to the Nine that can be obtained through field farming? Is it allowed for the Absolute God to change a ₩100k item to 1 gold?
" We designed Nine to be obtainable through various channels. While there will be a natural limit on the total supply based on monster respawn rates, we do not intend to impose a hard system-wide cap on how much can be acquired.
The Absolute God's monetization authority is still in the planning stage. However, changes that have a profound impact on the overall economy will be decided from options presented by the developers.
Q. Can divine authority be revoked during a season?
" Under the current plan, divine authority is maintained throughout the season unless there is a special reason. Seasons are structured to repeat in fixed cycles.
Q. Are there plans to increase the number of characters that can be activated simultaneously in squad mode?
" We plan to increase it gradually, considering server load. We are currently developing it with a target of up to three characters, including the main character, which may be adjusted based on live service conditions.

Q. Please explain again how to become a god. How will you handle it if a developer employee becomes a god?
" We plan to grant divine authority to the user who consumes the most Nine during the season, recognizing them as having the highest loyalty to that world.
Regarding cases where employees of the developer or affiliates become gods, our basic operational policy prohibits account transfer or sale. We plan to operate in a way that does not directly affect the game world according to internal regulations.
Q. Why was the launch schedule delayed?
"During internal testing, we determined that testing for the integration of Nine and gold was insufficient, and there was significant feedback that convenience enhancements were needed. We decided to delay the launch to supplement these areas, and we believe these issues have been resolved following our final tests.
Q. Do you consider it legitimate play to hoard Nine through the market and then consume it?
" We view it as a legitimate route. Utilizing the market when you need to acquire a large amount of Nine is a designed playstyle. We are also intentionally considering the trend where market prices rise as competition for Nine consumption intensifies.
Q. How will you handle it if an account with divine authority is sold or shared with others?
"Account transfer and sale are prohibited by our operational policy. While we believe the likelihood of this happening in a live environment is low, we plan to handle it with careful review should it occur.

Q. What are the minimum and recommended specifications for PC and mobile?
"We will provide the exact minimum and recommended specifications separately through our communications team. We are currently focusing on mobile optimization, and we believe PC optimization is largely complete.
Q. The NPC movement details were impressive; are there plans to introduce voice actors?
" Given the nature of the game, which involves frequent farming and hunting, players will see the town screen often, so we have prepared a variety of NPC variations to keep things fresh.
Voice support is not currently confirmed. We are aware that satisfaction is high when voice is included, and we are reviewing it for long-term updates.
Q. The combat speed felt slower compared to recent MMORPGs; was this intentional?
" It was not intentionally made slow. As characters grow, skill usage speed and movement speed increase. The current demo build does not reflect maximum growth, so it may have felt relatively slow, but we expect this to be naturally resolved through progression elements.
Q. Due to the nature of the divine authority system, conflicts between users could intensify; how do you plan to manage this?
" We acknowledge the potential for conflict. However, we also expect many cases of cooperation to win public support. Our principle is that the developer will not intervene directly unless the situation violates operational policy. This is because we aim for an environment where users can play as freely as they do in reality.
Conflict can be as fun as it is intense. However, forcing rules through policy or economic intervention has the effect of lowering the system's potential. We prioritize systemic responses before intervention, and we are preparing a 'Support Point System' where Nine consumption can be converted into points and given to a candidate. We are also reviewing a method for electing gods through combat content for users who want to change the landscape through combat skill.

Q. Are there additional premium items besides God Armor and Spirit? Are there separate conditions for using the market?
" The core premium items are God Armor, Spirit, and Accessories, totaling three types. Accessories can also be purchased at the Nine Shop, and all core premium items can be traded between users via the market.
The market can be used without purchasing additional premium items, beyond basic trading restrictions. Selling also only requires meeting basic conditions.
Q. God Armor seems to be motivated by Greek and Norse mythology; are there plans to introduce appearances from other mythologies in the future?
" We plan to maintain the broad concept of a mythic lineage. However, we are continuously preparing variations for visual diversity. We are internally reviewing about three design lineages, and higher-tier God Armor will feature appearances that are somewhat different from what you see now.
Q. Do you have plans for a god system by country for the global launch?
" We have plans for sequential overseas launches.
Currently, we are thinking based on a local server god system within the same language region. We could actively review it if there is demand from users in the long term, but it is not something we are considering at this time.
Q. Please introduce Alt9. I am curious about the development period and the number of staff.
" We at Alt9 have been developing for about three years, and our development team consists of about 100 people. We are a company founded with the desire to create a MMORPG, and we are currently focusing on the SOL: Enchant project.
Our company is centered around people who have been making MMORPGs for a long time. We aim to provide new and enjoyable experiences to users.
Q. Lastly, is there anything you would like to say through this interview?
" Alt9 Director Gil Yi-bit-na-ri: I am also a player who has enjoyed MMORPGs since I was young. It is moving to finally show you a project I made with all my heart. Although the schedule was delayed once, we are developing while constantly monitoring community reactions and various opinions. I sincerely thank you for waiting, and I will communicate more after the launch.
Alt9 Planning Lead Yang Jin-hyuk: I believe the core of a MMORPG is ultimately because of the 'people.' At some point, there were many MMORPGs that only moved within the framework set by the developer, but with SOL: Enchant, I want to provide a different experience where users can directly control the game environment and interact more actively with others.
Netmarble Business Division Head Kim Jang-hwan: For Netmarble, this is an external publishing project we haven't done in a long time, so we consider it very important. I can confidently say that both the gameplay and operation will be different from existing Netmarble MMOs. We ask for your interest and support.
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