My story began in 2008 on the Pitaya server. Later I followed my friends to Ergenekon. In the GrandShinsoo guild we made great friendships and competed for the top spots. What stays with me from those days isn’t just the battles we won or the items we made; it’s the joy of achieving something together.
Our greatest capital was effort. Upgrading a weapon or completing a set of armour sometimes took us days. But in the end, the item we held was worth far more than the stats written on it. It carried sleepless nights, patience and the time we spent with our friends.
Then I learned how it feels when all that effort disappears in an instant. I lost the items I had collected over a long time. Never really finding out why, and getting no answer when I tried to explain my problem, was as exhausting as the loss itself. When I thought about quitting, my friends didn’t leave me alone. We started over together.
Today, as I build a server, this is exactly what I keep in mind:
A player’s item is never just an item. It is their time.
This time I’m on the other side of the table
The curiosity that started when I was a player turned, over the years, into a wish to understand how the game works. First attempts, translations, small servers and countless mistakes… Life sometimes made me take a break, but this pursuit never fully ended for me.
Pitaya2 is the project where the excitement left over from those years and everything I’ve learned come together.
My goal isn’t just to build a server with a crowded launch. It’s to create a place where people can start with peace of mind, where the rules don’t change depending on who you are, and where you can see your effort pay off while having fun with your friends.
That’s why, during preparation, we don’t focus only on new content. We also tackle, one by one, the bugs that could cause item loss, the exploits that could give unfair gains and the problems that put a player’s progress at risk. A fix that players never see can sometimes matter more than the flashiest new feature.
It wouldn’t be realistic to promise there will never be bugs. Our responsibility is to work to reduce them, to investigate when something goes wrong and never to leave a player alone in uncertainty.
A place worth spending time together
What I want is a game that, years from now, people remember not just with “I had great items” but with “we had a great time there”.
Let there be competition, struggle and the thrill of winning. But let all of it rest on fairness, trust and mutual respect.
Of course it matters that this project can sustain itself. But for me the order is clear: first a game truly worth playing, then the trust and community that grow around it.
Because I began this journey as a player. And I still look at the game I’m building through that player’s eyes.