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a Massive Multiplayer Online Role Playing Game set in future space

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Dev Log October 2025

Posted on November 2, 2025November 2, 2025 By Harlock No Comments on Dev Log October 2025

October was a much slower month for us. Less sunshine and less time all around. There’s really quite little of note to mention: a few bug fixes, a few balance changes. So we’re taking a little different tack here and highlighting some voices from the team.

Harlock:
Working with the VERZ team these past years has been a really fun experience that’s driven a ton of personal development. It’s given me the opportunity to dabble in 3D modeling and design; interesting skills I’d otherwise never have a chance to explore. I’ve likewise gotten to work with really cool people and see their development over years. It’s an exciting project and community, and I’m really stoked to see how far we take this

Widmo:
Initially joined the team to take part in writing a game, a homage to previous projects of persistent browser-based games like Fleet and Pardus. Wanted to ensure some things get done different way this time. However, a remake eventually turned into its own thing. Still inspired by predecessors but no longer bound by their general design. Over time I fit into role of programmer and database administrator for VERZ. The breadth of tasks one needs to accomplish in a project like this feels almost nothing like engineer specialisation I got to experience in corporate environment.

Fireheat:
In my real-life work, I build prototype systems for high performance, with a focus more on getting things working than building production-level software. I joined the team because I wanted a creative outlet outside of work, where people could enjoy what I produce. I do programming and minor design for VERZ, and it’s been a really fun experience. Working with others has been great; I love the brainstorming sessions we get into and the cool things that come out of them. I feel like the feedback I get, especially from Widmo, has helped me understand how to build real-world software much better.

Zac Quicksilver:
I’ve been a game designer at some level most of my life – I remember being in primary school, making up cards for Magic: the Gathering; and making several attempts to make my own RPG before discovering D&D. People who came to VERZ from Pardus might remember me as an active participant in the Feature Request Forums there – I probably made thousands of posts and at least 10 feature requests over the decade I played Pardus. And I hope there will be someone else who puts the same time and thought into complaining about what we do as I did into complaining about Pardus

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