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Vezoryn

Development

The Vezoryn roadmap in working order: what is done, what is in progress and what comes next.

Concept art

  1. A stable, faster foundation

    Available

    Engine migration to DirectX 11, no more stutters in crowded battles, optimised particles, a new settings tool, links opened in the Windows browser and fixes reported by players. Completed in November 2026.

  2. Measure before optimising

    Available

    Measuring where the time of each frame goes, to choose the next optimisations from data.

  3. Smoothness

    In development

    Smooth mode, with an FPS limit and VSync, is already in the client. Work continues to make the frames between game updates almost free, including GPU particles.

  4. Native interface

    Planned

    Rebuild the whole interface in C++, faster and without Python in the client.

  5. Optimised server

    Planned

    Less server load, faster logins and loading, more efficient networking and quests. In parallel with the other stages.

  6. Loading and settings

    Planned

    End the pauses while loading and bring every setting into the game, with presets, applied without a restart, and a resizable window.

  7. First graphics upgrade

    Planned

    HDR, sun shadows on everything, new sky and fog, reflective water, anti-aliasing, bloom and ambient occlusion, keeping a classic mode.

  8. Second graphics upgrade

    Planned

    New assets, dense grass, new trees, a day/night cycle, sun rays and more realistic materials.

  9. Optional technologies

    Planned

    DirectX 12, ray tracing and upscalers, only if measurements show a limit DirectX 11 cannot solve.

This roadmap shows the state of development on 9 November 2026. Dates only appear once they are certain, and planned stages may change.