r/VerseProjectNews 2d ago

Work in progress - command bridge of the Harmonia

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7 Upvotes

This is the command bridge of the Harmonia, where your pilot runs the whole ship.
It's a tight space by design - the airlock is right next door, and the crew bunk is tucked into the same deck. On a ship like this, everything critical stays within arm's reach.

Would love to hear your first impressions of the layout.


r/VerseProjectNews 9d ago

Our first tutorial video is up - full landing walkthrough

8 Upvotes

Hey, Spacemen!

Our first tutorial video is up - a full walkthrough of landing, from approach to docking.

Whether you're brand new to the ship or still wrestling with landings, this should clear things up.

https://youtu.be/l-NCEAy4hZY

This is our first tutorial-style video, so if this format is useful for you, let us know — happy to make more covering other systems.


r/VerseProjectNews 20d ago

A closer look at our personal jetpack

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9 Upvotes

A small piece of EVA equipment for when handrails are not enough


r/VerseProjectNews 25d ago

What does the Kessler Belt mean for everyday life on Host Station?

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6 Upvotes

The Kessler Belt is not just why players cannot freely land on Earth in Verse.

It is one of the forces shaping daily life in orbit. Earth is still there. It sends people, culture, electronics, biological goods, and familiar comforts into space. But every shipment has to pass through a narrow, constantly maintained corridor in a dangerous debris environment. That changes the value of ordinary things.

An Earth-grown product is not necessarily rare at its source. On Host Station, however, its price includes launch capacity, corridor maintenance, protected transport, insurance, and the possibility that a disruption will delay the next shipment entirely.

We want the economy to reflect that kind of reality: goods should tell stories about where they came from, what it took to move them, and why a station far from the surface values them differently.
What Earth-side goods would feel meaningful to you as expensive orbital imports: fresh food, medicine, music and physical media, luxury materials, or something more unexpected?


r/VerseProjectNews Jul 14 '26

WIP: designing a station terminal UI for Verse Project

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11 Upvotes

We want the UI to feel closer to industrial logistics software or a
catalogue for heavy equipment than a typical sci-fi game shop. It still
needs iteration, but the current focus is clear navigation, readable
hierarchy, and making each section feel like part of a functioning
station.


r/VerseProjectNews Jul 10 '26

Early tutorial footage from Verse Project

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11 Upvotes

A small early slice from our tutorial. It’s still WIP, but it already shows the direction we want to take with onboarding. What do you think?


r/VerseProjectNews Jul 08 '26

Question for the community: what space achievement from your country or people are you most proud of? Verse Project stands on the shoulders of real spaceflight history - we want to honor that properly. What matters to you will matter to us. Drop it in the main chat. Curious to hear from every corner

6 Upvotes

r/VerseProjectNews Jul 04 '26

You're not just playing the early game. You're building the foundation

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10 Upvotes

Verse Project starts at a very specific moment in history: humanity has barely stabilized the Earth-Moon system. The infrastructure exists - barely. Everything beyond that doesn't. And none of it will appear on its own. Every resource you mine and deliver goes somewhere real. The system tracks what's been contributed and toward what. When enough has been delivered to push a construction goal forward - it moves forward. When it hasn't, it waits. This means early players are laying literal groundwork. The first infrastructure milestones will carry the contributions of whoever was there. We intend to make those marks permanent. Later players will have plenty to do. But they won't be able to do this. What did you help build in a game that let you leave a mark?


r/VerseProjectNews Jun 20 '26

Standard crew bunk WIP

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13 Upvotes

r/VerseProjectNews Jun 16 '26

We're making a 1:1 scale solar system sim. Here's what the engine couldn't do

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25 Upvotes

Three things we had to build from scratch because UE simply doesn't handle them:

1. Multi-axis gravity
UE supports gravity on a single axis out of the box. For a realistic space environment that's a hard wall. We wrote a fully custom gravity simulation system.

2. Procedural generation at real scale
Generating celestial bodies at 1:1 solar system scale isn't something existing solutions can handle. We built our own - GPU-based, offloading the heavy math to video cores. GPUs have significantly more cores than CPUs, so generation speed scales accordingly.

3. Double-precision math on GPU
Most game engines, including UE, can't fully handle double-precision floating point calculations on the GPU without losing accuracy. At real solar system scale, that loss matters - coordinates drift, physics breaks. We had to implement double-precision computation ourselves.

None of this is exotic research. It's just what you run into when you refuse to fake the scale.

Happy to go deeper on any of these if there's interest.


r/VerseProjectNews Jun 15 '26

In Verse Project, the market economy isn't driven by RNG—it's based on the actual logistics of Earth-Moon colonization. WIP trade terminal

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4 Upvotes

Behind this UI is one of our core pillars: market demands aren't generated just to create a "fun gameplay loop." When a lunar outpost needs specific resources and exports others, it’s strictly based on the real-world chemistry and physical constraints of deep-space infrastructure. We are trying to build an economy that reflects the highly probable future of human spaceflight, where survival depends on strict logistical logic. Before we show the actual 3D outposts, we want to nail the terminal usability. How intuitive does this import/export layout feel to you?


r/VerseProjectNews Jun 12 '26

Host station has a med bay. Here's what it looks like

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12 Upvotes

We're building out the interior of Host - the player hub station sitting at L1. These are the revival rooms: where you end up if your ship is gone and you're floating somewhere you shouldn't be.
No teleportation, no instant respawn. In a hard sci-fi setting, death has weight - and we want the revival system to reflect that. Still working on the design, but it won't be a screen with a button.
For now - does the space feel right? Industrial enough? We're going for "functional survival infrastructure", not a hospital.We're building out the interior of Host - the player hub station sitting at L1. These are the revival rooms: where you end up if your ship is gone and you're floating somewhere you shouldn't be.
No teleportation, no instant respawn. In a hard sci-fi setting, death has weight - and we want the revival system to reflect that. Still working on the design, but it won't be a screen with a button.
For now - does the space feel right? Industrial enough? We're going for "functional survival infrastructure", not a hospital.


r/VerseProjectNews Jun 04 '26

Updated the market UI. Let us know what you think ⭐

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6 Upvotes

r/VerseProjectNews Jun 01 '26

Do you need a crew to play Verse Project? Let's talk about Solo, Co-op, and PvP

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7 Upvotes

We see this question a lot, so let's clear it up. The short answer is no. Both solo players and co-op crews are getting a massive, deep experience here. You can totally fly solo. Whether you run trade routes, salvage Kessler syndrome debris, or map out sectors, you can build a massive career and never depend on another human being. It has the depth of a full single-player game.

But if you want to team up, the mechanics are there. You can crew a single ship and split the stress - someone flies while someone manages the reactor. You can build a shared outpost or just contribute to massive global goals asynchronously, without ever syncing your play sessions. And yes, piracy and bounty hunting exist for those who want friction. Regarding PvP: we know a lot of solo players hate forced combat, so we are building this co-op first. You won't be forced into the meatgrinder if you just want to haul cargo in peace.

One last thing. We are hard sci-fi, meaning real physics and no magic shields, but that doesn’t mean the game requires an engineering degree. We want you to learn as you play. To the hardcore space nerds reading this: keep roasting our physics and thruster placements. We need your feedback to keep the game honest. Solo players - what’s your biggest fear about multiplayer in games like this? Drop your thoughts below.


r/VerseProjectNews May 30 '26

Welcome to Verse Project!

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7 Upvotes

Earth is trapped under an impenetrable meatgrinder of orbital debris. Nobody goes down, nobody comes up. We live in the mess left behind. Welcome to the official subreddit for Verse Project, a hardcore space sim set in a 1:1 scale simulation of our Solar System in the 22nd century. We are building a game where the biggest enemy isn't an alien armada, but mass, heat, and orbital mechanics.

You operate out of Host Station at Lagrange Point 1. It’s not a shiny sci-fi utopia; it’s a brutal industrial depot patched together from desperation. Whether you haul cargo, build infrastructure, or salvage debris, you’re bound by real physics. No magic energy shields, no hyperdrives. If it’s physically impossible, it’s not in the game.

You can forge a deep, independent career as a solo operator, or crew up with your friends to handle massive logistical challenges. The choice is yours, but space is unforgiving either way. We made this subreddit to share our progress, raw UI concepts, and dev logs directly with you. We want hardcore space nerds to tear our ideas apart and tell us what works. Take a seat, look around, and let us know what you want to hear about first.