
Inaugural Dispatch
July 17, 2025
There’s a strange kind of silence at the edge of momentum. After months of work, scattered, deliberate, turbulent… I’ve finally reached one of those thresholds that feels worth noting.
This week marks the soft opening of The Vizier’s official presence. The website is live. The Discord server is open. A newsletter now exists. And with that, a voice.
This post is the first of many dispatches, not sent from some distant studio loft, but from the grind of a solo developer building a world, piece by piece.
On Development and Direction
Let’s get something out of the way: this game is in early development. I’m currently working toward a playable slice, something tangible that can stand on its own and speak on behalf of a larger vision. That vision will take time. It demands patience, feedback, and eventually, a team.
I won’t call it a prototype. This isn’t a throwaway build. It’s a foundation. The systems I’m building now aren’t just for one moment. They’re meant to scale. But they take time to test, to break, and to learn from.
If you’ve ever worked in Unreal Engine, or game development in general, then you’ll know what I mean.
Lately, my time has been devoted to core infrastructure: UI logic, population behaviors, factional dynamics, and governance systems. A lot of this is still evolving. Some parts will need to be reworked entirely. But the goal is clear. Build a strong base for a vertical slice, and learn enough to scale things cleanly and meaningfully over time.
Before that, May was almost entirely consumed by company formation, legal setup, and infrastructure. Everything takes longer than you’d expect. But it’s in motion. And so am I.
“He who has a why to live can bear almost any how.”
— Nietzsche
The Path of One
This game isn’t just a product. It’s a vision I’ve been carrying for years. It’s also my full-time reality now.
I wear every hat: game designer, system architect, narrative writer, UI/UX designer, web developer, business admin, community builder. Not because I prefer it this way, but because it’s what the project needs right now. I’m building The Vizier on my own. For now.
That means the pace is human.
This isn’t your typical devlog filled with feature reels or flashy progress updates. It follows a more personal rhythm. A mix of behind-the-scenes work, reflections, and the kinds of dilemmas that come with building something solo.
What I share may change depending on what the community wants to explore, whether that’s design ideas, challenges, or the inspirations behind the game. Feedback will help guide that.
What Is This Game?
If you’re new here, The Vizier is a strategy game that blends city-building, narrative choices, and societal governance. It draws inspiration from the long and layered history of the Iberian Peninsula, a region shaped by cultural convergence, shifting power, and forgotten legacies.
The chapter of history I’m working with will unfold over time. I’m not ready to reveal all the details just yet. What I can say is this: the game invites you not just to manage a city, but to govern a society, navigate its tensions, and define your own political temperament.
And yes, it’s ambitious.
Dispatch Rhythm & Next Steps
I plan to publish a new blog post here each month. In between, I’ll share smaller updates when I can, depending on time, progress, and what the community is most curious about.
By the end of next month, I hope to share the first visual slice from development. Maybe a look at the early systems, or a glimpse into the court. I’ll know when I get there.
This past week has gone into launching the website, newsletter, and community infrastructure. That’s taken a lot of energy. But it’s also cleared the runway. Now it’s time to shift back into development. And honestly, I’m excited to get my hands back in the code.
If you haven’t joined the community yet, I highly recommend visiting the bottom section of the main page for links to Discord and the newsletter signup. That’s where I’ll post announcements, answer questions, and occasionally share sneak peeks.
A Final Note
Game development is not easy. Especially not when you’re building alone. But this work has to be done.
Because no investor or funder is going to greenlight a game based on words alone. Ideas need to become form. And form takes time.
The industry is in flux. The odds are steep. But I didn’t choose this path for comfort. I chose it because it calls me. I still believe there’s space for games with meaning, depth, and reverence for forgotten histories.
This is only the first dispatch. Many more will follow as the court stirs to life.
With resolve,
– Mohammad
Founder, Mizan Interactive
Creator of The Vizier
