Ah, San Francisco. We locals call it “The City.” When people call it “San Fran” or “Frisco” around us, we cringe in the passive-aggressive way Northern Californians are known for. But if you really want to see us cringe, ask us to go to The City. We do our best to avoid going there. It’s going to have to be a very special reason for anyone to go.
That very special reason came up just a few weeks ago for me at GDC 2026. I’ll spare you the details until later, but Daybreak’s email had the word EverQuest in it, and that was more than enough to get me to drive there on a Tuesday afternoon. I honestly did not know what to expect. Was this gonna be the reveal for EverQuest 3? Is this an offshoot side project a la Heroes of Norrath? Could it potentially be an official emulator? In the famous words of Inigo Montoya, “I must know.”
It turns out it’s a little bit of all three.
Introducing EverQuest Legends, an official classic server from the pre-Kunark era. It will be published by Daybreak and developed by new Philly-based studio Game Jawn. Slated for a July 2026 release, it’s the classic EverQuest from 1999, but the entire world is soloable, and I don’t mean just overworld stuff. I literally mean the entire everything. I had a chance to sit down with Game Jawn during GDC, and the devs showed me a demo with all the features with a Q&A afterwards. And ever since then, I’ve been dying to tell y’all about it. But before I dive in, let’s talk a little bit about this mysterious game studio.
Who the heck is Game Jawn?
Out here in the West Coast, when there’s something we’re really into, we say “that’s my jam.” MMOs are my jam. In Philly, apparently, the equivalent is jawn. So Game Jawn is a game studio where games are their jam/jawn. Specifically, EverQuest. It’s a new studio that spun up last July composed of experienced members of the EverQuest emulation community. Those really into the EverQuest emulator scene may be familiar with some of the names I’m about to list off: Eda “Secrets” Spause as the project director and lead engineer, Sean “Rogean” Norton as senior engineer, and Rae “Ailia” Brewer, lead technical designer. They’ve all been playing EverQuest since 1999 and never stopped, to the point that they’ve made multiple EverQuest Emulators over the years, including Quarm and P99. They are joined by Daybreak’s David “Sysyphis” Youssefi, who functions as the executive producer. He’s also an EverQuest player who never quit.

In my time with them, I realized these folks know EverQuest. They’ve lived and breathed it, and more importantly, they had an infectious passion for the game that not only showed in their words and body language, but in the game itself. Which I should probably talk about now too.
So what is EverQuest Legends?
When I asked them to give me an elevator pitch, they described it as “Classic+ for EverQuest.” That’s pretty much what it is in a nutshell. It’s a classic pre-Kunark EverQuest server that’s officially licensed by Daybreak, something that players have wanted a long time. More importantly, Youssefi and Spause also consider it a form of game preservation as well; we’re getting pre-Kunark Antonica and the playable races (including Iksar, Frogloks, and Kerran). Game Jawn described the painstaking process of finding the lost media from those early EverQuest days; the devs went through game files in an old Mac version of the game to scrape some old textures and found long-gone music hiding somewhere in Daybreak’s old EverQuest files.
Making the game soloable is also part of the game preservation process. That’s what’s tough about these old MMOs: Despite its importance in the MMO genre, EverQuest is hella niche. I already know that under normal circumstances, I won’t be able to see and experience everything in EverQuest. Making the entire thing soloable means people will get to see everything the game had to offer. With that being said, Game Jawn took many liberties to ensure that players are able to customize their experience by adding a whole lot of modern quality-of-life features that ease the learning curve a bit.

The biggest liberty Game Jawn took was that players can now multiclass. (Our readers will know that Daybreak just wrapped up its lawsuit against a specific profitable emulator that was using EverQuest’s name and assets with similar features, which sure does make the lawsuit make a lot more sense in retrospect.) Players will be able to play three classes, and all of the choices aren’t permanent. The devs want players to experiment and live the class fantasy they want in the game. It’s also important for balance: They expect players to go out there on their own, and being able to bring the power of three classes ensures that players can do whatever they want to do while out exploring. This raises the power level of players so they can tackle anything, especially with smart buildcrafting.
I asked if the devs are concerned about a meta forming around this form of buildcrafting, and Norton was very quick to emphasize that there probably will be, but it won’t be the focus. He mentioned that the night before the interview, one of their testers had just solo-killed one of the toughest bosses in the game! To them, the important thing is building that class fantasy more than anything else. There are going to be 560 possible class combinations with 15 races; Game Jawn’s big hope is to see a variety of different class combinations.
Grouping is also an option, albeit smaller to accommodate the raised player power. Players can solo, explore in small groups of up to four players, and raid in groups of eight players. But a player can build a character to kill raid-tier monsters. I should also mention that said raid bosses and dungeons have instancing, so players won’t have to fear kill-stealing, and even if they’re out exploring, they won’t have to worry about getting ganked since the entire server is a PvE server.

Game Jawn added some surprises that I found really intriguing. For one thing, players can actually edit the difficulties of their encounters. There’s a little button on the corner that makes enemies more difficult and increases aggro range. In order to survive the higher difficulties, players can enhance their gear, too. Combining two of the same item will increase the item’s level, so two longswords will make a longsword +2. This isn’t Black Desert Online or any Korean MMO, though; there is no risk of losing to a failed enhancement because it’ll always succeed. Game Jawn really wants to emphasize making the game fun and accessible with modern QoL features.
But let’s say the gear wasn’t enough and the player dies. Are players consigned to an eternity of infamous corpse runs? Nope. If players die, they’ll respawn with all their gear and a little rez sickness. I was pleasantly surprised with that difficulty adjustment compared to the horror stories of OG EverQuest.
With all this focus on smaller groups and solo play, I had to ask how they’re going to create a lively community. I specifically asked about the East Commonlands tunnel, the place where everyone congregated to trade goods and buffs back in the day.

The EC tunnel and creating a community
The real OGs know about East Commonlands tunnel. I’m not going to pretend I know it; I’ve only heard of it in stories from some of MOP’s veteran writers and readers. I wasn’t allowed to play EverQuest when I was a kid. I just knew that it was the place that people gathered to sell stuff. So I wondered how Game Jawn planned on leveraging that place with the new server.
The devs’ solution is simple: There are teleporters in every region to get players there. To accommodate for the server load, a separate instance has been created just for players who want to hang out there. For folks just passing through, there’s a non-instanced version of the “ECT” set up as well. I found it pretty creative.
Classic monetization, too
I walked into this interview and demo with the assumption that the game is going to be free-to-play with microtransactions. But I was actually surprised to find out that this game will be using a subscription model. I was caught so off guard that it didn’t register until the drive home. Having had time to think about it, I guess it kind of makes sense; what exactly would they be able to sell had they gone with an F2P model w/ microtransactions? Cosmetics wouldn’t exactly work, and neither would P2W materials. Plus, veterans often say they’d rather just pay a sub and be done with it.
While the monetization aspect is still up in the air for me, I’m intrigued. I’ve actually been in the mood to play some EverQuest lately. I played a little bit of Project 1999, but even an experienced MMO player like myself struggled with it. I’m eager to give the game a shot. And I won’t have to wait long: Game Jawn is targeting July for launch, with closed beta signups coming in April and May.
Thanks so much to Game Jawn for chatting with us!
Update
Additionally, Eda “Secrets” Spause confirmed on Discord that Project Quarm will also continue per agreement with Daybreak: “We have no plans on shuttering Quarm; it is here to stay.”

