Designer Diary · October 5, 2026
Firewall was not the only game to crawl out of my computer life. Two more followed. One came from a real incident a friend described to me. The other owes a lot to one of my favorite movies.
They are Zero Day Triage, a solo pressure puzzle, and Verify Me, a competitive contract game with a little take-that in it. They share no rules. What they share is that I spend a lot of my life around computers, and some of it was bound to end up on the table.
These games are not trying to teach cybersecurity. They take situations from that world and ask whether they can become interesting decisions.
When the Queue Does Not Stop
A friend once told me about a company dealing with a live zero-day vulnerability. Some of the affected machines were being targeted for ransomware. The technical team eventually found a way to code around the exploit and get things under control.
What stuck with me was not the exploit. It was the shift.
Machines kept arriving. The team triaged one, then another, then another, heads down, clearing what they could. At the end of the day they had made real progress, and then they went home knowing more would be waiting.
If you have ever worked a help desk, a hospital floor, a kitchen on a Saturday night, or any job where the line does not shrink, you know that feeling. It is a miserable workday. It also turned out to be a good foundation for a solo game.
Eight Hours. Keep Up.
Zero Day Triage is an eight-round shift, about an hour per round, played with a standard deck. Threats arrive. You have a limited set of responses. You mitigate what you can, clean up, and the next hour begins.
It is not meant to feel like beating a boss. Nobody in that story was fighting the Malware King at the end of a dungeon. They were trying to get through the next machine.
You do not win because the work stops. You win because you kept it under control until the end of the shift.
So the game is about the pressure. Which problem first? What can wait? Do I spend this response now, or hold it in case the next hour is worse?
"If Only the Devs Had Gotten It to You Sooner!"
One line in the scoring still makes me smile. A good shift result reads: "If Only the Devs Had Gotten It to You Sooner!"
Anyone who has worked in support, operations, development, or incident response knows the tone. It is not really blaming developers. It is the tired humor that shows up when several teams are each solving a piece of the same problem and everybody wishes they had gotten something earlier.
Swap in your own version. Every job has one. "If only the shipment had arrived Monday." "If only somebody had told us before the event."
Not Every Computer Game Came From Work
Verify Me started somewhere far less stressful, with Sneakers. I like computer movies of every kind, serious or ridiculous, accurate or not. But Sneakers has its own spot for me. It is clever and funny, and it is packed with security ideas and people trying to get into things they absolutely should not.
And then there is the line.
My voice is my passport. Verify me.

That line became the title, and the title became a game.
Passwords, Passwords, Passwords
We all know we should not reuse them. We know password123 is a bad idea. We know adding one character to the password we have reused twelve times does not fix it. People are often the least predictable part of any security system, to the point that password psychology is a real field.
So the industry added layers: passwords, two-factor authentication, codes, tokens, prompts. All of it is asking one question. Are you really who you say you are?
That question became the shape of the game.
Build the Credentials, Then Take One
In Verify Me you are working toward a contract. First you build the Password. Then you complete authentication. Then you need Verification.
Here is the joke: you cannot verify yourself. Your Verification has to come from somebody else, either another player's Password, another player's 2FA, or the central discard pile. Never from your own cards.
You spend the whole game building layers of security, and the last thing you need has to be taken from someone else's.
The system gets more secure at every step, right up until you have to take somebody else's Verification.
That is where the take-that earns its place. It is not there because card games are supposed to annoy people. The joke does not work without it.
Games First
None of these games are training tools. Firewall is a partnership trick-taking game. Zero Day Triage is a solo hand-management puzzle. Verify Me is a competitive contract game. Technology flavors the play, but it does not get to run it. If a realistic process makes a dull mechanism, realism loses.
I did not sit down to build a cybersecurity line. Firewall came from my own network logs. Zero Day Triage came from a friend's very long day. Verify Me came from a line that had been living in my head for years.
Pass It Around the Table
You do not need an IT job to have a story in this territory. Everybody has had a day where the work would not stop, a password they were embarrassed by, or a moment where the thing they needed was held by somebody else.
A few questions to try at the table:
- What was your "the line never gets shorter" job or day, and how did you get through it?
- What is the worst password habit you will admit to?
- When did you last have to ask someone else for the one thing you could not get yourself?
I would love to hear yours.