VERSION UPDATES

Follow the evolution of Distant Shift.

Version Update notes, feature changes, balance work and major milestones from the private development build through the current public Distant Shift experience.

DEVELOPMENT RECORD

Private development predates the public domain.

The Version Update dates below are retrospective internal development milestones. 1 September 2026 is the earliest point from which changes were formally recorded for this public history, but the game had already been in private development before then while the core systems were being built.

distantshift.com was registered after the game was already substantially developed. The public domain therefore marks the creation of the standalone Distant Shift website, not the beginning of development.

VERSION HISTORY

Recorded Version Updates.

Each Version Update groups the real development changes in chronological order while using the project's retrospective internal VU numbering and dates.

6 October 2026 CURRENT VU

VU5.1

Discoveries

CURRENT

VU5.1 introduces Discoveries, a new permanent collectible expedition archive featuring hidden objects recovered through active manual play, responsive archive and detail views, progression-weighted reward choices, discovery notifications, dedicated audio feedback, permanent save tracking and an open-ended collection designed to expand in future updates.

NEW FEATURE - DISCOVERIES
  • Added Discoveries, a completely new collectible archive system for unusual objects recovered during the Distant Shift expedition.
  • Discoveries are separate from the existing Discovery Upgrades system and do not replace or alter normal Upgrades, Resource Shop items, Achievements or existing progression systems.
  • Discoveries include unusual expedition objects such as eggs, relics, components, items, ancient artifacts, shards and other mysterious recovered technology.
  • Every Discovery has its own identity, artwork, category, descriptive information and permanent collection state.
  • The Discoveries system is intentionally open-ended so future Version Updates can continue adding new objects without revealing a final collection total.
  • Players are never shown how many Discoveries exist or how many remain undiscovered.
DISCOVERIES SIDEBAR
  • Added a new Discoveries bar directly below the existing Achievements bar.
  • The Discoveries bar displays the number of objects the player has recovered using the permanent open-ended format X / ?.
  • The total number of possible Discoveries is deliberately hidden to preserve the mystery of the archive.
  • Clicking the Discoveries bar opens the Expedition Archive.
EXPEDITION ARCHIVE
  • Added a dedicated responsive Discoveries archive popup using the established Distant Shift modal visual style.
  • The archive only displays objects the player has actually discovered.
  • Undiscovered objects are completely hidden.
  • The archive does not display locked cards, silhouettes, question marks, empty slots, hidden names, future objects or total collection spaces.
  • If the player has not discovered anything yet, the archive displays a clean empty-state message instead of revealing hidden collection information.
  • Each recovered object appears as its own clickable Discovery card.
  • Discovery cards use the smaller 64x64 artwork created specifically for the archive.
  • Discovery cards display the recovered object's known information without leaking details about undiscovered objects.
  • The archive layout is responsive across desktop, tablet and mobile displays.
DISCOVERY RECORDS
  • Clicking a recovered Discovery now opens a separate Discovery Record detail popup.
  • Discovery Record views use the full 600x600 version of the recovered object's artwork.
  • The detail view includes the Discovery name, category, descriptive information, lore and recovery information.
  • Recovery records can display the world where the object was found.
  • Recovery records can display the sector where the object was found.
  • Recovery records permanently log when the object was recovered.
  • The full Discovery artwork is loaded for the detail record rather than being unnecessarily loaded for every archive card.
  • Discovery Record windows are fully responsive and support internal scrolling where required on smaller displays.
MANUAL DISCOVERY SYSTEM
  • Collectible Discoveries can now only be recovered through successful active manual gameplay actions.
  • Manual Gathering can trigger hidden Discovery checks.
  • Manual Combat can trigger hidden Discovery checks.
  • Manual Prospecting can trigger hidden Discovery checks.
  • Manual Fabrication can trigger hidden Discovery checks.
  • Passive and idle production can no longer recover collectible Discoveries.
  • Automatic progression can no longer silently place new Discoveries into the archive while the player is away.
  • Sector advancement no longer directly triggers collectible Discoveries.
  • World unlocks no longer directly trigger collectible Discoveries.
  • Upgrade purchases no longer directly trigger collectible Discoveries.
  • Resource Shop purchases no longer directly trigger collectible Discoveries.
  • Assignments no longer directly trigger collectible Discoveries.
  • Mini-Games no longer directly trigger collectible Discoveries.
  • Ascension no longer directly triggers collectible Discoveries.
  • This change makes Discoveries a reward for active interaction with Distant Shift rather than passive background progression.
DISCOVERY CHANCE BALANCE
  • Significantly increased the manual Discovery chance after initial testing showed the original value was far too restrictive.
  • The original manual Discovery chance was producing excessively long dry periods and made the system feel as though it was not functioning.
  • Manual Discovery checks have been rebalanced so Discoveries remain uncommon and exciting while still being realistically obtainable through active play.
  • Discovery eligibility continues to respect player progression so objects can become available as the expedition advances.
  • Players with advanced existing saves are not forced back to early-game Discovery eligibility.
DISCOVERY FOUND POPUP
  • Added a dedicated DISCOVERY FOUND popup when a collectible Discovery is successfully recovered.
  • Discoveries no longer silently enter the archive without immediate player feedback.
  • The popup appears immediately when the successful manual Discovery occurs.
  • The Discovery Found popup displays the recovered object's artwork and information.
  • The popup also presents the Discovery reward choices associated with the newly recovered object.
  • Closing the popup without selecting a reward does not lose the Discovery.
  • Unclaimed Discovery rewards remain available after the object has been permanently archived.
DISCOVERY AUDIO
  • Added dedicated audio feedback when a collectible Discovery is recovered.
  • A Discovery chime now plays alongside the Discovery Found popup.
  • The sound uses the existing Distant Shift sound-effects and audio handling system.
  • Discovery audio respects the game's existing audio state rather than introducing a separate audio system.
DISCOVERY REWARDS
  • Newly recovered Discoveries provide a choice of three reward options.
  • Players choose one reward from the three generated choices.
  • Discovery rewards are dynamically weighted around the player's current progression rather than using static early-game values.
  • Reward generation considers the player's current expedition progress so rewards remain useful later in the game.
  • Reward scaling takes current production and wider progression into account.
  • Reward generation considers lifetime sector progression.
  • Reward generation considers Ascension progression.
  • Reward weighting can take unlocked professions into account.
  • Reward weighting can consider current resource shortages.
  • Reward weighting can consider upcoming useful Upgrade costs.
  • Reward weighting can consider current Fabrication recipe requirements.
  • The reward system is designed to avoid giving advanced players amounts that have already become meaningless at their current stage of progression.
  • Reward options remain distinct from the normal Resource Shop and Upgrade systems.
  • Unclaimed reward choices are saved so players do not lose them by closing the Discovery popup or reloading the game.
DISCOVERY ARTWORK SYSTEM
  • Added dedicated support for separate Discovery archive icons and full-size Discovery artwork.
  • Archive cards use lightweight 64x64 PNG icons.
  • Discovery Record views use full 600x600 PNG artwork.
  • Discovery artwork is stored in separate icons and full asset directories.
  • Each Discovery can map its archive icon to the matching full-size object artwork.
  • Artwork pairs with different historical filenames can be explicitly mapped without requiring existing files to be renamed.
  • This structure allows future Version Updates to add more Discoveries without redesigning the archive system.
SAVE SYSTEM AND COMPATIBILITY
  • Added permanent save tracking for collectible Discoveries.
  • Collectible Discoveries use their own save namespace so they do not conflict with the existing Discovery Upgrades system.
  • Older saves created before VU5.1 remain compatible.
  • Existing saves automatically begin with an empty collectible Discoveries archive if no collectible Discovery data exists.
  • Previously recovered collectible Discoveries remain permanently recorded once found.
  • Discovery records remain available after normal progression resets.
  • Collectible Discoveries survive Ascension.
  • Pending Discovery reward choices are preserved in the save.
  • The implementation keeps collectible Discoveries isolated from older resource-find discovery terminology already used elsewhere in the game.
DISCOVERY SYSTEM SAFEGUARDS
  • Existing Discovery Upgrades remain a separate progression system and have not been replaced by collectible Discoveries.
  • The new collectible system uses separate data and logic to avoid collisions with existing discovery-related systems.
  • Undiscovered content is never exposed through the archive interface.
  • The game never displays a final Discovery collection total.
  • Future Discoveries can be added without changing the X / ? presentation.
  • The archive deliberately preserves uncertainty around what may still exist elsewhere in the expedition.
UI AND RESPONSIVE IMPROVEMENTS
  • Discoveries use the existing Distant Shift popup and modal styling rather than introducing an unrelated interface style.
  • Archive cards are designed for both mouse and touch interaction.
  • Discovery Record layouts scale correctly across desktop, tablet and phone displays.
  • Large Discovery artwork scales within the available viewport instead of overflowing smaller screens.
  • Longer Discovery information can scroll internally where required.
  • Close controls remain accessible on smaller displays.
  • The Discoveries sidebar addition was kept compact to avoid unnecessarily increasing sidebar height.
VU5.1 DISCOVERY FIXES
  • Fixed collectible Discoveries being obtainable from passive or idle activity when they were intended to be tied to manual interaction.
  • Fixed players being able to return to the game and find a Discovery already present in the archive without having actively triggered it.
  • Fixed newly recovered Discoveries entering the archive without a dedicated Discovery Found popup.
  • Added immediate visual feedback when a successful manual Discovery occurs.
  • Added missing audio feedback for successful Discovery recovery.
  • Rebalanced the original manual Discovery chance after live testing showed Discoveries were too difficult to obtain.
  • Improved Discovery rewards so they scale with current player progression rather than becoming trivial for advanced saves.
  • Ensured existing high-sector saves retain appropriate Discovery eligibility instead of being treated as fresh early-game saves.
2 October 2026 VERSION UPDATE

VU5.0.1

Ascension Balance Update

Genesis Shard rewards have been rebalanced to make Ascension more rewarding while preserving balanced long-term progression.

ASCENSION
  • Increased Genesis Shard rewards earned through Ascension.
  • Improved Genesis Shard scaling for stronger runs while retaining diminishing returns.
  • Updated the Ascension help text to reflect the revised reward formula.
  • Existing saves and Genesis Shard progression remain fully intact.
29 September 2026 VERSION UPDATE

VU5.0

Silent Gate

Silent Gate is now open, expanding Distant Shift with a seventh playable world, six new creatures, new upgrades, new achievements and the first appearance of Deadly Void on the Star Chart.

SILENT GATE
  • Added Silent Gate as the seventh playable world.
  • Silent Gate requires Sector 120 before it can be unlocked.
  • Silent Gate unlock cost is 2.25B Credits, 11.25B Field Essence, 8B Ore and 1.6B Components.
  • Silent Gate provides a x5.75 production multiplier.
  • Added the Silent Gate world background.
  • Added dedicated Silent Gate world music.
NEW CREATURES
  • Added Gate Shade.
  • Added Shardmaw.
  • Added Veilstalker.
  • Added Null Drifter.
  • Added Riftclaw.
  • Added Wardcore Titan.
NEW UPGRADES
  • Added Silent Gate Resonator.
  • Added Gate-Phase Harvester.
  • Added Riftclaw Pursuit Array.
  • Added Null-Drift Survey Mesh.
  • Added Wardcore Fabrication Grid.
ACHIEVEMENTS
  • Added four new Silent Gate exploration achievements.
  • Increased the total achievement count from 250 to 254.
  • Updated the all-world exploration achievement to require all seven playable worlds.
STAR CHART
  • Silent Gate is now shown as the playable World 07 destination.
  • Added World 08 to the Star Chart.
  • World 08 has been revealed as Deadly Void.
  • Deadly Void currently displays Coming Soon (Deadly Void).
  • Deadly Void contains no playable content in VU5.0.
PROGRESSION & SAVES
  • Balanced Silent Gate as the next major progression step beyond Neon City.
  • Existing six-world save data automatically expands to support Silent Gate.
  • Existing progression, unlocked worlds and save data remain compatible with VU5.0.
26 September 2026 VERSION UPDATE

4.4.2

Mobile Interface Fixes

Improved the mobile interface by restoring missing navigation controls, making the Achievements journal responsive, and adding a compact fixed resource bar for easier access while scrolling.

Mobile Navigation
  • Restored mobile access to navigation controls that were being hidden by responsive layout rules.
  • The Achievements button is now available on mobile again.
  • Loot History and Ascension navigation controls are also preserved on mobile.
  • Desktop behaviour remains unchanged.
Achievements
  • Updated the Achievements journal for mobile displays.
  • Achievement entries now use a responsive single-column layout on smaller screens.
  • Achievement filters now adapt cleanly to narrow displays.
  • Achievement tabs have been compacted for easier use on phones.
  • Long achievement text now wraps correctly instead of overflowing the journal.
Mobile Resource Bar
  • Added a compact fixed resource bar for mobile devices.
  • The bar displays Credits, Essence, Ore and Components in a single row.
  • The fixed bar appears only after the normal resource display has completely scrolled out of view.
  • The fixed bar automatically disappears again when the normal resource display returns.
  • Resource values remain live while the player continues progressing.
  • Additional compact sizing is applied on very narrow mobile displays.
25 September 2026 VERSION UPDATE

VU4.4.1

Responsive Interface & Layout Refinements

A focused interface refinement pass improves responsive layouts across mobile, tablet and desktop while making the main game screen cleaner and easier to navigate.

Responsive Interface
  • Fixed the expedition overview disappearing at mobile viewport sizes.
  • The current world panel, profession levels and System Terminal now remain visible across mobile layouts.
  • Responsive layouts now reorganise the expedition overview instead of hiding important interface panels.
  • Profession information adapts more cleanly on narrow displays.
  • The System Terminal retains a usable readable area on smaller screens.
  • Genesis Shards and resource information now remain accessible across narrower layouts.
  • Additional narrow-screen handling reduces interface overflow while preserving all major game panels.
Desktop & Tablet Layout
  • Compacted the desktop and tablet interface to make more efficient use of the available viewport.
  • Reduced unnecessary spacing throughout the main game layout while preserving the existing interface structure.
  • Improved the balance between the expedition overview, central gameplay area and upgrade panel.
  • Gameplay elements now scale more cleanly across different desktop and tablet viewport heights.
  • The upgrade panel now uses a dedicated fixed-height scrolling area on desktop and tablet instead of expanding down the page.
  • Upgrade cards, filters, tabs and controls were compacted to improve visibility without removing information.
  • The footer and lower gameplay information now fit more naturally within the overall game layout.
Interface Usability
  • Improved upgrade-panel scrolling so the upgrade list remains contained within its own dedicated area.
  • Retained scroll containment within the upgrade panel to reduce accidental page movement while browsing upgrades.
  • Changed the Genesis Shards information popup so it opens below its trigger instead of covering controls near the top-right navigation area.
  • The Genesis Shards popup no longer intercepts pointer input while displayed.
PROJECT STATUS

The foundation is in place.

The current Distant Shift build includes seven playable worlds, 42 creatures, 254 achievements, progression systems, Boosts, Research, fabrication, Ascension, active-play pickups, world music and the Resource Shop. World 08, Deadly Void, is the next future destination.

Future Version Updates can now be added directly to updates.json while version.json remains the single source for the current live VU number.

CURRENT CONTENT
Current Version VU5.1
Playable Worlds 7
Upcoming World World 08 (Deadly Void)
Creatures 42
Achievements 254
Starter Assignments 50
DEVELOPMENT APPROACH

Expand without losing the core loop.

New additions to Distant Shift are designed to strengthen the existing incremental progression loop rather than bury it beneath disconnected systems.

Combat, prospecting, gathering, fabrication, resources, upgrades, achievements, assignments, Research and Ascension are intended to keep feeding into the same long-term journey.

PLAY THE CURRENT BUILD

See VU5.1 for yourself.

Launch Distant Shift directly in your browser and experience the current progression systems.

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