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.

18 September 2026 CURRENT VU

VU4.0

Expedition Puzzle Array

CURRENT

Introduced the Expedition Puzzle Array, a complete mini-game system featuring five randomized puzzle types, reward selection, puzzle reshuffling, dedicated audio feedback and a two-hour recharge cycle. The system unlocks at Sector 40 and is designed to add a new layer of interactive progression alongside the main expedition.

Expedition Puzzle Array
  • Added the new Puzzle Mini-Games system as a permanent feature of Distant Shift.
  • The Puzzle Array unlocks at Sector 40.
  • The Mini Game button remains visible before Sector 40 so players can see the upcoming feature and its unlock requirement.
  • Once unlocked, the Mini Game button opens the dedicated Expedition Puzzle Array interface.
  • A fresh randomized puzzle is generated whenever the Puzzle Array is ready.
  • Completing a puzzle starts a real two-hour recharge period before another rewarded puzzle becomes available.
  • The Mini Game button displays the remaining recharge time while the Puzzle Array is unavailable.
  • Opening the Puzzle Array during the recharge period displays a disabled puzzle grid together with a live countdown until the next puzzle becomes available.
  • When the recharge reaches zero, the Puzzle Array becomes available again for a new randomized challenge.
Five Puzzle Types
  • Added Cargo Block Fit, a spatial puzzle built around fitting tetromino-style pieces into a grid.
  • Cargo Block Fit supports both 4x4 and significantly more challenging 6x6 puzzle layouts.
  • Tetromino pieces can be dragged directly from the piece tray onto the board.
  • Placed Cargo Block Fit pieces can be picked back up, repositioned and moved between valid grid locations.
  • Pieces remain visually attached to the pointer while being moved, making placement and repositioning feel responsive and predictable.
  • Added Sliding Puzzle challenges requiring tiles to be moved into their correct arrangement.
  • Added Jigsaw Puzzle challenges based around reconstructing randomized puzzle layouts.
  • Added Circuit Puzzle challenges requiring circuit sections to be rotated and connected correctly.
  • Added Memory Puzzle challenges based around revealing and matching concealed pairs.
  • Puzzle type selection is randomized so consecutive Puzzle Array activations do not always present the same style of challenge.
Puzzle Randomization
  • Puzzle content is generated dynamically rather than using a single fixed puzzle layout.
  • Randomized puzzle generation creates different configurations between Puzzle Array activations.
  • Cargo Block Fit puzzles generate new piece arrangements while preserving solvable board layouts.
  • The combination of randomized puzzle types and randomized internal layouts greatly increases the number of possible Puzzle Array sessions.
  • The system is designed so the Puzzle Array remains a recurring side activity rather than becoming a single puzzle that can simply be memorized.
Reshuffle System
  • Added a Reshuffle option allowing players to reject a newly generated puzzle and request another one.
  • Reshuffling is only available before the current puzzle has been interacted with.
  • The first meaningful interaction with a puzzle permanently locks reshuffling for that Puzzle Array session.
  • This prevents players from partially solving or inspecting a puzzle before repeatedly searching for a more favourable alternative.
  • The reshuffle state is clearly reflected in the Puzzle Array interface.
Puzzle Rewards
  • Completing a Puzzle Array challenge opens a reward selection instead of immediately granting a fixed reward.
  • Players can choose their preferred reward from the available options after successfully completing a puzzle.
  • Only one reward can be claimed from each completed Puzzle Array challenge.
  • The two-hour recharge cycle begins after successful puzzle completion.
  • Puzzle rewards are integrated with the existing Distant Shift game state and save system.
Puzzle Audio
  • Integrated Puzzle Array sound feedback with the existing Distant Shift audio system.
  • Added contextual sound feedback for interacting with puzzle pieces and controls.
  • Cargo Block Fit includes feedback for picking up, placing, rotating, removing and correctly positioning pieces.
  • Sliding puzzles include movement feedback for tile interactions.
  • Jigsaw puzzles include movement and correct-placement feedback.
  • Circuit puzzles include rotation and connection feedback.
  • Memory puzzles include card flip, successful match and failed match feedback.
  • Added invalid-action feedback for puzzle interactions that cannot be completed.
  • Added dedicated completion and reward feedback when a puzzle is successfully solved.
  • Puzzle sounds respect the existing game audio and volume settings.
Interface and Integration
  • Added a dedicated full-size Puzzle Mini-Games interface matching the existing Distant Shift visual design.
  • Added Puzzle Array status information, puzzle instructions, controls, reshuffle state and recharge information directly to the mini-game interface.
  • Integrated the Puzzle Array into the main game navigation without altering the existing profession, world, shop or progression systems.
  • Puzzle Array progression and availability are tied to the player's current expedition progress.
  • The feature operates as a separate side activity and does not interrupt normal Gathering, Combat, Prospecting or Fabrication progression.
  • The final production system contains no development test mode or forced unlock behaviour.
18 September 2026 VERSION UPDATE

VU3.2

Manual Fabrication Progression

Manual Fabrication now scales correctly with expedition progression and gains five dedicated manual-only upgrades, bringing the game to 66 total upgrades without changing automatic Fabrication output.

Manual Fabrication Fixes
  • Added a dedicated manual Fabrication power calculation so manual actions now scale with the same core expedition and general production progression used by the other active professions.
  • Manual Fabrication can now perform multiple recipe cycles per action as manual power increases while consuming the correct Ore and Field Essence for every completed cycle.
  • Kept automatic and idle Fabrication on its existing calculation path so passive fabrication speed and automatic output remain unchanged.
  • Updated the manual Fabrication action hint so the displayed Components and Credits reflect the full scaled manual action rather than a single base recipe cycle.
  • Updated the in-game Fabrication help text to explain that manual actions perform more recipe cycles as expedition power grows.
Manual Fabrication Upgrades
  • Added Manual Pressure Rig, providing +8% manual Fabrication power per level.
  • Added Servo Assembly Jig, providing +10% manual Fabrication power per level.
  • Added Precision Handwork Controller, providing +12.5% manual Fabrication power per level.
  • Added Kinetic Assembly Interface, providing +15% manual Fabrication power per level.
  • Added Reborn Assembly Matrix, providing +20% manual Fabrication power per level.
  • All five new upgrades affect manual Fabrication actions only and do not increase automatic Fabrication capacity or passive output.
  • Increased the total number of upgrades from 61 to 66.
17 September 2026 VERSION UPDATE

VU3.1

Manual Action Accuracy & Fabrication Fixes

A focused gameplay-fix update corrected manual action calculations across Combat, Prospecting and Fabrication and cleaned up Fabrication action tracking and output feedback.

Manual Action Fixes
  • Corrected manual Combat damage handling so a manual attack removes exactly the displayed amount of creature health without an additional fractional deduction.
  • Corrected manual Prospecting actions so clicking applies only the intended manual Ore output rather than also processing a pending passive-production tick at the same moment.
  • Corrected manual Fabrication actions so clicking applies only the intended manual fabrication output rather than also processing a pending passive-production tick at the same moment.
  • Passive production continues normally through the regular game tick and no passive output is lost by these changes.
Fabrication Quality Fixes
  • Failed Fabrication attempts caused by insufficient materials no longer increase the manual action counter.
  • Successful Fabrication actions continue to count normally toward manual-action statistics.
  • Updated the Fabrication action hint to display both the Components and Credits produced by a manual fabrication action.
14 September 2026 VERSION UPDATE

VU3.0

Progression, Active Play & Economy

A major progression and active-play pass expanded long-term goals, introduced temporary Boosters and added new ways to manage resources without abandoning the slower economy.

Progression & Rewards
  • Expanded Expedition Assignments to 50 handcrafted starter assignments before the infinite assignment chain begins, with the first passage to Iron Reach closing the starter sequence.
  • Reworked assignment rewards so they remain useful support rewards without replacing normal progression.
  • All 250 achievements now award Credits, including a backwards-compatible one-time reward path for achievements already earned before the change.
  • Manual Combat, Prospecting and Fabrication receive a small additional opportunity to trigger existing Breakthrough and Major Breakthrough events while preserving the passive event system and preventing click-spam abuse.
  • Moved Precision Component Jig discovery from Sector 36 to Sector 28.
Research, Boosts & Output
  • Added the dedicated Boosts tab between Equipment and Research and moved appropriate abstract and Field Essence-focused upgrades into it.
  • Added Output Boost, unlocked at Sector 15 for 300 Field Essence, with 18% cost growth and +0.01x productive output per level across Gathering, Combat, Prospecting and Fabrication.
  • Set Genesis shards to provide +1% permanent productive output per shard.
  • Defined Core Resonance as an early Research milestone powered by Components and sustained profession growth.
  • Added optional save names so exported backups can use filenames such as distant-shift-save-private-window.json.
Standard Booster
  • Added the Standard Booster as a profession-bound active-play pickup for Gathering, Combat, Prospecting and Fabrication.
  • The Standard Booster appears every 3 minutes, remains available for 60 seconds and grants exactly 5x total manual output for 60 seconds when collected.
  • The Standard Booster affects eligible manual productive output only and does not multiply passive, automatic, idle, one-time reward, world-passage or Ascension output.
  • Fixed visibility timing so changing browser visibility does not restart or postpone the next scheduled pickup.
  • Kept the Standard Booster runtime-only so reloads clear temporary pickup and buff state and no offline backlog can accumulate.
Resource Shop
  • Added the Resource Shop beside the Sector control for exchanging Credits, Field Essence, Ore and Components.
  • The Shop uses fixed, deliberately unfavourable exchange rates with 50% conversion efficiency so it remains a convenience system rather than a replacement economy.
  • Components retain an additional premium because they are the hardest productive resource to obtain.
  • Added x1, x10, x100, x1000 and MAX quantity controls with safeguards against negative resources, invalid values and self-exchange.
God Booster
  • Added God Booster as a separate rare active-play pickup using its own independent 5-minute timer.
  • God Booster remains available for 60 seconds and grants exactly 10x total eligible productive output for 2 minutes when collected.
  • The effect applies across Gathering, Combat, Prospecting and Fabrication and remains active when switching profession screens.
  • God Booster and the Standard Booster can operate together, allowing eligible manual output to reach 50x while both temporary effects are active.
  • God Booster remains runtime-only and does not alter Shop values, one-time rewards, progression requirements, costs, event probability or save data.
8 September 2026 VERSION UPDATE

VU2.0

Worlds, Creatures & Presentation

The second internal milestone transformed the early functional build into a much more complete presentation with six distinct worlds, full creature coverage, audio and interface polish.

Worlds & Creatures
  • Completed the six-world lineup: Green Vale, Iron Reach, Echo Wilds, Crystal Shore, Red Dunes and Neon City.
  • Completed dedicated background presentation for all six playable worlds.
  • Expanded the creature roster and artwork coverage to 36 creatures, six per playable world.
  • Standardised creature artwork mapping and Class I–IX progression labels across the roster.
  • Improved creature hit feedback with a stronger flinch animation while respecting reduced-motion settings.
Audio & Atmosphere
  • Replaced the earlier procedural ambient layer with six dedicated looping ambient tracks, one for each playable world.
  • Preserved independent ambient volume control while keeping event and interaction audio separate.
  • Kept world transitions tied to the active destination so each location has its own audio identity.
  • Added dedicated Breakthrough and Major Breakthrough event sounds.
Interface & Save Quality
  • Expanded the main game presentation with clearer expedition, world and profession identity.
  • Improved notification stacking, progression feedback and resource presentation.
  • Kept save migration and import/export compatibility intact while development continued.
  • Improved large-number formatting using K, M, B, T and extended alphabetical suffixes for later values.
Progression Balance
  • Reworked world unlock progression so later destinations require substantially more Credits and supporting resources rather than trivial passage costs.
  • Set world production multipliers to increase across the six-world journey, from Green Vale through Neon City.
  • Rebalanced sector normal and elite creature goals so requirements scale progressively from early sectors through Sector 500+.
  • Kept return travel free after a world has been unlocked.
1 September 2026 VERSION UPDATE

VU1.0

Recorded Foundation Build

The earliest recorded internal milestone captures the core systems that established the game as a complete incremental experience before the standalone public website was launched.

Core Game Loop
  • Established the four productive professions: Gathering, Combat, Prospecting and Fabrication.
  • Established Credits, Field Essence, Ore and Components as the main productive economy resources.
  • Built sector-based progression with normal and elite creature goals.
  • Built the core upgrade structure around Crew, Equipment, Boosts, Research and advanced Fabrication systems.
  • Added Breakthrough and Major Breakthrough systems as rare reward events within normal progression.
Long-Term Progression
  • Added Ascension as the major long-term reset and progression layer.
  • Added Genesis shards as permanent progression rewards tied to Ascension.
  • Built achievements and Expedition Assignments as parallel milestone systems.
  • Added profession progression and Research gates so later systems require sustained play rather than immediate access.
  • Added world travel and passage progression beyond Green Vale.
Persistence & Offline Play
  • Added local save management with manual save, JSON export and JSON import support.
  • Added backwards-compatible save migration so development changes could continue without deliberately wiping existing progress.
  • Added offline progression for eligible persistent production systems while keeping temporary active-play effects separate from saved state.
  • Established the browser-first standalone game architecture used by the later public build.
PROJECT STATUS

The foundation is in place.

The current Distant Shift build includes six playable worlds, thirty-six creatures, 250 achievements, progression systems, Boosts, Research, fabrication, Ascension, active-play pickups, world music and the Resource Shop. World 07 is confirmed as a 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 VU4.0
Playable Worlds 6
Upcoming World World 07 (Silent Gate)
Creatures 36
Achievements 250
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 VU4.0 for yourself.

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

PLAY DISTANT SHIFT