Aetherstrata Development Log

Changelog

Version 1.0 → 1.37

A running history of the game’s evolution, from the first idle prototype through the current Universe Age and Cosmic Constructs build.

← Back to Game
1.37

Long-form progression rebalance

  • Made each next construct significantly harder to purchase.
  • Raised costs and scaling across Time, Space, Stars, Solar Systems, and Galaxies.
  • Reduced production values across the entire resource chain.
  • First Collapse Universe prestige now requires 100 Galaxies.
  • Parallel Universe gain is capped at 3 per collapse and usually awards only 1.
  • Parallel Universe bonus was reduced to very small diminishing returns.
  • Offline gains were reduced further.
  • Uses a fresh balance save slot so prior faster saves do not distort the new pacing.
1.36

Buy Max for Cosmic Constructs

  • Added a Buy Max button to every Cosmic Construct.
  • Buy Max purchases as many levels as possible for spendable resources.
  • For Universe Age requirements, Buy Max buys every currently age-unlocked level without spending Time.
  • Buy Max shows the number of levels it can currently purchase.
1.35

Major balance slowdown

  • Slowed progression dramatically to stop runaway exponential growth.
  • Changed mid-chain production from direct linear multiplication to square-root scaling.
  • Changed Parallel Universe gain from square-root scaling to logarithmic tier scaling.
  • Changed Parallel Universe bonus to diminishing returns using logarithmic scaling.
  • Raised upgrade costs and reduced several production values.
  • First universe collapse now requires 10 Galaxies instead of 1.
  • Version 1.35 uses a fresh balance save slot so old runaway Parallel Universe saves do not auto-load.
1.34

Author footer

  • Added author information to the bottom footer.
  • Footer now reads: Aetherstrata · Created by Rob “Galvy” · Version 1.37 · Changelog.
  • Kept the Changelog link accessible from the footer.
1.33

Reliable purchase handling

  • Removed browser-disabled Cosmic Construct buttons so clicks are no longer swallowed when affordability changes.
  • Changed purchases to resolve on pointer-down for a more immediate response.
  • Kept unavailable/locked states visually styled without blocking the event handler.
  • Improved purchase reliability for age-gated upgrades that become available while Time is moving.
1.32

Hover effects removed

  • Removed hover animations and hover visual changes entirely from cards and buttons.
  • Disabled hover shimmer, glow, movement, transition, and filter effects.
  • Kept click feedback and gameplay animations separate from hover behavior.
  • Preserved Version 1.31 stability changes.
1.31

Calmer hover behavior

  • Removed the looping hover shimmer/slide animation from buttons and construct cards.
  • Removed hover translate movement that could rapidly re-trigger animations.
  • Kept a subtle brightness and glow response so the UI still feels interactive.
  • Preserved the Version 1.30 Current Phase status label update.
1.30

Current phase status label

  • Changed the phase indicator from a button-like pill into a clear status label.
  • Added a Current Phase label above the phase value.
  • Kept the phase text dynamic: Time Emerging, Space Expanding, Stars Igniting, and later stages.
  • Preserved the Version 1.x naming format.
1.29

Version naming update

  • Changed public-facing version naming from Dist v# to Version 1.#.
  • The intro page now shows Version 1.29 instead of Dist v29 / Singularity wording.
  • Updated the changelog range to use the Version 1.x format.
  • Established the path toward a future Version 2.0 overhaul.
1.28

In-game version label removal

  • Removed the Dist v# • Universe Active label from the in-game header after Big Boom starts.
  • Kept the intro version label at the bottom of the start page.
  • Cleaned up the main header so the Aetherstrata branding is the focus.
1.27

Intro version label placement

  • Moved the Dist v# • Singularity label from the top of the Start Big Boom card to the bottom of the intro page.
  • Kept the intro branding cleaner and more centered.
  • Preserved the Version 1.26 intro clipping fix.
1.26

Intro screen clipping fix

  • Fixed the beginning Start Big Boom screen clipping part of the logo/emblem treatment.
  • Added more breathing room around the intro brand area.
  • Improved responsive sizing for shorter screens and mobile widths.
  • Preserved the Version 1.25 changelog page and bottom link.
1.25

In-game changelog

  • Added a full Changelog page to the game package.
  • Added a persistent bottom Changelog link.
  • Documented the project evolution from v1 through the current build.
  • Kept the existing Version 1.24 gameplay, Universe Age logic, and construct rendering fixes intact.
1.24

Construct card cleanup

  • Removed the unintended blue decorative dot that appeared on Temporal Spark and other construct cards.
  • Preserved stable Cosmic Constructs rendering from v23.
  • Preserved Universe Age logic and save migration.
1.23

Stable Cosmic Constructs rendering

  • Fixed Cosmic Constructs flickering/refreshing when hovering.
  • Changed upgrade rendering so cards are built once, then updated in place.
  • Button text, disabled state, owned count, and locked/unlocked status now update without recreating cards.
  • Age-based Requires text updates as Universe Age moves forward.
1.22

Full reset behavior

  • Reset now clears all Aetherstrata save data, including current and legacy localStorage keys.
  • Reset immediately returns the player to the initial Start Big Boom screen.
  • Reset no longer relies on page reload behavior to visually return to the beginning.
1.21

Semantic universe logic overhaul

  • Rebuilt resources around their intended meaning.
  • Time became Universe Age and displays as seconds, minutes, hours, days, or years.
  • Starting Big Boom begins Time at +1 sec/sec.
  • Core button became Accelerate Time.
  • Time is no longer spent as currency; Time-based upgrades use age requirements.
  • Space became Cosmic Volume measured in CU.
  • Space expands from Time Flow.
  • Stars form from Space.
  • Solar Systems form from Stars.
  • Galaxies form from Solar Systems.
  • Prestige became Collapse Universe, creating permanent Parallel Universes.
1.20

Left panel visibility fix

  • Fixed missing left-side panels after layout restructuring.
  • Forced Temporal Core, Parallel Genesis, Cosmic Ladder, and Cosmic Log into a visible vertical stack.
  • Kept tighter spacing and preserved the right-side Cosmic Constructs panel.
1.19

Lower layout restructure

  • Rebuilt the lower game layout so left-side cards live in their own stacked column.
  • Removed the huge gap under Temporal Core caused by the previous grid-row behavior.
  • Kept Cosmic Constructs as the separate right column.
1.18

Left column spacing pass

  • Tightened spacing between Temporal Core, Parallel Genesis, Cosmic Ladder, and Cosmic Log.
  • Reworked the game grid with explicit panel placement.
1.17

Branding integration fix

  • Removed the cut-off title image treatment.
  • Replaced the cropped header wordmark image with a styled in-app Aetherstrata title.
  • Created a transparent emblem treatment to blend with the UI background.
  • Integrated the logo/emblem more naturally into the interface.
1.16

Progression and content expansion

  • Improved early-game pacing from Time to Space to Stars to Solar Systems to Galaxies.
  • Added more upgrades across the progression ladder.
  • Click upgrades began stacking correctly across multiple click-power upgrades.
  • Added particle burst feedback when gathering Time.
  • Added stage milestone log entries.
1.15

Premium game feel pass

  • Improved the overall UI to feel more premium and game-like.
  • Enhanced upgrade cards and buttons with stronger hover/focus styling.
  • Added floating +X Time feedback when clicking Gather Time.
  • Added button pulse feedback.
  • Added upgrade purchase flash feedback.
1.14

Animated cosmic polish

  • Added subtle emblem animation in the hero section.
  • Enhanced the background with drifting starfield and space-time pulse effects.
  • Improved hero panel layering with orbital visuals.
  • Restyled resource panels with stronger sci-fi glow accents and per-resource color identity.
1.13

Logo integration cleanup

  • Fixed the header/logo presentation so the full logo was no longer shown twice.
  • Header used a single wordmark plus emblem treatment.
  • Added cropped emblem and wordmark assets.
  • Made the emblem act more like a blended background element.
1.12

New Aetherstrata logo aesthetic

  • Incorporated the new Aetherstrata logo into the intro screen and main game header.
  • Reworked UI styling to match the logo aesthetic with darker glass panels and cyan/blue/violet glow.
  • Replaced the old delta/omega hero symbol with the new Aetherstrata logo treatment.
1.11

Purchase wording update

  • Changed purchase buttons from Buy X Time to Cost: X time.
  • Applied cost wording across Time, Space, Stars, Solar Systems, and Galaxies.
  • Kept prior purchase stability fixes.
1.10

Purchase click stability fix

  • Fixed buy buttons failing because upgrade cards were being redrawn constantly.
  • Changed upgrade redraw behavior so buttons stayed stable during clicks.
  • Kept the Start Big Boom to Gather Time flow.
1.9

Minimal opening screen

  • Launch screen showed only Aetherstrata and Start Big Boom.
  • Stats, upgrades, logs, and prestige UI stayed hidden until Big Boom started.
  • Starting Big Boom revealed the full game.
  • Starting Big Boom no longer granted free Time.
1.8

Correct Big Boom start flow

  • Trigger Big Boom became the starting action instead of the repeat click action.
  • After Big Boom, the main button changed to Gather Time.
  • Restored progression path: Time > Space > Stars > Solar Systems > Galaxies.
  • Prestige created Parallel Universes.
  • After prestige, the next universe required starting Big Boom again.
1.7

Time/space/parallel universe theme shift

  • Reframed the game around Big Boom, a single universe, prestige, and parallel universes.
  • Renamed resources to Chronons, Spacetime, and Parallel Universes during the experimental pass.
  • Added post-prestige constructs like Mirrorverse Scaffold and Brane Bridge.
  • Moved the project away from the earlier Aether/Threads/Strata naming direction.
1.6

Aetherstrata packaged build baseline

  • Recreated the Netlify-ready dist package with clean no-space file naming.
  • Established the tracked packaged build line used for the later v7+ iterations.
  • Used the Aetherstrata idle-game foundation already in place at that point.
1.5

Name and theme direction exploration

  • Moved toward the Aetherstrata identity after exploring names like Loom, Loom Idle, Continuum, Velora, Axiora, Aetherlace, and Aetherstrand.
  • Settled on a cosmic/futuristic direction that could support large-scale universe progression.
  • Early prototype milestone reconstructed from project discussion before preserved dist packages.
1.4

Progression concept refinement

  • Explored moving away from loom/fabric language into broader cosmic creation language.
  • Shifted the progression fantasy toward building larger and larger constructs.
  • Early prototype milestone reconstructed from project discussion before preserved dist packages.
1.3

Construct ladder foundation

  • Established the idea that the game should progress through escalating constructed resources.
  • Early versions used more abstract creation language before the later Time > Space > Stars > Solar Systems > Galaxies structure returned.
  • Early prototype milestone reconstructed from project discussion before preserved dist packages.
1.2

Idle structure prototype

  • Built toward a clicker/idle loop with manual action, purchasable constructs, and passive generation.
  • Introduced the basic idea of upgrades increasing production over time.
  • Early prototype milestone reconstructed from project discussion before preserved dist packages.
1.0

Initial prototype

  • First working concept for the idle game direction.
  • Focused on proving the basic loop: start, click, gain resources, buy upgrades, and grow.
  • Early prototype milestone reconstructed from project discussion before preserved dist packages.