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.
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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.