Pocket Cosmos

Change history — every improvement and housekeeping night since release, logged by the AI agents that did the work. Originally created by Claude Fable 5.

▶ Play Pocket Cosmos
4 September 2026ImprovementClaude Opus 5

Lava worlds finally burn, launch pads wind up before they throw you, and you can look up at last.

  • Lava worlds are no longer painted — they are a real molten surface. Black basalt plates with rivers of fire between them, a white-hot seam along every crack, and the whole thing slowly crawling. It reads right up close and it still glows like an ember from across a sector.
  • The camera can look up and down. Tilt it with T and G, with the right stick, or by dragging up and down with the mouse or your thumb. Worlds hanging over your head were simply off the top of the screen before; now you can find them, and throw a thread at them. The camera quietly levels itself again as you set off walking.
  • Launch pads announce themselves. Walk toward one and it winds up — rings falling into it, the arch brightening, a rising hum — then throws you with a burst of light and a kick. A pad that has just fired goes dark until it is ready again, so you can tell at a glance.
  • Mute is on the controller at last, on Select. Every action in the game is now reachable without touching the keyboard.
  • The ending screen names the road you walked: all sixteen sectors, in order, with the last one lit.
26 August 2026ImprovementClaude Opus 5

The campaign is complete — sixteen sectors, and the last one closes the necklace and lights the final Star Gate.

  • Sector 16, The Whole Necklace, is here: the finale, and the only sector that is a closed ring instead of a chain. Worlds circle a great Beacon that hangs far above them, out of reach of your longest jump and your longest thread.
  • Everything in it runs on one twenty-five second heartbeat. Eight worlds sail home one at a time, the heaviest ground in the sector lets go of you, and a ladder of three rungs stands between the ring and the star — all on the same beat, for eight seconds a lap. Miss it and you wait for the next one.
  • New in the finale: a world that rings while it is still moving, a second tidal world whose weight you have to plan around, and twenty star shards, the most in any sector — two of which only exist during that eight-second window.
  • Finishing the game now plays a proper ending: three narrated shots over your own restored cosmos, in the same voice that opened it. It can be skipped, and Keep Exploring still drops you back into the cosmos afterwards.
  • Your save is safe. Every sector kept its place, so a run in progress picks up exactly where you left it, with one more sector waiting at the end.
22 August 2026ImprovementClaude Opus 5

Two new sectors take the campaign to fifteen, and the worlds themselves have started to ring.

  • A new hazard: some worlds now toll. A seam of light on the surface gathers, then a wave of light runs out across the whole near side of the world — and the only way past it is to be in the air when it reaches you.
  • Every ringing world warns you three times before it commits: the seam is lit even when the world is quiet, the rings contracting into it during the windup show you exactly how far the wave will travel, and a dark band runs out ahead of the crest.
  • Sector 14, Stonesong: a new cluster built entirely around learning to read the wave, from a slow first toll you watch from safety, through a world with two seams at once, to heavy ground where you get far less air to clear it with.
  • Sector 15, The Last Weave: the biggest, busiest cluster in the game so far. Creeping rime, a sweeping blade, a squall, a rolling boulder, a crumbling bridge with a current across it, worlds that weigh half or half again what they should, and two that ring — all in one place.
  • Every wave dies before it reaches the far side of its world, so there is always quiet ground to walk to, and being caught by one never costs you a heart — it just picks you up and throws you.
  • The old final sector now hands you onward instead of ending the game, and the campaign's last gate has moved out to the new fifteenth cluster.
19 August 2026ImprovementClaude Fable 5

Real shadows and real light — every lava pool, beacon and gate now lights the world around it, and shards burst when you collect them.

  • The sun casts proper shadows: the astronaut, the little worlds, the decor and every boulder now sit on the ground rather than floating over it.
  • Lava pools, beacons and the inside of a gate cast light of their own — an unlit gate is dark and a lit one throws colour across the rock.
  • Collecting a shard bursts into motes, a ring and streaks; igniting a gate is a 2.4-second event with a flare and a shockwave running pole to pole.
  • You leave dust when you jump, a puff tinted by the ground when you land, spray when you skid on ice, jet plumes while launched, and a ribbon through pad arcs.
  • Geysers, boulders, beams and crust breaks shake the camera without ever moving where it is pointing.
  • Bloom is deliberately tuned so only genuinely white-hot things glow — the pale world shells cannot bloom.
  • Every trigger radius, telegraph timing and colour code is unchanged.
  • Runs a simpler version automatically on machines without real graphics acceleration.
19 August 2026ImprovementClaude Opus 5

Two new sectors and a new way to read the cosmos — every world now has its own weight, and one of them will not hold still.

  • A new mechanic: worlds have weight. Heavy ground gives you a stunted little hop and holds onto you; feather-light ground throws you halfway across the sector. You can see it before you land — rings of light and dust fall inward on a heavy world and lift away from a light one, and the readout at the top of the screen names it.
  • Sector 12, Deepwell: the cluster that teaches it. One world you cannot jump off, one that launches you seventeen units to a place nothing else can reach, and a slippery, heavy branch where ice and weight arrive together.
  • Sector 13, The Long Tide: the second great set piece. An enormous dark world called The Deep pulls almost twice as hard as anything you have stood on — and every twenty seconds it lets go for five, and everything you could not reach is suddenly a jump away. A ring of four small worlds sails in and out overhead on the same heartbeat.
  • Two star shards hang over The Deep that only the tide can put in reach, and a small ice world behind it that the tide is the intended way up to.
  • Four new sounds: the thud of landing on heavy ground, the hush of landing on nothing much, and the swell of the tide turning both ways.
  • The campaign is now thirteen sectors, and the Star Chart shows all of them.
15 August 2026ImprovementClaude Opus 5

A Star Chart — the whole campaign drawn as one thread of light, a bead for every sector, lit as you clear them.

  • New Star Chart screen: the campaign as a single thread of light with a bead per sector, lit for the ones you have cleared and dark for the ones you have not, and a keeper mote resting on the leading edge.
  • Reachable from the menu, from the pause screen and straight after clearing a sector — and you can drop back into any sector you have already finished.
  • Keyboard, gamepad and touch all work on it. Your existing save carries over untouched.
  • Everything between runs is tighter: the transition, retry and game-over fades are shorter and the gate pulls back faster. Clearing a sector now costs you one screen fewer, not one more.
  • How the ship actually flies is unchanged.
12 August 2026ImprovementClaude Opus 5

Act two begins — three new hazards and three new sectors take the campaign from eight clusters to eleven.

  • Sector 9, Rimewake: frost creeps out across the ice while you stand there and takes your grip where it has spread. The shimmer always arrives a moment before the ground goes slick, so the warning is yours to read.
  • Sector 10, Lanternfall: a blade of light sweeps each world on a slow pendulum. Watch the dark band it throws ahead of itself — that is where the light is going next, and it flips sides when the blade turns round.
  • Sector 11, Windward: squalls build audibly and then hit, shoving you across the ground rather than just bending your jumps. They blow hardest at a world's belt and not at all at its poles, so there is always still ground if you can reach it.
  • None of it can take a heart. Like the boulders, the new hazards knock you about and cost you your footing, and the answer is always to read them and route around them.
  • The last sector is now Windward, and clearing Sector 8 leads on into Rimewake instead of ending the game.
  • Three new sounds: creeping rime, the turning light, and the wind coming.
8 August 2026ImprovementClaude Opus 5

Pocket Cosmos gets its first set piece — a whole sector where the broken necklace of worlds draws itself back together around you — and a real narrated opening cinematic.

  • New Sector 8, The Necklace Re-forms: seven sockets of light hang empty in the dark, then the worlds sail home one by one and the threads between them strike alight. The road across only exists while its beads are in place.
  • Worlds move for the first time. Stand on one as it pulls away and it carries you out into the dark and back — and one star shard hangs out there, reachable no other way.
  • The opening is now a proper cinematic: four camera moves over the real first cluster, with narration. It replaces the old wall of text, and you can skip it with any button, a tap, or the Skip chip.
  • New sounds for a bead clicking home, a bead letting go, and the moment the whole necklace is strung.
  • Checkpoints are smarter: they remember the patch of ground you were standing on rather than a point in space, so dying on a drifting world puts you back on that world instead of where it used to be. Existing saves carry over untouched.
4 August 2026HousekeepingClaude Opus 5

The Tether indicator now actually lights up when the Tether is ready, plus the first cleanup pass this game has had.

  • Fixed the Tether readiness indicator never lighting up. It was only ever checking the text, not the colour, so it looked the same ready or not.
  • The sector name is no longer partly covered by the fullscreen button.
  • Internal cleanup: the world file was split up, a linter was added, and the first tests were written.
  • All seven sectors are byte-for-byte identical to before this pass. Nothing about how the game plays has changed.
4 August 2026ImprovementClaude Opus 5

Pocket Cosmos gets a third way to travel — the Tether — and two new sectors built entirely around it.

  • New verb: the Tether. Jump, look at a nearby world, and throw a thread of light at it — that world becomes your world straight away, gravity swings around to it, and the thread hauls you across. You get one throw per jump, and it comes back the moment your boots touch down.
  • The thread will never take hold on molten rock, so a misjudged throw can cost you a route but never a heart.
  • Sector 6, Threadfall: a cluster with no launch pads at all, where the worlds hang too far apart to jump between. Leaving your home world — and reaching the Star Gate at the end — means throwing the thread.
  • Sector 7, The Long Weave: the thread has to share the cosmos with everything else — a crumbling bridge you can only reach by throwing, boulders, a geyser column to a world hanging overhead, and a lava world parked temptingly close to your route.
  • New hazard: drift currents. Rivers of dust running through the void that bend any arc crossing them. You can see which way they flow and how hard before you commit — aim upstream, ride one on purpose, or throw a thread and haul yourself back on line.
  • Phone players get a TETHER button beside JUMP, spaced so a thumb reaching for one never catches the other.
29 July 2026ImprovementClaude Opus 5

Two new sectors, and the first hazards in Pocket Cosmos that actually move.

  • Three new hazards, and none of them chases you — a boulder that walks a great circle around a world, a geyser that swells before it fires, and fragile crust that cracks under your feet and drops away a beat later.
  • Every hazard warns you first: the boulder scores a glowing track into the ground and rumbles louder as it nears, the geyser bulges and hisses for a moment before it blows, and the crust lights up along its seams as it gives way.
  • Sector 4, Cradlefall: a short, focused cluster whose spine is a bridge of three crumbling slabs. Crossing it is a committed run, and the ground behind you does not wait.
  • Sector 5, The Rolling Deep: two boulders on patrol, and a geyser column that is the only way up to Highspar, a world hanging far overhead that no jump can reach.
  • The boulder never takes a heart. It knocks you off your feet, which on a world six metres across is problem enough.
  • New sound throughout the pair: rolling stone, building pressure, the blast of the column, and crust splitting and falling away into nothing.
26 July 2026ImprovementClaude Opus 5

Pocket Cosmos now plays on a phone — thumb stick, a JUMP button, drag-to-swing camera, and menus built for a small screen.

  • Full touch controls: your left thumb runs the astronaut anywhere on the left of the screen, a big JUMP button sits under your right thumb, and dragging the right side swings the camera so you can line up a leap across the void.
  • New pause and mute buttons in the top-right corner. The pause button works both ways, so you can duck into Options mid-run and get back out with one tap.
  • Held upright, the game now asks you to turn the phone sideways — the wide view is the difference between seeing the whole cluster of worlds and seeing one planet. Rotating mid-run pauses the game for you instead of leaving the astronaut walking.
  • Menus, the opening story, the pause screen and every ending screen were rebuilt for a short landscape screen; nothing runs off the top or bottom edge any more, and every button is thumb-sized.
  • On-screen hints now switch between keyboard, controller and touch wording the instant you change how you're playing.
  • Nothing changed for keyboard, mouse or controller players.
25 July 2026ImprovementClaude Opus 4.8

Fixed a Sector 2 trap where launch pads could bounce you back and forth forever, and gave you steering control mid-launch.

  • You can now steer while flying off a launch pad — nudge your movement stick or keys to curve the arc toward the world you want instead of riding on fixed rails.
  • Fixed a soft-lock on the Drift Isles in Sector 2 where two launch pads aimed at each other could trap you; the far isle now launches you back to the main path.
  • Landing next to a launch pad no longer instantly re-fires you — there is a brief grace so you can step off and choose your route.
  • Every star shard in Sector 2 is still reachable, and the sector can be completed to its Star Gate.
23 July 2026ImprovementClaude Opus 4.8

Added quiet, privacy-safe gameplay analytics (run starts, progress milestones, deaths, and wins) so the studio can see how players actually experience the game.

  • Pocket Cosmos now quietly reports how each run goes — runs started, sectors cleared, deaths and their cause, and full campaign wins — so the studio can see where players get stuck; nothing about how the game plays changed.
13 July 2026ImprovementClaude Opus 4.8

Grew the campaign from one cluster into three escalating sectors, each bigger and tougher, with slippery new ice worlds.

  • Two brand-new sectors join the original: Ashfall Reach and The Maelstrom, each larger, with more hazards and longer jump-pad routes to the gate.
  • New ice worlds are slippery — you keep sliding, so line up your landings and shard grabs carefully.
  • Clear a sector's Star Gate and you journey on to the next, with your hearts refilled for the bigger challenge, all the way to a final Cosmos Restored ending.
  • Your progress now saves per sector, so Continue drops you back where you were, and a new Select Sector menu lets you replay any cluster you've cleared.
10 July 2026ImprovementClaude Opus 4.8

Fixed a keyboard bug that made the astronaut walk on its own, and gave it a far more detailed, fully animated body.

  • Fixed a stuck-key bug: switching tabs, alt-tabbing, or clicking away no longer leaves a movement key jammed on — the astronaut stops when you stop.
  • The astronaut is now a properly detailed character — helmet with visor and antenna, arms with gloves, a jetpack, a glowing chest panel, and booted legs.
  • Added real animation: it breathes and sways when idle, swings its arms and legs in a run cycle that speeds up as you go faster, tucks into a leap while jumping, and streamlines when a launch pad flings it.
  • The upgrade is purely visual — the signature mid-air gravity handover, camera roll, and movement feel are exactly as before.