D1 ReimaginedExplore the project
Join DiscordView on GitHub
The preservation journal

Find an update.

Development journal

Restoration launches from the map for the first time

In a test run, the second story mission, Restoration, now launches from the game's map, and the Guardian appears in it. The mission's own objects don't load yet, so it can't be played through, and the Tower can't be chosen on the map yet. Loading those objects comes next.

· Updated 6 November 2026 · 3 min read · Build 56578 · Commit 0f7b5c1dc3

On 6 November the project ran all of its local stand-in services together, with every system added this week switched on, for the first time. In that run the game's map opened, Restoration, the second story mission, launched from it, and the Guardian appeared in the mission's opening area. The same day, the cinematic after A Guardian Rises played both of its scenes, driven by the game's own mission scripts.

What's new

• Restoration launches from the map: Set Destination opened the map, Earth led to Restoration, and the Guardian appeared in the mission's shared opening area.

• The cinematic after A Guardian Rises plays both of its scenes, run by the game's own mission scripts, and the mission is recorded as complete.

• Every server starts together with every new system on, and signing in reaches orbit in the same test run.

• Matchmaking and the move into Restoration's shared public area worked in that run, ahead of the Guardian appearing.

• Much more was built and checked with automated tests this week but has not run in the game yet: the Crucible, strikes, raids and arenas, rewards, dismantling and infusion, fireteams, and every story mission from its own scripts.

• The game's own activity list now gives 534 of its 653 activities a world to load, including King's Fall, Wrath of the Machine and the Prison of Elders. None of these has been tried in the game.

How it works

Until this week each part of the stand-in services was tried on its own. A single launch profile now starts every server with every system switched on, and the first test run with it found 32 faults, from a start-up deadlock to missing values in the mission's opening steps. Each fault, the run that found it and its fix are written up in the public repository.

Joining a shared area such as Restoration's opening needs two things from the server: the player's own record, and permission for the game to take charge of its part of the world. Without them the game waited and never placed the Guardian. With both served, the game reported itself ready, the mission's scripts went active and the Guardian appeared.

The story scripts run in a small companion program beside the server, which reads the game's own mission data from the owned copy on the test machine. Nothing from the game is stored in the repository.

Still in progress

• Restoration's own objects are still held back, so the mission can't be played through yet.

• Tower North can't be chosen on the map yet: its entry shows a locked card.

• Arriving in Tower North straight after the cinematic is still open.

• The Crucible, strikes, raids, rewards and the rest of this week's systems have only passed automated tests. Some values, such as Crucible score and time limits, are still stand-ins.

• None of this is a playable game: it is experimental work seen in test runs.

What's next

• Load Restoration's objects so the mission's first steps can start.

• Make Tower North selectable on the map.

• Work through the full-game checklist in the game, in order, starting with the systems built this week.

• Record footage of the new runs for the next video.

Changes in this update

• The first full test run's fixes for start-up, the player record, the mission scripts and Restoration's public start (4e821e6cc236), and the join that lets the Guardian appear there (0f7b5c1dc374).

• A one-command full-game launch profile (db3f993e4aa5).

• Mission scripts driving the activity server, and every story mission, cinematic and quest from its own scripts (42ec3081c576, a91825d572be).

• Wiring this week's systems to one another: rewards, checkpoints, public areas and placement (a893f187c2ff, 6d3b3b1fc6b5, 0982993205f2).

• A world for every activity from the game's own table (7c774741df54, ae0936d50b80).

• Crucible matches driven from the game's own reports, and what the game's content does and doesn't hold about Crucible limits (ba550a1a466d, b089dc811cf7).

• Gear services: item locks, bounty turn-ins, talent nodes and infusion, plus a steadier dismantling test (06fd4416137f, a5a42b7c6460).

• Social services between activities (de63f5510199).

• Faster network messages for every mission, values taken from the game's content in place of stand-ins, and the last open items in the catalogue of the game's messages (ad54a739684b, 4315b3b5f547, 8548c044fa46).

• A full-game coverage list of every system, what is built and what has been tested (881eaf32fb15).

About this update

No new footage arrived for this update, so it has no screenshots; the results come from the project's own test notes in the public repository. The PS4 work is built on aknumbers' Destiny 1 Preservation Project and runs in shadPS4, and it is experimental.

All Dev Blogs