Destiny 2: Vault Updates
Quality of life changes to filter and sort 1,000 items

Final Vault Iteration
*More documentation work available on request.
For years, the Destiny 2 community has expressed frustration with item management in the Vault – a collection of accumulated weapons, armor, and other equipment. The Vault lacked filters, and the few sort options available didn’t return meaningful or clear search results.
The need for filters and improved sorting was made clearer after The Edge of Fate’s release, which introduced more armor and weapon characteristics, such as gear Tier and armor Archetypes.
- Release: Renegades
- Ship Date: December 2nd, 2025
- Add 300 additional Vault slots
- Introduce stackable (multi-selection) filters
- Improve sorting options
- Streamline interactions for buildcrafting, item select, and dismantling (delete)
So why was the previous Vault giving players so much grief? An initial walkthrough didn’t take long to uncover the reasons:
- Parsing up to 700 items, including duplicates and variations.
- Sorting limited to four options.
- Sorting doesn’t cover the wide range of item characteristics, shared across categories or exclusive to one category.
- Sorting results unclear - “What does Sort by Default actually mean?”


During a snack break, a colleague expressed their own frustrations, echoing community sentiment: “Sometimes I just want to see my weapons, and the sorting doesn't help me find the stuff I actually want.” They went on to say that they have tons of items they don’t even use, but navigating the Vault is so tedious they’d rather leave them than clear them out.
- Revisiting Destiny 1 item categorization: Weapons, Armor, and General
- Identifying shared and category-exclusive item characteristics
- Determine item characteristic combinations – reinforcing need for stackable filters
- Examine existing systems frameworks
- Maintain and update list of proposed filters and sorts
- Build interaction flows based on player use cases
During the feature building process, we kept consistent check-ins with other teams to stay aligned and on the lookout for immediate and long-term issues. After several iterations, we eventually we landed on the final list:

Having strong foundations in early work before doing any UI work led to smooth wireframing iteration processes and handoffs to our technical, engineering, and visual teams.
It was also crucial to have many discipline eyes on the iterations, as their feedback and area knowledge helped find other problem areas in interactions, feedback states, state changes, and information displays.
Our visual designer then brought the Vault to life with updated Destiny-themed layouts, new direct pagination, color language, and iconography: