Hello Everyone!
It’s time for another newspost. It's been a few weeks since some of the team members were out the last two weeks (hello Gamescom!).
We’ve got a lot to talk about this week, so let’s get straight into it!
Below is an updated Roadmap that is more suited to the current state of development for the game.
The old Roadmap fell apart quite fast, as we found that scheduling each individual update was not suitable for how we’re currently progressing.
This new roadmap is designed to provide a more detailed look at what’s to come, while also including some new features based on the wonderful feedback we have received so far during the Patreon testing period.

Large version: https://i.golb.ink/u/Guf5fa.png
The next major update is not far away! This one is a bit “smaller” in terms of desired scale, as we are still quite focussed on some of the core functionality development such as localisation support.
I’ve tried to pack in some much needed quality of life to improve the overall experience of the game.
We hope to get this update out this week, assuming testing goes smoothly! No promises though, it might end up early next week. We’ll see.
New Feature: Event Log
The event log is brand new to Melvor Idle 2. This feature displays historical events that have taken place during your play session, allowing you to view important milestones or potential issues that may have arisen since you last looked at the game.
The event log will allow you to see:
Previous offline progress summaries.
Missed notifications, like Mastery Guild Task progress/completion or Skill level ups.
If a Skill automatically stops, it will tell you why.
Potential issues from Skills that require your attention. One example being automations in Farming that failed due to lack of wine/resources.
The event log will also provide Native Notifications in the future for important events that require your immediate attention.

Large version: https://i.golb.ink/u/RmYuQP.png
Temporary Feature: Pin Skills to Sidebar
One of the most requested things for Melvor Idle 2 is to provide a permanent sidebar to access Skills. We 100% agree with this suggestion, and are looking at ways to implement it that also works alongside planned future features.
In the meantime, we have implemented a temporary solution that allows you to pin Skills to the sidebar by simply using your middle mouse button on the Skill.
We use the word “temporary” here, as it's not a feature that’s fully fleshed out just yet. It’s more something we wanted to get into the game ASAP to somewhat improve the general navigation experience of the game.

Large version: https://i.golb.ink/u/4VuIAY.png
New Quality of Life
I’ve also added a few more quality of life features around the game to improve your overall playing experience. Here’s a breakdown of the key new additions:
General:
Upon loading a save, the game will open the Skill you are training by default.
Farming Plots now show what Compost is applied to it.
Artisan Skills now show the XP value of the recipe on the buttons themselves.
Ctrl/Cmd +/- will now zoom the UI in or out.
A new Interface Setting has been added that visually changes the Mastery Guild Skill Level goals into XP goals instead.
Skill Level goal in the Tracker now shows XP required on hover to reach that goal.
Bank:
Items now remember which tab it was last placed in. This means after depleting the stack, they will be automatically added to that same Bank tab.
Ctrl/Cmd + A will select all items in a Bank Tab.
Middle Mouse Click on an empty Bank Tab will delete it.
Finished Farming artwork is also included in this update!
What about balance changes?
There are no current plans to adjust the game balance in the next major update. We’re watching feedback closely around some key areas of discussion, and are noting them down for discussion.
The game is currently balanced around us knowing what’s coming in the future. There are many Skills and items that will come which provide boosts to the game, improving the speed or product output. Skills such as Herblore, Astrology, Thieving, Summoning, Archaeology and Construction will all provide some kind of boost to various areas of the game.
We opted to balance the game around knowing what’s coming, so any future content drops actually increase the power of your character. If we opted for balancing the current game to match future intended rates, then this would require us to nerf existing content with each new addition to ensure we don’t overstep the balance.
Here is what the team has been working on recently.
Malcs:
Worked on the new features for the upcoming Major Update.
Finished up the updated roadmap.
Developed the early prototype of COW SKILL. Much like Agility, this is used to test balance before finalising the Skill.
Began going through Survey responses and analysing key feedback to action.
Still working on secret things behind the scenes.
Coolrox:
Coolrox was also taking some annual leave last week while we were at Gamescom.
Continued work on the foundation for Localisation and implementing systems to assist with locating stings to be localised.
This is pretty close to being completed!
Localisation is one of the most important features of any game to reach a global audience. Our international players are just as important as our English-speaking players!
Prat:
Further testing on Agility and balancing.
Finalised COW SKILL ready for prototype development.
Worked on general game design & balance based on survey feedback.
Tapi:
Finished up Farming artwork, including the Farming backgrounds!
Is now continuing with artwork creation for Monsters.

Where is Combat?
It's clear, both from Discord discussions and the Survey responses, that everyone is super eager to get their hands on Combat. So are we!
We put our early focus on some core features and changes to improve the overall experience and stability of the game.
Coolrox is our technical master - once Localisation support is finalised and a few lingering core issues are addressed, we'll pivot to Combat development.
Malcs works on a lot of the other stuff at the same time - like new Skills or features where the technical foundation has already been developed by Coolrox.
Keep following these news posts to see where we are at with development to get an idea on when you can get your hands on Combat!
Thanks for reading! We’ll see you again next week. 👋
Malcs & Straw
Matthew Poe
2025-09-06 13:46:21 +0000 UTCThe Herminator
2025-09-03 10:57:29 +0000 UTC