Hello everyone!
Today I’ll be showing you through some of the new Bank QoL, while also providing an update on the status of the Alpha release.
Below is a preview of what kind of Quality of Life is coming to the Bank.
Note: The Bank is scheduled for a UI Rework as more mechanics are now making its way into the game.
Here is what is being shown in the GIF:
Shift + Click to select multiple bulk items
Ctrl + Click to select multiple individual items
Moving of selected items to different slot
Moving of selected items to a new tab
Dragging of Bank Tabs to rearrange
Double click Bank Tab name to create custom label
Bulk selling of selected items

Another feature we have that wasn’t shown in the GIf are placeholders. You can set an item to be a “Placeholder”, and it won’t be removed from the bank when sold.

As it currently stands, placeholders take up a Bank Slot. They can be moved and rearranged just like regular items.
I have no doubt everyone is reading this in hopes the Alpha has been released. I’ll be sure to update you on every single Patreon post about the status of the Alpha.
We are quite close to the Alpha release, but there’s a few boring tasks still left to complete before I can get it in your hands. Below are the main things we are still working on to get it ready.
This system tracks all the stats in the game, including stats required for Completion (Like Item Completion). Coolrox has been working on this system since his return and has made great progress. The system is functioning for Skill-based stats, with Item/Currency stats almost ready to be tested.
I’d like to add support for Cloud Saving prior to the release of the Alpha. We already have most of the basic Cloud integration already implemented, we just need to extend this to the save system.
There’s a few annoyances with the UI in terms of how it functions. I’ll be resolving these prior to release.
We need to implement a proper error management system in the game itself so you can report bugs more efficiently to us (and actually see what went wrong when something breaks). Right now we only force the game to break in our development build, which isn’t ideal for a production environment.
We will need to set up a release management schedule/system on our end to handle updates. Updates won’t be as quick as Melvor 1 due to the offline nature of the Client.
Here is what we’ve been working on since last week.
Malcs:
Finished up Fishing UI rework.
Working on lots of UI updates and fixes around the game.
Reworked UI for Offline Progress, in-game notifications, and many of the Skills.
Added basic UI to display Modifiers for a Skill / Action to all Skills.
Malcs will be away on leave starting Thurs 15 May and returning Wed 21 May.
Coolrox:
Began work on the Statistics system which is now functional for skill-based Statistics.
Finished up some left over development tasks prior to his leave.
Fixing some bugs in the lead up to the Melvor 1 offline client beta release.
Prat:
Finalised the foundation for Slayer.
Currently working on COW SKILL.
Tapi:
Working on more Combat Monsters
Has begun work on the background for the in-game Shop


There isn’t much to recap from last week’s post, but I’ll add some clarifications here just in case.
Is Melvor Idle 2 planned to be supported for many DLCs like Melvor Idle 1?
Yep! We have plans to support MI:2 much like MI:1 for as long as we can.
Will Mod Support be available during the Alpha?
No - official mod support will not be available during the Alpha. This won’t arrive until much later in Early Access.
When was the Roadmap last updated??
Yesterday - Tuesday 13 May (Australia time).
That’s all for this post! We’ll speak again at the same time next week.
-Malcs
Thesongaro
2025-05-15 21:41:12 +0000 UTCOrmzy
2025-05-14 21:23:43 +0000 UTC