Escape Virtual Little Tokyo and adventure with Projekt Melody into Emerald Vale, a beautiful yet mysteriously silent valley. Discover a hidden secret and meet the local cute waifu Jellody!
Depending on your equipment down below (what you got hanging or not hanging between your legs basically) you´ll be able to taste unique moments with her in this latest release of ANBW!
Oh and who can guess which Anime we are huge fans of???


Meet Jellody, a hungry slime girl and one of many dateable characters you will encounter on your journey!


Heyhey Scientists!
Today we're bringing you our first of many EXPERIMENTAL builds for Projekt Melody: A Nut Between Worlds!
Our game features Lovense toy support for an enhanced experience — Get it here!
Mega
Pixeldrain
Because Patreon forgot to make links BLUE here a mini tutorial:


To be fair I use this term loosely, but I want to make sure you know that these builds marked as experimental have somewhat less polished features or content in them.
For the past 3 months we've been slaving away at further improving our creation pipeline, as well as many other aspects of the game. Here is a quick summary:
We did a small but powerful update to the save system, which now allows for faster and more reliable saves. Do old saves still work? We're unsure. They SHOULD. That said with how our games node based story graph system works, some saves may not work anymore.
The sandbox got a ton of small updates from Taco to make it more fun to interact with it. This time around you open it with the N key, instead of TAB!
The Cameras in creator mode are now updated with these additionally exposed settings
FOV
DOF
Shake
Panini effect
Aim mode
Sensor width
Epic has been releasing one amazing tool after another recently and one of them is a modular character system. We switched our workflow over to using Mutable, for a mix of reasons:
Performance Upgrade: With Mutable we only render one skeletal mesh component instead of many for each of our characters!
Mutable allows us to build outfits in a totally new way. Instead of going with hard layering rules, we can now soften those rules up and with it give you more choices when switching clothing items!
You can see mutable in action in the character creator update in this latest build!
We have been working on a major overhaul on the UI and this one will be the last major iteration you´ll see before the eventual release of the game. There are still sections of the game we have yet to upgrade the UI for though, main menu and settings being the major ones.
We did a bunch of oopsies in the last build, including a massive CPU based collision enabled particle system (that was me personally xD). I have introduced a monthly Unreal Insights Session for the team, so we can spot this issues more easily and earlier! For now most of the large issues have been resolved, but there's still more than enough to do!
Following in the steps of other productions like Wildlife, but also listening to the year long experiences of AA and AAA studios we finally started working with BLOCKOUT passes. This will help us increase production speed overall, but it will leave some unfinished elements in the way until shortly before the games completion.
Since we only had ONE QA working for us and I wanted that guy working on game design instead so we could push more story content, we introduced a new process for QA that involves the community. It´s called the taste tester group and ANYONE can join. If you love breaking games and have some time on your hands don't forget to join them on discord! <3
To support our taste testers, but also our internal QA, we added the "OCD JUMPER" system to the main menu. This allows us to play the game from pretty much any node within our story graphs, increasing overall productivity (ergh what a word) and also making everyone's life just easier. You can see the integration in the main menu and if you want, feel free to play around with it. That said -> its internal use and QA use only so don´t expect me to post a tutorial for it anytime soon :D
Since we are now testing builds WEEKLY with the help of the taste testers, sometimes even daily, we had to massively improve our game building process (packaging the exe). Our lead programmer Papa Chaos crafted an insanely well done discord bot that lets us create and upload new game builds in increments of every 30 minutes if we want to. For now this is exclusive for the QA testing, but you will benefit from this in the future when the game finally hits steam!
We teased you a little bit with the start of Chapter 2 and today we are releasing a large chunk of Chapter 2 (roughly 45% of it). Every major chapter in ANBW introduces at least one new cute waifu or husbando to have fun with. Chapter 2 is where you meet Jellody our Slime Girl, go check her out! And if you are too lazy to play, just come find her in the sandbox mode <3

The major change moving forward will be the introduction of production stages. A clearly visible UI element will show you when you are playing “experimental” content. The game-play marked with this UI may have unfinished animations, combat, audio and environment art.
We are closing in on feature completeness and with combat eventually wrapping up system programming, I want us to hard push story content into the pipeline so we can catch up to everything that has been written so far and show you what we got. The goal for the next half a year is to attempt to go back to monthly build cycles at minimum, possibly even more often. With build sizes sitting now at roughly 20GB you should make a conscious decision which of the builds you are grabbing when you do!
I hope you can enjoy the new workflow even if it will have content that is not fully finished in it. Please let us know any feedback you have after giving the new release a prodding.
And as always: Thank you so much for your support and helping us make this dream a reality! <3
PS: You may discover a hidden secret in this build, one of our weekend projects so to say.
