The feature map
The Steam page describes the full release. The developer's September roadmap shows which features are in the alpha, which are “up next”, and which are “coming soon” before v1.0. Early Access launches before that list is complete. This table merges both sources.
| Feature | Status | What that means |
|---|---|---|
| Updated graphics, UI and audio | Early Access | New visuals and UI; launch includes further UI tweaks after demo feedback |
| Offline progression | Early Access | Progresses at active-play speed |
| Mastery Guilds | Early Access | Task-based system for all skills; four new ranks at launch |
| Day/night cycle | Early Access | Atmosphere and visual flavour |
| Event Log | Early Access | Missed events, drops and offline breakdowns |
| Current-action tracking | Early Access | XP/hr, items/hr, combat stats and ETA |
| Bank and equipment systems | Early Access | Core systems in the alpha; the full QoL set is part of the announced work, with details in the Steam feature list |
| Pets and achievements | Early Access | 25 pets; Steam achievements supported |
| Melvor Cloud / Steam Cloud | Early Access | Cloud saving and backups |
| Weather | Pre-1.0 | Not confirmed for launch; roadmap feature |
| New game modes | Pre-1.0 | Not confirmed for launch |
| Official mod support | Pre-1.0 | Community language packs planned during EA; full support later |
| Tutorial / onboarding | Pre-1.0 | Roadmap item; the quests act as the current onboarding |
| Item uses & sources view | Pre-1.0 | Part of the Codex plan; still on the roadmap |
| Cloud profiles / friends list | Pre-1.0 | Social features, not launch content |
| iOS / Android / web | After EA | No dates |
| Level 120 / 29 skills | Full release | Not in the November 17 build |
What is in Early Access
The launch build is a substantial game: 25 skills, 1,800+ items, 150+ monsters, 25 pets, Acts 1–2 and the first four new Mastery Guild ranks. Several quality-of-life systems are confirmed in the alpha; the full set is still being finished:
- The Event Log records milestones, item drops, offline progression and things that need attention.
- Current-action tracking shows XP/hr, items used and gained, combat stats and time-to-level.
- Bank and equipment systems are in the alpha. The full Steam feature list adds placeholders, keyboard shortcuts, item tags, named tabs and equipment sets; treat the complete QoL set as part of the ongoing Early Access work.
- Offline progression runs at the same speed as active play, which makes long actions and the passive Ranching loop meaningful.
What is coming later
The September roadmap's “Coming Soon” column includes the four missing skills, level 100–120 content, Acts 3–6, side quests, weather, game modes, official mod support, tutorial/onboarding, item uses and sources, the TODO list, cloud profiles, friends list, mobile and web. That is the pre-1.0 scope, not a launch checklist.
The developer has not promised a specific date for each item. The Steam Early Access FAQ gives a broad 12–18 month estimate for the full release.
Codex, tracking and bank QoL
The quality-of-life features are the clearest answer to the first game's biggest friction points. The in-game Codex is planned as a searchable repository of content, mechanics, item uses and sources, with support for modded content later. It is the right place to verify launch values.
The current-action tracker and Event Log are in the alpha and solve a different problem: knowing what your character is doing and what happened while you were away. The bank overhaul reduces the inventory-management tax that grows in every idle RPG.
What not to expect
- Weather or new game modes on November 17.
- Official mod support on day one.
- Mobile, web or non-English official localization at launch.
- The full 29-skill, level-120 experience.
- A finished Codex with every item source already populated.
- A friends list or cloud profiles at launch.
These are not criticisms of the launch build. They are the difference between the finished-game feature list and the Early Access build, and they are exactly the kind of distinction the store page does not make for you.
Straight answers
Frequently asked questions
- Is Melvor Idle 2 playable offline?
- Yes. The client is offline by default and progresses at the same speed as active play. The developer has not published a separate offline time cap.
- Is the in-game Codex in Early Access?
- The Codex is part of the full-release feature list on Steam. The alpha roadmap still lists the item uses and sources view as “coming soon” before v1.0. Treat the Codex as a system that will fill out during Early Access, not a complete launch database.
- Are there new game modes at launch?
- No. New game modes are in the pre-1.0 “Coming Soon” column. Early Access launches before that list is complete, so do not expect them on November 17.
- Does the game have weather at launch?
- The day/night cycle is in the alpha, but weather is still listed as a pre-1.0 feature. The Steam page advertises the finished game, so it lists both together.
- Is official mod support in Early Access?
- Official mod support is on the pre-1.0 roadmap. Community language packs are planned through the mod manager during Early Access, but day-one mod support is not confirmed.
- Are friends list and cloud profiles in the launch build?
- No. Cloud profiles and the friends list are in the pre-1.0 “Coming Soon” column. The single-player game and Melvor Cloud saves are separate from those social features.