The launch build, in one paragraph
On October 29, 2026, Games by Malcs listed the contents of the November 17 Early Access build: the skills already in the demo plus Astrology, Herblore and Agility; a level 99 cap with content up to that level; four new Mastery Guild ranks; 1,800+ items; 150+ monsters; 25 pets (“more or less”); and Act 2 of the main story, described as about three times the size of Act 1.
That is the launch promise. It is not the same as the finished-game feature list on Steam, which advertises 29 skills, a level 120 cap and Acts 1–6. The difference is the point of this page.
Demo vs Early Access vs full release
| Content | Free demo | Early Access | Full release plan |
|---|---|---|---|
| Skills | Alpha roster minus Astrology, Herblore, Agility | 25 | 29 |
| Level cap | 60 | 99 | 120 |
| Main story | Act 1 | Acts 1–2 | Acts 1–6 |
| Items | Most content below level 60 | 1,800+ | Not announced |
| Monsters | Subset below level 60 | 150+ | Not announced |
| Pets | Subset | 25 | Not announced |
| Mastery Guild ranks | Alpha set | +4 new ranks | Full system |
| Weather / game modes | No | Not at launch | Pre-1.0 roadmap |
| Official mod support | No | Not at launch | Pre-1.0 roadmap |
| Mobile / web | No | No | Planned after EA |
| Price | Free | $14.99 | Same base price |
Sources: October 29, 2026 Early Access post; October 19 demo post; September 29, 2026 roadmap; Steam Early Access FAQ. “Not announced” means the developer has not published a figure, not that the content is absent.
The 25 launch skills
All 25 skills below are in the Early Access build. The free demo excludes the three marked “not in demo”. Skills marked New are new to the series; Reworked means a returning skill with a changed design.
Combat · 8 skills
Non-combat · 17 skills
The four skills still missing
The September 2026 roadmap places four skills in the “Coming Soon” column, which is planned to be complete before v1.0. Early Access launches before that list is finished, so none of these are in the November 17 build.
| Skill | Status | What is known |
|---|---|---|
| Summoning | Not in Early Access | Summoning appears in the “Coming Soon” column of the official pre-1.0 roadmap. It is a returning Melvor Idle skill, but its Melvor Idle 2 mechanics have not been detailed. It is not part of the 25-skill Early Access roster. |
| ConstructionNew | Not in Early Access | Construction is listed on the official pre-1.0 roadmap but is not playable in Early Access. It is one of the five new-to-series skills. Games by Malcs has not published its mechanics, training loop or rewards. |
| Archaeology | Not in Early Access | Archaeology appears in the official “Coming Soon” roadmap. It is a returning skill from Melvor Idle, but its Melvor Idle 2 mechanics have not been published. It is not in Early Access. |
| EnchantmentNew | Not in Early Access | Enchantment is listed on the official pre-1.0 roadmap and is one of the five new-to-series skills. It is not in Early Access. Games by Malcs has not published how Enchantment works or which items it affects. |
Summoning and Archaeology are returning Melvor Idle skills. Construction and Enchantment are two of the five new-to-series skills. Games by Malcs has not published their mechanics. The new skills page tracks each one without filling the gaps.
Systems included at launch
The launch build is not just a skill list. These systems are confirmed for November 17:
- Mastery Guilds for every skill, including Combat. The task-based system replaces per-item Mastery. Early Access adds four new ranks.
- Acts 1 and 2 of the main story, with dialogue-driven quests, NPCs, quest bosses and unique skilling content.
- The reworked combat system with eight combat skills, new mechanics intended to broaden build choice, bosses and dungeons.
- Offline progression at active-play speed, with an offline-by-default client and Melvor Cloud / Steam Cloud saving.
- Bank and equipment systems, which are already in the alpha alongside the announced post-demo UI and readability work. The full Steam feature list includes further bank QoL such as placeholders, tags, named tabs and equipment sets; treat the complete set as part of the ongoing Early Access work.
- Event Log and current-action tracking, including XP/hr, items used and gained, combat stats and ETA information.
- Day/night cycle, custom soundtrack, pets, achievements and Steam Cloud.
What is not at launch
- Summoning, Construction, Archaeology and Enchantment.
- Level 100–120 content and the level 120 cap.
- Main story Acts 3–6 and the side-quest system.
- Weather (the day/night cycle is separate), new game modes and official mod support.
- Tutorial/onboarding, the full Item Uses & Sources view and the TODO list, which are all on the pre-1.0 roadmap.
- Cloud profiles, friends list and presence features.
- iOS, Android and the web version.
- Official non-English localization. Community language packs are planned via the mod manager.
Some of these will arrive during Early Access rather than at v1.0. The roadmap page shows the developer's published order and the caveats.
How long Early Access lasts
The Steam Early Access FAQ estimates 12–18 months to complete the planned content. The developer also says the base price will remain $14.99 at full release, so buying early is not a discount play — it is a choice to play the evolving build.
Early Access saves are not planned to be wiped. The same policy covered the Patreon alpha, and the demo save is explicitly forward-compatible. That makes the launch build a long-term character rather than a disposable beta.
Straight answers
Frequently asked questions
- Does Early Access include all 29 skills?
- No. The launch build has 25 skills. Summoning, Construction, Archaeology and Enchantment are on the pre-1.0 roadmap and are not part of the November 17 build.
- Is the level cap 120 at launch?
- No. Early Access launches with a level 99 cap and content up to that level. A level 120 cap is planned for the full release.
- How many quest acts are in Early Access?
- Acts 1 and 2 are included. Act 1 was in the free demo; the developer describes Act 2 as about three times larger. Acts 3–6 are planned before v1.0.
- Are weather and game modes in the launch build?
- They are not confirmed for launch. Both appear in the “Coming Soon” column of the September 2026 pre-1.0 roadmap, and Early Access launches before that list is complete.
- Can I use mods at launch?
- Official mod support is still on the pre-1.0 roadmap. The in-game mod manager and community language packs are planned around Early Access, but do not assume day-one mod support.
- Will the price rise when the full game releases?
- The developer says the $14.99 base price will remain the same at full release. Paid expansions are planned after v1.0; their prices have not been announced.