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Melody's Escape 2 News

Patch v0.7b: Small hotfix

Patch v0.7b: Small hotfix


Please join our Discord or the Discussions Forum to share your feedback about this new patch!

[h2]Changes[/h2]
  • Raised the contrast on ground input indicators, in order to be more visible when the road is translucent
  • Slightly sped up the Sky Walkway visualization during slow-motion jumps
  • Improved CPU performance with the Ocean environment when set to "Disabled" graphics quality

Patch v0.7: New Environment!

Patch v0.7: New Environment!


This content update adds a brand new environment, Sky Walkway, featuring a mesmerizing audio visualization effect!
It is a visualization that I've been wanting to add to the game ever since I've started working on it years ago, and I'm extremely pleased with how it turned out, with its ethereal look.
This visualization is based the sound spectrum of the music in the frequency domain, with the bass close to the road, ranging up to higher frequencies on the outside, allowing you to visualize the unique "texture" of your music.

Please remember that the game also features an "Autoplay" mode, if you would like to enjoy the full intricacies of that effect without any distraction ːmeloblueː

Please join our Discord or the Discussions Forum to share your feedback about this new patch!

[h2]Changes[/h2]
  • Added support for multiple environments (this feature is not available as a mod option due to the complex elements involved that are outside the scope of the modding systems).
  • Added a new environment, Sky Walkway. It is randomly selected by default, but you can manually select your favorite environment in the Cosmetics menu.
  • Added an "Ultra" quality setting for side visualizations. This setting is mainly there for "future-proofing" the game, and it is not recommended unless you have a beefy computer, as it will double loading times and impact in-game processing power.
  • Changed the sky shader to feature a dark gradient fade in at the top and bottom, and to properly wrap around without distortion when the camera is moved
  • The water inside road holes is now colored based on the sky color's reflection (and is thus now affected by track color themes)
  • Changed the UI of "Autoplay"'s mode to hide automatically; the in-game score is not displayed anymore in this mode, and the right part of the UI will only be visible when the mouse cursor isn't hidden
  • Added a fading effect to the Flying yellow held obstacle's transparent window, so that it isn't jarring when the camera moves below the window during long held notes
  • Improved the randomization feature for track-specific seeds

[h2]Bug Fixes[/h2]
  • Fixed a rare bug where an input could fail as "Too Early" even if you were on time, when two obstacles input zones were slightly overlapping each others (usually an arch obstacle immediately followed by a circle)
  • Fixed the "medium" visualizer quality setting having no effect on the Ocean environment

Patch v0.6.2: Hair simulation and interface improvements

Patch v0.6.2: Hair Simulation and interface improvements


This patch improved the hair and cloth simulation to feel more natural and added improvements to the File Selection interface when using a gamepad

Please join our Discord or the Discussions Forum to share your feedback about this new patch!

[h2]Changes[/h2]
  • Improved Melody's hair movement against air friction, especially during sliding obstacles where it now flows more naturally in the wind
  • Adjusted the angle of the cinematic panning for very long held Flying "X" (left) obstacles
  • In the File Selection menu, you can now go back to a parent folder by pressing Select on gamepad (or Backspace on keyboard). The "Refresh directory" function has been changed to Right Trigger on gamepad.
  • The File Selection menu now remembers the previously selected folders, and will auto-scroll to them when going back to said folders while in gamepad or keyboard navigation mode
  • In the File Selection menu, using the trigger buttons LB and RB on gamepad can now scroll past the first and last item to loop around items in long lists
  • If "Show input timing" is enabled in the Gameplay Settings, you will now get a popup with "♥" for perfect timings too, instead of just "late" and "early" popups

[h2]Bug Fixes[/h2]
  • Fixed Hair and Cloth simulations behaving improperly when the game was not running at 60 FPS
  • Fixed Cosmetic's menu's left-mouse dragging, to rotate Melody's character model, behaving improperly when the game was not running at 60 FPS

Patch v0.6.1: Track color schemes and visibility improvements

This patch introduces the ability to customize the Track color schemes, as well as the colors of the obstacles.
It also features camera changes and features, as well as input zones visibility improvements.

You can create your own custom color themes via the "ME2 Modding Project" (please check the Workshop documentation for more information, and feel free to join our Discord for help)

Please join our Discord or the Discussions Forum to share your feedback about this new patch!

[h2]Changes[/h2]
  • Added the ability to customize Track Colors as well as Obstacle Colors (in the Customization menu). Both are available for modding via the Steam Workshop.
  • Added smooth camera panning during very long held notes, for a cool cinematic effect!
  • Changed the camera angle in Flying intensity to bring the camera closer to Melody, for better immersion and sensation of speed
  • Changed many colors, especially the blue and green obstacle colors to be less similar to each others, and to help accessibility with green-red color blindness
  • Added more contrast to the ground input indicators and falling bubbles
  • The ground input indicators and falling bubbles are now bigger, which improves visibility and better match their input timing zone
  • The UI heart pulse animation is now more noticeable, each time you fill a score heart during a track
  • Changed the description of the FoV option in the Graphics Settings menu to be clearer about its impact, as many players would just maximize the angle without understanding the potentially detrimental effect to the in-game experience. With this patch, the FoV value has been re-initialized to default on all clients.

Patch v0.6.0b: Bug Fixes

Patch v0.6.0b


A small patch with a few bug fixes

Please join our Discord or the Discussions Forum to share your feedback about this new patch!

[h2]Changes[/h2]
  • Added a small camera animation when crouch landing after a slow motion jump, to give the impact more weight

[h2]Bug Fixes[/h2]
  • Fixed the camera sometimes slightly rotating when recovering from the crouch-landing animation after a slow-motion jump
  • Fixed a long-standing bug where the "Miss" score counter wasn't updated for all the obstacles subsequently disabled due to a respawn animation
  • Fixed Workshop mod upload tagging "Headphones" mods as "Character Colors", and vice-versa
  • Fixed a rare bug where the first obstacle of a track could be automatically failed as "too late" if you had enough Audio Latency compensation configured in the audio settings