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Melody's Escape 2 News

Patch v0.5.1: Improved Input Arrows Visibility

The goal of this update is to improve Input Arrows visibility on ground indicators, so that the required input is clear at a quick glance.

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

[h2]v0.5.1 changes[/h2]
  • Updated the size of ground input indicators to match their timing hitbox more closely. This was omitted in patch v0.5 despite the significant track speed changes. As a result they are now bigger across the board, especially in Flying mode.
  • Updated the graphics of the ground input indicators to make their border thinner and their arrows more visible.

v0.5.0b Hotfix

[h2]v0.5.0b Hotfix[/h2]
  • Updated the track mapping for the bundled song "Regain Control"
  • Fixed the Particle Effects not playing anymore at the end of slow-mo jumps
  • Fixed the achievement related to slow-mo jumps not unlocking properly
  • Fixed the Main Menu music not playing when exiting to menu from a track
  • Fixed the "Playlist Mode" not being cleared correctly in some instances

Melody can now fly! (Content Update v0.5)

This Content Update adds Flying mode! Because sprinting just wasn't enough, Melody will now fly instead!
Many of you have asked for the flying from Melody's Escape 1 to come back, and I agree, "sprinting" just didn't feel intense enough for when your music explodes! So Melody now will fly at a MUCH faster speed instead, and encounter a brand new set of obstacles!

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

[h2]Changes[/h2]
  • The "Sprinting" track intensity mode has been reworked entirely to "Flying" mode! This comes with a new set of obstacles and a MUCH faster speed!
  • The "Running" intensity is now faster, and has a new running animation that is a mix between the old running and sprinting animations
  • Reduced the music intensity thresholds required to start joggging, running and flying. This should make flying slightly more common, and avoid some cases where Melody would walk when it didn't feel appropriate, as the music wasn't calm enough
  • Shortened some transitions between movement modes, and changed the "walk to run" animation.
  • Relaxing difficulty now has Obstacle Density set to Low, as the High density can be overwhelming for newcomers (please note that you can always use the "Custom" difficulty mode to play with Relaxing rules on a higher obstacle density!)

[h2]Bug Fixes[/h2]
  • "Direction" input presses on gamepad now require going back to a neutral state before triggering a new press. This fixes an issue where a player would sometimes hit diagonal inputs by mistake on the Analog Stick, especially when releasing from a Held Obstacle (that would then instantly trigger a "No Obstacle" error as the game would register a new "Direction" input)
  • Added a small cooldown to error sound effects and text popup (to avoid an immediate secondary input obscuring the first error and doubling the sound)
  • Fixed the activation effect of square indicators not using the correct rotation angle in some situations

[h2]v0.5.0a Additional Changes[/h2]
  • Fixed Melody's "flying" animation not looping. Oops!
  • Flying is now a tiny bit faster.
  • Slightly adjusted the camera angle in Flying intensity for node indicators to be more discernable
  • Modified the models of the "B" and "X" obstacles to be thinner in Jogging and Running intensity, to improve visibility of the upcoming input
  • Lowered the buffer zone during which no obstacle can spawn after a slow-mo jump ending in Flying (as the landing animation is now shorter than in sprinting)
  • Updated the track mapping of the bundled song "Fox"


Due to music algorithm changes, all previously cached tracks will be re-analyzed again the next time that you play them.

v0.4.11: playlist mode, interface changes and QoL

This update adds new features and quality of life changes to the interface.
Please join our Discord or the Discussions Forum to share your feedback about this new patch!

[h2]Changes[/h2]
  • Added a Playlist functionality, you can now play a queue of multiple files by pressing Q on the File Select menu. By default, the play order will be shuffled, but you can change this in the settings
  • Added an animated countdown when resuming from a pause (this can be turned off in Settings)
  • Added an option to toggle "input lines" to indicate your input position on the ground. It is now by default only shown for errors
  • Added an option to display input timing when you didn't hit a perfect timing on a successful input
  • The BPM is now displayed on the end-score screen
  • Added a "Retry" button on the end-score screen
  • Added "Toggle Favorite" functionality on the end-score screen (useful when playing in Playlist mode)
  • Added a button on the Pause Menu to skip to the next track when playing in Playlist-mode
  • Changed the error text when an incorrect input is pressed, to something less verbose
  • Upgraded the default font to support accents and ligatures, which looks noticeably nicer with latin-based languages
  • The activation visual effect of circle and square zones is now slightly larger

[h2]Bug Fixes[/h2]
  • Fixed an issue where the Error Popup could show "No Obstacle" instead of "Too Late"
  • Fixed a bug with inputs being enqueued in some situations when the game's window was not focused
  • Fixed a rare bug with tracks loaded from cache file, that could have a few obstacles missing at the end
  • Changed ground zones indicator to fade-in based on distance instead of time, to fix an issue where they would suddenly fade-in during slow-motion jumps or the intro walk
  • UI Buttons with an icon now have their text properly centered

Update v.4.10b: Additional changes to the color patterns

[h2]v0.4.10b: Additional Changes[/h2]
  • Added more color diversity to the new default color pattern progression
  • Modified the required thresholds for the "hearts" scoring system. Scoring 5 hearts is now more difficult.
  • Slightly lowered the maximum density of bubbles in Walking mode (this change only impacts uncommon edge cases)
  • Fixed a bug that made "archs" solid obstacles appear too often at high densities.
  • Changed the visuals and positioning of some of the solid non-held obstacles in order for them to fit with the new high density without blocking visibility of the next obstacle
  • Changed Melody' small jump animations to fix a visual offset, so that her feet correctly match with the true position on the track when landing
  • Fixed a bug that used the "forgiving" timing instead of "regular" for late input presses in Medium and Intense. The "late" hitbox now respects the input timing settings.
  • Lowered the "Early Press" error popup hitbox zone. This does not impact the size of the hitbox for a successful input.
  • Fixed a bug in the Customization screen where Melody could revert to an idle stance
  • Changed font size of the smaller UI elements to be more visible on Steam Deck