





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Updated the third-party library "BASS" on Windows and Linux to its latest version, for Steam Deck compatibility.
Melody's Escape 2 is releasing in a week from now, on Friday September 30 in Early Access on Steam!
Make sure to WISHLIST it now if you don't want to miss the release!
https://store.steampowered.com/app/1829470/Melodys_Escape_2/
I've also setup a Discord Server for the community, feel free to join us here:
While you wait, here are previews of 2 songs included with Melody's Escape 2, each highlighting a different musical and play style, one focused on the beat and the other focused on held voices:
Shirobon - Fox
https://www.youtube.com/watch?v=YWIClsuNuQ4
aeseaes - Any Body
https://www.youtube.com/watch?v=HZAbbpO3Pr0
See you next week! meloblue melogold
Loc
Today I would like to talk about the Character Customization in the upcoming Melody's Escape 2 (early access). Many of you have asked me if Workshop will be supported once again, and the answer is yes! I love the creativity of the ME community! While the Workshop support won't be available at the release of the first Early Access version, it will be one of the first priority on the roadmap. In Melody's Escape 2, you will have access to many customization options to change the appearance of Melody:
Hi everyone, it's been a while! meloblue
I am pleased to announce the sequel to my music game:
Melody's Escape 2! melogold
Melody is back, in 3D and with vastly improved audio analysis algorithms! melohp
Check out the trailer on the new Steam Store page for ME2:
(and be sure to [WISHLIST] if you would like to be kept up to date!)
https://store.steampowered.com/app/1829470/Melodys_Escape_2/
Thank you, and I hope that you will enjoy this new musical adventure!
Loc meloblue
Melody's Escape has left Early Access and has now officially launched! I would like to personally thank the community for all the amazing support and feedback received during this Early Access phase! ːmelogoldː This 1.0 update adds 6 amazing music tracks from Shirobon. ːmeloblueː (including the song from the game's trailer, "Regain Control"). Each track's obstacle course was meticulously manually mapped for perfect synchronization with the game. Loïc
Melody's Escape has left Early Access and has now officially launched! I would like to personally thank the community for all the amazing support and feedback received during this Early Access phase! :melogold: This 1.0 update adds 6 amazing music tracks from Shirobon. :meloblue: (including the song from the game's trailer, "Regain Control"). Each track's obstacle course was meticulously manually mapped for perfect synchronization with the game. Loc
Major Changes
Major Changes
Melody's Escape is now available on Linux and Mac, as a native port using FNA/Mono. Everything should be functional, except for a few issues with fullscreen mode that will be fixed in the next patch, and "drag'n'drop" which isn't working yet. If you encounter any issues on those platforms, please don't hesitate to post them in the Linux and Mac support thread. If the mouse isn't responding correctly after switching to fullscreen, you can use the keyboard to navigate the menus.
Melody's Escape is now available on Linux and Mac, as a native port using FNA/Mono. Everything should be functional, except for a few issues with fullscreen mode that will be fixed in the next patch, and "drag'n'drop" which isn't working yet. If you encounter any issues on those platforms, please don't hesitate to post them in the Linux and Mac support thread. If the mouse isn't responding correctly after switching to fullscreen, you can use the keyboard to navigate the menus.
- Obstacle timing accuracy ("perfect", "good" and "ok") is no longer displayed on the left part of the HUD, but is now shown in the form of floating texts next to Melody, to make it possible to pay attention to the timing accuracy without being distracted. By default it only shows "errors" (failures), but you can configure it in the "General Options" to show each obstacle's timing accuracy. - The background lights are now more accurately synced to the frequency spectrum of the music - The ribbon trail behind Melody (on long obstacles) is now smoother and with a new texture, and it starts a bit sooner when sliding on obstacles - The transition animation from "walking" to "flying" is now smoother - Added an option to toggle FPS, in the "Performances" options menu - Slightly increased the scrolling speed of the background in flying sections, as well as the fog's brightness - On keyboard, screens waiting for "any key" input to continue now only look for gameplay-bound keys presses, "Enter" or "Space", allowing to take screenshots if you've bound the Steam screenshot key to something other than the Function keys - Switching from keyboard input to gamepad input during a track will now work when pressing the d-pad or using the thumbsticks (it only worked with the color buttons before) - Pressing buttons during the intro walk will not trigger failures anymore
Complete rework of the "Flying" sections I wasn't happy with the current state of the flying mode, as it was too monotonous and didn't feel as "powerful" as it should to represent the most intense parts of a song. This was in part due to the lack of solid obstacles (requiring more complex inputs in Intense and above), and also due to the lack of distinct character animations and background visualizations to enhance the experience. So I've completely scratched it and made a new flying mode with a new theme! What I really liked about the old mode was the possibility to have a very high orb density, which isn't possible with solid obstacles in-between due to the animations' length, so the compromise I've found was to have solid obstacles only for long held notes, and orbs for regular notes. Flying sections should now feel much more intense, and very long ones found in music genre like metal should feel more appropriate. Please let me know in the discussion board if you have any feedback. Others - Double arrows mix (Overload difficulty and Custom) are now inverted automatically when using a gamepad. You can still invert that result using the General options menu - If a respawn would happen during a transition, it will now happen right in the middle of the transition instead of afterwards, giving you more time to anticipate the next obstacle - Fixed the resolution change confirmation screen not applying video changes beforehand - Fixed failure animations being horizontally offset in Intense and Overload difficulty - Removed debug information from the window's titlebar Quick Patch: v0.7.0.1 - Flying sections are now slightly faster in all difficulties - Cleaned data files with references to the old flying mode (for faster game loading)
Music Selection Menu improvements - Added "Favorite Files" list and functionality (indicated by a small heart in the top right of each Music Info window) - M3U playlists can now be browsed like folders (in the folders list, with the "[playlist]" prefix) to select indivual songs inside them. - Changed "B" button behavior on gamepad to not exit the music selection menu directly but simply go back one level in the interface (so if you select a music, pressing B will go back to the music list) - Going back one folder level from the "My Music" folder now takes you back to the main folder list instead of the "User" Windows folder Interface improvements - The video adapter used by the game is now displayed in the Video options menu. - Added a timed confirmation dialog when changing the video resolution or the window mode (to avoid crashes or black/white screen bug on some systems) - Fixed keyboard key "None" being autoset on some systems when trying to remap keyboard controls - Fixed a bug allowing to upload empty items to the Workshop - Selecting a new hairstyle in the Customization menu will now enable the "Dynamic Hair Simulation" option if it was disabled in "Performances" options Others - Fixed tails in Walking mode not always filling up to the very end when the next light orb was too close
- Added Workshop support, to share and download skins, hairstyles and color schemes! This is still in beta testing, and the Workshop is only visible to owners of the game at the moment. Please join us in the Discussion board if you want to give feedback about that functionality. - Modified the folder hierarchy and file names for mod support to support Workshop integration. All previous existing mods will need to be renamed correctly and move into the correct Mods folder for them to work again. - Modified the "boost" animation to make it smoother - Fixed difficulty selection menu not remembering the last difficulty choice and defaulting to "Autoplay" when using a gamepad or arrow keys - Fixed a rare issue where a song with constant running wouldn't end with a walking section - Modified the camera offset at the end of very long jumps in running mode to better anticipate incomining obstacles after landing - "Halve High Tempos" mode (used in Relaxing) now only triggers on songs above 154BPM instead of above 140BPM - Removed F10 key "debug" windowed functionality
New difficulties! - Added a new "Custom" difficulty: Create your own difficulty thanks to a set of gameplay rules (Want to play with a single color but at the same speed and density as "Intense"? Or play on Intense with the old "Direction + Color" tandem? Now you can!) - Added a new difficulty: "Overload", with a new input method (Direction and Color mix for solid obstacles). This difficulty is experimental and not finished, its obstacles density will be fine tuned with future updates. - Added a new held/slide obstacle type: "Boost", in Running mode Custom Content - I'm still working on the workshop integration, but in the meantime you can join our new Customization sub-forum to enjoy and share community-made skins, color themes and hairstyles! Additional changes and bug fixes: - Arrows sprites are now bigger to improve visibility - "Direction and Color Mix" and "Direction and Color Tandem" now have a new "double arrows" icon. Its color/direction order can be inverted in the options menu - Modified the "hold" indicator as the old one wasn't effective at communicating that you had to hold the key - Fixed cases of audio stuttering during music preview in the selection menu - Fixed Autoplay vibrations not triggering - Fixed a very rare case where a track wouldn't end with a walking section - Fixed fire effect behavior when background scrolling is disabled
Complete rebalancing of each difficulty: - Relaxing: reduced movement speed and orbs density (especially when walking). Music above 140BPM gets its effective tempo halved. - Normal: Slightly reduced movement speed and orb density (especially when walking) - You can now use either Color buttons or Directions keys in Relaxing and Normal difficulties - Intense mode input change: obstacles with arrows now require only a Direction key press, and have their own distinct color. Light orbs still require a Color key press. - Intense mode: augmented orbs density by 50% in Energy Peak's Flying parts. - Intense mode: Music below 90BPM now has twice the amount of obstacles in Running and Flying parts (doubling the effective tempo) Added support for the right thumbstick on gamepads, binded to Color keys. - Pressing a direction keys outside of obstacles now correctly cancel the score multiplier. Interface changes: - Added auto-scroll/repeat feature if you hold Up or Down keys in the music selection lists. You can also use PgDown and PgUp (LB/RB on gamepad) to scroll a complete page at once. - Music files will now play as preview once selected in the music list - Added the ability to go back to the music selection menu once a song has been analysed (in the track loading screen). - Added track intensity profile preview in the track loading screen. - Added error screens for common audio errors. - Big performance boost for the fire effect visualization in Running mode (this was previously dropping a huge amount of FPS on some computers)
- Balanced orbs hitboxes to be 50% larger in Relaxing, and 25% larger in Normal. - Fixed blur on monitors with a high refresh-rate. The game logic cycles and FPS are now uncapped, allowing to VSYNC at your monitor's true refresh rate, greatly reducing ghosting/blur effect on monitors with a refresh rate above 60Hz. - Reduced default zoom level in jogging, running and flying modes, to enlarge the field of view and reduce eye-strain. - Added a zoom option in General options to help reduce eye-strain. - Added a FPS counter to the game. A bad FPS would impact your music timing perception, so the counter will turn red if your computer is struggling to keep up (in which case you should disable "Post-Processing" to ease the GPU load. You can also boost performances further by disabling "Background Visualizations"). - Added an option to disable background scrolling or set it to half-speed. - New particle effects. - Improved drawing quality at resolutions above 1280x720. - Improved performances on resolutions below 1280x720.
Melody's Escape is Now Available on Steam Early Access and is 10% off!*
Run, jump and slide to the rhythm of your own music library!
In Melody's Escape, advanced audio detection algorithms transcribe the energy that you feel when listening to music into a synchronized gameplay experience, with a captivating and dynamic obstacle course. The game will adapt in real-time to the intensity of your music and change the movement mode accordingly, from walking during very calm parts up to all-out flying when your music explodes!
*Offer ends March 6th at 10am PST.
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