Independent fan guide

MELVOR IDLE 2 Field Guide

Feature map

Which new features are actually in Early Access?

Steam lists the finished game's features; the November 17 build is narrower. The confirmed launch status of offline play, the Codex, Mastery Guilds, weather, game modes and mods.

Source-checked Last verified November 6, 2026 How we verify →
Smithing interface showing a rune dagger recipe, rune bar requirement, item stats, and a locked sacrificial anvil option.
Smithing in the alpha: recipe categories, material counts, output stats and a locked sacrificial anvil option. Games by Malcs / Jagex. Official Steam screenshot of an alpha build.

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 — confirmed or roadmap
FeatureStatusWhat that means
Updated graphics, UI and audioEarly AccessNew visuals and UI; launch includes further UI tweaks after demo feedback
Offline progressionEarly AccessProgresses at active-play speed
Mastery GuildsEarly AccessTask-based system for all skills; four new ranks at launch
Day/night cycleEarly AccessAtmosphere and visual flavour
Event LogEarly AccessMissed events, drops and offline breakdowns
Current-action trackingEarly AccessXP/hr, items/hr, combat stats and ETA
Bank and equipment systemsEarly AccessCore systems in the alpha; the full QoL set is part of the announced work, with details in the Steam feature list
Pets and achievementsEarly Access25 pets; Steam achievements supported
Melvor Cloud / Steam CloudEarly AccessCloud saving and backups
WeatherPre-1.0Not confirmed for launch; roadmap feature
New game modesPre-1.0Not confirmed for launch
Official mod supportPre-1.0Community language packs planned during EA; full support later
Tutorial / onboardingPre-1.0Roadmap item; the quests act as the current onboarding
Item uses & sources viewPre-1.0Part of the Codex plan; still on the roadmap
Cloud profiles / friends listPre-1.0Social features, not launch content
iOS / Android / webAfter EANo dates
Level 120 / 29 skillsFull releaseNot 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.

Audit trail

Sources & verification

All links checked November 6, 2026

  1. Valve / Games by Malcs · Accessed November 6, 2026

    Used for: System requirements, Steam features, Early Access FAQ, full-release feature descriptions and official screenshots.

  2. Games by Malcs · April 24, 2025

    Used for: Initial announcement, $14.99 price, full-release feature list, engine, platforms, monetization, localization and expansion plans.

  3. Games by Malcs · November 20, 2025

    Used for: Farming rework, Ranching animals, Mastery Guilds, Event Log, pets, soundtrack, Hunting and Beastcrafting prototypes.

  4. Games by Malcs · September 29, 2026

    Used for: 25-skill alpha roster, pre-1.0 roadmap infographic, Astrology and Combat Mastery Guild, Next Fest plans, mobile and web plans.

  5. Games by Malcs · October 29, 2026

    Used for: Early Access date and contents, Jagex publishing deal, demo save transfer, Next Fest results and planned launch changes.

Source links open the original publisher. Where the developer has not published a detail, this guide labels it as unknown instead of filling the gap from the first game.