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Projekt Melody: A Nut Between WorldsEventsANBW Q2 Progress Report
Community

ANBW Q2 Progress Report

Projekt Melody: A Nut Between Worlds · published 10 Oct 2025, 11:44 UTC

All eventsPlayers around this dateRead on Steam

Summary of Progress — July to September 2025

Heyhey Scientists,

We have finally found our way to the Steam Community Hub and starting it off with the first major progress announcement!

Moving forward we will post monthly progress reports here, showcasing what we achieved in each month and also sharing some cool work in progress images (this time just images, but check out our DISCORD for clips and gifs!) and whatever else comes to mind.

This is our first time engaging by ourselves with our players on Steam, so feel free to give us feedback and request changes to the format!

Below the (massive) summary of the 3 months progression since releasing the Steam Page!

Major Achievements Summary

  • Chapter 2

  • Completed combat blockouts, cinematics, and final scripting.

  • Implemented new puzzles such as the frog door riddle.

  • Fixed mission markers, AI navigation, and other core logic issues.

  • Finalized Chapter 2 trailer and prepared for a patreon showcase.

  • Started work on Witch Hut interior

  • Chapter 3

  • Started combat system planning and early level blockouts.

  • Continued animation proposals and scene breakdowns.

  • Progressed Sub-Chapter 25 and 26 scripts and related assets.

  • Chapter 4

  • Began early design, environment blockouts, and script outlines.

  • Started work on Paradecia Island and Ocean chapter layout.

  • Combat and RPG Systems

  • Implemented RPG stat system and foundation for the talent tree.

  • Completed hit reaction, boss system, and combat update.

  • Fixed and tested weapons, AI behavior, and player state handling.

  • Prototyped multiple boss systems (Slime King, Secret Boss, Ototo, Oyaji).

  • Sandbox

  • Overhauled collision, UI focus, and player state handling.

  • Added end-game node and TrueFP cinematic blending.

  • Optimized physics assets across all characters.

  • Reworked loop UI, cum system prototype

Writing and Narrative

  • Completed Sub-Chapters 24 to 26 with multiple drafts and reviews.

  • Created outlines and first drafts for upcoming sub-chapters and interludes.

  • Finished voice line intents, localization checks for specific character dialogues (Spanish/French inserts), and wiki updates.

  • Updated scene, chapter, and asset trackers for production flow.


Environment and Level Design

  • Lower VLT (LVLT)

  • Finished Junkyard, Arena, and shopfront blockouts.

  • Completed Junkyard Owner’s house interior and exterior passes.

  • Conducted regular playtests to refine navigation and pacing.

  • Emerald Vale

  • Rebuilt Sword Cave with new landscape sculpt and prop work.

  • Fixed scale and collision issues.

  • Removed outdated assets and optimized performance.

  • Paradecia Island

  • Blockouts completed and area scaled.

  • Began design pass for the island’s town layout and coastline.

  • Started planning for the sea chapter area.

  • Other Areas

  • Advanced blockouts for Red Light District, Hover Car Station, and Crystal Cave.

  • Regular playtesting and iteration to ensure player flow and visual cohesion.

Characters and Art

  • Finalized new male base mesh with rigging, skinning, and engine testing.

  • Completed Silica Corrupted model (including tail, paws, ears, textures, UVs, and bakes).

  • Updated models and rigs for Junkyard Owner, Protodude, Portal Human, and Slime King.

  • Optimized materials, shaders, and cleaned up old file structures.

  • New prop and outfit work: Sword Plushie, Tome, Battery Prop, Witch Shibari, and tattoos.


Animation

  • Completed Slime King intro cinematic and related LS sequences.

  • Updated Tome and door animations and integrated into scenes.

  • Added camera lock tracks and finalized player POV logic.

  • Produced “Day in the Life” for September.

  • Finished combat blockouts for Secret Boss, Ototo, and Oyaji.

  • General animation cleanups across Chapters 1–3.

Technical Art

  • Fixed Mutable mesh issues and alignment errors.

  • Updated control rigs and automated mesh scaling in Maya.

  • Completed rigging and skinning for props (Tome, door, book).

  • Improved character skinning pipeline and integration with engine.

Audio

  • Continued Chapter 3 audio implementation and sandbox VO integration.

  • Scheduled new recording sessions and casting for upcoming characters.

  • Added menu interface audio and combat effects.

  • Conducted language checks and managed session uploads.

Concept Art and Visual Design

  • Completed Golden Corrupted variants and Silica Halloween design.

  • Designed Witch tattoo, Tome concepts, and main menu iconography.

  • Produced business cards, boss HUD elements, and merch mockups.

  • Worked on Paradecia Island and Junkyard Owner concept sketches.

Programming and Systems

  • Fixed save system corruption issues and OCD graph errors.

  • Improved AI navigation, combat logic, and interactive systems.

  • Implemented RPG stats and integrated with talent tree.

  • Refined physics, player input systems, and menu interactions.

  • Conducted multiple rounds of debugging with game design and sandbox.

Production, Direction, and Marketing

  • Continuous build testing, recording, and review sessions.

  • Managed social media updates and cross-promotion planning.

  • Directed cinematography pass on Chapter 2 scenes.

  • Continued merch research and partner outreach for cross promotions.

  • Coordinated Chapter 2 trailer, Chapter 4 planning, and internal video content.

Ongoing and Planned Work

  • Continue development on Paradecia Island, Chapter 4, and Sea Chapter.

  • Further balancing and refinement of combat systems and boss fights.

  • Expansion of sandbox features, including UI flow improvements.

  • Ongoing optimization of materials, shaders, and performance.

  • Completion of the talent tree and RPG integration

  • Continued polish passes across core gameplay and environment assets.

Hope this wasn't too dry and if it was the case you can always come to our discord and have a chat with the devs! <3

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