HOME/

This is the homepage of Project Metafalica 2.0, the Ar tonelico 2 Retranslation Project.

Ar tonelico 2 is a game about the impossible task of returning hope to a world that lost it long ago. A sci-fi epic featuring the power of Song, diving into the depths of the human psyche, and a fully functional constructed language. And some wonderfully terrible women. MORE

Seven hundred years after the surface of the planet was lost forever beneath a deadly sea of clouds, the remnants of humanity eke out a meager existence atop the floating habitat of Metafalss. On this largely barren artificial construct, covered in incomprehensible fragments of lost technology, eight hundred thousand people make their humble homes.

Can hope exist in this desolate place? For most of those who live here, their hopes lie lost in the distant past… except for one. The Legend of Metafalica, the tale of a Song that can craft a land of green, a true paradise, where all could live without want or worry.

In Metafalss, there is a subspecies of humans known as Reyvateils. Through the power of Song, they can conjure impossible miracles, from healing to destruction. And perhaps, even a paradise, as the legend goes. But every time they have tried, their attempts to create Metafalica have been prevented – by the Goddess herself.

The Goddess in her anger unleashed a terrible curse upon the Reyvateils of Metafalss. And ever since, the people have lived in fear of that curse, and of the Goddess’s wrath. The people gave up on defying the Goddess, and the Legend of Metafalica remained just that – a legend.

But now, in AD 3772, the gears of fate have once again begun to turn… LESS

Why a retranslation?

Ar tonelico 2 was originally localized in 2009. But the result was, to put it bluntly, a complete disaster. And because of that, Ar tonelico has been largely inaccessible to a western audience for almost twenty years. MORE

The game was released with a rushed, almost completely unedited translation, with large swathes of the original script aggressively simplified or dropped entirely to save time and space. Of what few parts of the script did get edited, they were often “punched up” to add everything from sex jokes to quips about “emo hair”. Perhaps this was acceptable in 2009, but today, our standards are much higher than this.

The end result was that a very earnest, genuine game, Akira Tsuchiya’s masterwork, was often reduced to little more than a long series of bad jokes, sometimes bordering on being fanfiction written over top of the script. The translation was so poor that players sometimes misunderstood the basic plot, let alone its deeper themes and the nuances of the story. Characters were wildly misinterpreted into something very different from the original text. And the game was covered in bugs introduced by the haphazard localization process.

What happened? More than anything else, the localizers bit off more than they could chew. At the time, translating visual novel-length games into English had basically never been done before, and the amount of time and budget they were given was grossly insufficient for the task. On top of that, almost their entire previous localization experience was with parody games a tenth the size, like Disgaea. If anything, it’s a wonder they managed to release the game at all.

And so, through over three thousand hours of meticulous human translation and editing work (probably more than the original release ever received), over half a million words of script have been completely rewritten. For the first time, you can now play Ar tonelico 2 in English how it was truly intended to be experienced. LESS

From the translator:

I've spent over a year of my life working on this translation, and I did so because I wanted to share with all of you a game that was deeply important to me and changed my life in a way no other work of art ever has. I wanted you to be able to see even a fraction of the beauty I saw when I played this game in Japanese.

Please, join us, and let's create Metafalica together.

/DOWNLOAD
Pick Your Game Version:
Current Patch Release: 0.9.1 Beta (2026-08-18)

What do I need to use the patch?

You will need a copy of the Ar tonelico 2 game ISO – any of the four versions is fine, but make sure to download the right patch for your ISO.

To create an ISO, you will need a copy of an original game disc. If you don’t have a copy, check online or at used game shops. English versions of the game can be pricey and hard to find these days, but Japanese versions are surprisingly cheap; try eBay, Mercari, and so on.

For instructions on how to make a dump of your physical copy of the game, see this guide.

How do I apply the patch?

Download and run xdelta to apply the correct version of the patch to your version of Ar tonelico 2. Beware the patch may take some time to apply due to its size, so if it seems like the patcher is hanging, just give it a few minutes to finish.

For simplicity, the patch applies directly to your original retail version of the game. You don’t need to patch on top of the undub version or any previous version of Project Metafalica.

How do I play the game?

You will need a copy of the PCSX2 emulator or a softmodded Playstation 2. While the retranslation works great on physical hardware, the process for playing on a softmodded PS2 is quite a bit more involved than playing on an emulator, so we’d suggest an emulator.

If you’re trying to play on an ARM device, like a tablet or retro gaming appliance, there are forks of PCSX2 for mobile devices, but be aware they aren’t officially supported, and may have their own issues.

Release Changelog

0.9.1 Beta (2026-08-18)

  • Fix glitch introduced by previous version.
  • Added a save point before the fight with Shun in the Grand Bell Hall.
  • Added color coding for the Voice List subtitles.
orviclle
/F.A.Q.

Table of Contents:

Retranslation:

How do I know if my game is properly patched with the retranslation?

On the title screen, you’ll find a small indicator at the bottom of the screen: “A Reyvateil’s Melody - METHOD_METAFALICA/. patch”. Beyond that, a simple test is that if Croix can jump, you have the new retranslation.

What’s the story behind the retranslation?

Our translator played Ar tonelico 2 for the first time in 2023 (in Japanese) and quickly became obsessed with it. She then recommended the game to all her (English-speaking) friends, only to rapidly discover the hard way that the game she had blindly passed out to her friends was… a drastically different game than what she had played…

What was retranslated?

Everything.

Really? All 550,000 words? Even Dive Therapy?

Yes.

This isn’t machine translation, is it?

Gods no, this is an artisanal human translation job. Machines should stick to doing stuff like typo-checking and decompilation.

How is this different from the 2016 retranslation?

The 2016 retranslation was an earnest fan project, established to try to correct the mistakes of the original NISA localization. It also did an enormous amount of technical work, which we borrowed in this project; you can see some of that legacy on the Features page.

However, fundamentally the 2016 project didn’t go far enough; it was a pile of edits on top of the deeply flawed NISA script. What the game needed was a complete retranslation from scratch, by an actual writer/translator. Project Metafalica 2 does borrow elements of the original project – its build system, many of its technical fixes and improvements, and a few of its translation choices, but the script is more or less a complete rewrite.

That, and thanks to modern hacking tools, we have a whole new pile of bugfixes and improvements this time around. Check the features page!

Why retranslate Ar tonelico 2, but not 1?

The short answer is… because redoing a game of this size is a multi-year project and people only have so much time and energy! But beyond that, the reason AT2 has been prioritized is simply because, even in the original Japanese, it’s a much deeper, more richly nuanced game – and so it suffered all the more from its botched translation job. AT1’s original translation isn’t actually any better than AT2’s, but AT2 suffered all the more because of it.

A retranslation of AT1 is actually in progress, so stay tuned! But be aware it’s a big game, so it might take a while.

Are there any specific differences I should be careful of?

It’s a different translation, so for better or worse there’s going to be some differences in names and spellings, particularly for items and Talk Topic names. So, be aware when referencing (for example) old GameFAQs guides and other similar English-language resources.

Beyond that, an important thing to keep in mind is that people who only played the original localization of the game may have drastically different impressions of some of the characters and themes of the story. For example, Luca in particular was written very poorly, causing a lot of Western fans to see her much more negatively than Japanese fans did. So, please try to be understanding when interacting with fans of the original English release of the game.

I have a save file from a previous version of the game; is it compatible?

If your save file is from the original English release, it should work, possibly with some very minor cosmetic glitches depending on where in the game you are.

Original Project Metafalica (2016) saves, as well as saves from earlier versions of the patch, should be fully compatible.

I found a bug or typo! Where can I report it?

Drop by the #ar-tonelico-2-retranslation-project channel on the ARM discord! We’d love to hear from you.

Playing Ar tonelico 2:

Do I really have to play Ar tonelico 1 first?

Absolutely not. Ar tonelico 2 was very much designed to be an entry point to the series, and while it does reference AT1 from time to time, they can really be played in either order. AT1 is certainly worth a play, but it would be unreasonable to ask people to trudge through 50+ hours of its official English localization before playing AT2. The translator herself actually played AT2 first, so really, it’s fine.

Is there anything I should know before I play?

Be very careful looking up anything about the game as you play. Ar tonelico 2 is packed with secrets, and it’s terribly easy to accidentally spoil yourself on critical plot points just by looking up the characters or setting. The game should be completable for a first-time player without a guide; if you’re worried about missing things, check the README.

I’m using an emulator. How should I set up PCSX2?

The default settings should be fine; AT2 is a rather easy game to emulate. If you want to improve the visuals, try 4x internal resolution, anisotropic filtering, and the included Reshade CRT filter preset (requires installing Reshade). As a small note: make sure to save regularly, don’t just use save-states. The game may eventually crash (after many hours) if you only use save states for days on end and never save and restart as one would on a real console.

Is there missable content in the game?

Not much, and less than in the original release, but there are bits and pieces! The included README file has a minimal-spoiler summary of the notable missable story scenes and how to get them.

Ar tonelico in general:

I’m loving this game! Where can I find more Ar tonelico?

  • First, try checking out some of the lyrics for the Songs in the game. The EXA_PICO wiki has translations for all of them; maybe start here? And if you’re a real nerd, check out the pages on Hymmnos, as well as the Hymmnoserver. The Setting Book is also a great resource.
  • Check out the Flash Cosmospheres; there’s full translated versions here. Do note that they require Adobe Flash; as of writing this Ruffle still does not handle them correctly. You can install Adobe Flash by using a browser like Waterfox Classic and a copy of Flash from the Internet Archive. Additionally, note that the Infel Flash Cosmosphere, while fantastic, assumes that you have seen Cloche’s deep cosmosphere. If you have not played her route, the context for it will not make sense.
  • Beyond all of this, Ar tonelico was a huge series with tons of interaction between creators and fans. You had more usual stuff like spinoff light novels, of course… but there was also stuff like the Toukousphere, a site run for over 5 years where players could submit their silly comments/questions to get even sillier comedic responses from the characters. Basically, imagine if the creator of the series ran an official Tumblr ask blog with about the same level of seriousness. Combine that with thousands of pages of everything ranging from setting book to tales of the development process, and there’s enough content to last you years.
  • Unfortunately, for now we’re stuck with a scattering of sometimes half-translated, sometimes poorly translated content. But it’s out there. There’s fan translations of the setting books, side content like the light novels, as well as large chunks of the Ar Portal on the EXA_PICO wiki. The Toukousphere is always a good read; Ar tonelico 2’s entries start on about issue 35, though large swathes of it still aren’t translated as of this writing. We also maintain a full backup of the original Toukousphere and Ar Portal here.
  • And of course, there’s the other games. But beware that you may find Ar tonelico 1 and 3’s official localizations quite lacking after having played this version of 2, and Ar tonelico 3 in particular is just not a very good game (you may find it still worth playing for the story it tells, mind you, but as a game it’s kind of a mess). Be aware that as of this writing, AT3 also has severe stability issues in RPCS3 if you’re planning to emulate it.
  • An Ar tonelico 1 remaster/retranslation is currently in progress, but is not yet released and likely will not be for some time.

What’s this whole EXA_PICO thing?

Ar tonelico takes place in the universe of EXA_PICO, which is basically Akira Tsuchiya’s shared universe, with various common themes and elements. The other major series in EXA_PICO is the Surge Concerto series, starting with Ciel nosurge and going to Ar nosurge. Ciel nosurge is playable in English as a fan translation, but as of this writing has potentially game-breaking issues on the Vita3K emulator, so be aware if you don’t own a physical Vita. Ar nosurge had an official release, albeit with a translation of dubious quality.

These issues aside, Surge Concerto is nonetheless a fantastic series that continues in the spirit of Ar tonelico and makes for a truly unique experience unlike anything else. However, do note that Ar nosurge in particular has spoilers for literally the entirety of EXA_PICO, so be sure not to play it until after playing Ar tonelico and Ciel nosurge at a bare minimum. For that matter, maybe don’t even look up anything about it. Keep it a surprise.

Where can I find other Ar tonelico fans to scream at/with?

Most of the Ar tonelico fandom was scattered to the winds in the 2010s with the death of internet forums, but there’s still some places you can find modern fans. There’s the A Reyvateil’s Melody discord server itself, which serves as more or less the successor to the now mostly dead ARM web forum of the 2010s. There’s also the #other-gust-games channel on the Atelier public discord.

But most of all, have you tried taking Ar tonelico 2 and shoving it in your friends’ faces until they play it? If you need fans to scream at, you can make new fans! It’s highly encouraged.

cenjue.
/FEATURES

Ar tonelico 2 was, admittedly, a very buggy game – it was a low budget passion project held together with duct tape and string. This was made worse by the official localization, which added even more bugs. So, along with the completely redone translation, we have also fixed countless bugs in the base game, as well as added a variety of quality-of-life features. Nonetheless, we tried our best to remain true to the original game and avoid altering its fundamental essence.

Since this is a complete retranslation, we won’t list changes here that are effectively just translation changes, since that list would be almost literally endless.

Changes that are in italics are purely from the original 2016 patch. Be aware, past the Highlighted changes section, this list will have unmarked mild spoilers.

Highlighted changes

  • The text backlog is now available across almost the entire game, not just in Cosmosphere and Talk Topic sections.
  • Jumping, a beloved feature from Ar tonelico 1, has been ported forward into Ar tonelico 2.
  • The bug where music would cut out during Dual Talk scenes has been fixed (technically a PCSX2 bug, but due to technical reasons incredibly hard to fix in the emulator, so we worked around it by changing the game code instead).
  • In-game karaoke subtitles (with singable English translyrics) have been added for Luca’s song, “Hartes ciel, melenas walasye”.
  • Subtitles have been added to all ~500 battle voice lines in the Voice List menu in the Music Hall.
  • Glossary text highlighting, in the style of the Surge Concerto games, has been backported to Ar tonelico 2.
  • A wide variety of bugs have been fixed in the battle engine, particularly in the Raki fight. (details below)
  • A wide variety of improvements have been made to the text engine to improve readability in English. (details below)
  • Various minor tweaks have been made to make it more difficult to inadvertently lock yourself out of parts of the game. (details below)
  • A large number of glitches across the base game, ranging from graphics rendering bugs to event trigger issues, have been fixed. (details below)
  • A certain secret Song at the end of the game is now fully subtitled.
  • For the true masochists out there, the game now has an optional Hard difficulty mode.

Other changes

Text rendering

  • The rendering and spacing of many font glyphs have been improved from the original game. Some new glyphs have been added that the original game didn’t have, too.
  • “Lazy” text playback mode is now much faster; its speed should be comparable to the original Japanese game (Japanese has fewer glyphs than English, so it needs to be made faster to keep the same perceptual speed).
  • Typesetting has been greatly improved across the game script and UI.
  • The font spacing has been made a bit denser to allow for more room for better translations.
  • A completely redone, more accurate Hymmnos font has been added to the game, fixing the many glitches and limitations of the game’s original Hymmnos engine.
  • A variety of changes have been made throughout the game’s UI to accommodate longer names and larger amounts of text. For example, item images in crafting skits have been moved up slightly to allow for larger text boxes below.
  • Autoplay textboxes in NPC conversations have been retimed for more comfortable viewing.
  • Fixed a bug that caused Japanese characters to be loaded into the font cache, resulting in glitchy text when using upscaling in PCSX2.
  • The text box rendering filters on dialogue boxes have been adjusted to improve readability and visual fidelity.
  • Fixed the text boxes in synthesis skits to render on top of the item rather than behind it, so long boxes don’t get cut off on the top.
  • The event system has been modified to prevent text boxes from running off the screen.
  • Textbox arrows now render correctly when characters are lying in bed.

Battle

  • Cloche’s second-tier Song Magic has been tweaked to fix the problem where, during the early game, it actually did less healing than her first-tier.
  • Luca’s Basic Banquet and Byakuya Song Magic have been partially reanimated as part of retranslating them. In particular, Byakuya has been made more visually readable since (unlike in the Japanese version) players can’t rely on the voice track to understand what Luca’s saying. The fonts are also now more fitting to the original Japanese visuals.
  • Cloche’s Infel Breeze animation has been translated and realtime subtitles added for Infel’s glorious puns.
  • Fixed the bug where Raki’s Fractal Change incorrectly reset her to base stats during the Sparring Match.
  • Fixed the bug where Raki’s stat scaling in the Sparring Match caused her elemental resistances to eventually go above 100, breaking the battle system logic.
  • The IPDF item, which didn’t function properly in the base game, now actually works.
  • Various battle messages, such as jamming, now accurately reflect what’s going on.
  • Fixed the bug in the English release where Raki’s Fractal Change crashed the game.
  • Fixed the bug in the English release release where Raki didn’t properly shift patterns.
  • Changed Pompom Milk to correctly inflict Sick.
  • Fixed elemental damage on various Song Magic that didn’t have the right elemental damage set, and add the ability for the game to handle multi-element Song Magic.
  • Damage numbers over 1 million now no longer heal the opponent instead.
  • Fixed the bug where if you activate a Blue Magic during the Replekia tutorial, the game softlocks.
  • Fixed Soothing Incense to actually have the effects it says it does.
  • Fixed the “Effect Change” ability on some Dualithnode Crystals so that it doesn’t break Super Moves.

Systems

  • Terminology and descriptions of game mechanics (e.g. names of effects, descriptions of effects, etc) have been made more consistent throughout the game, as well as more accurate to their actual effects. This particularly applies to Girl Power, Dualithnode Crystals, and Song Magic.
  • Recruit conditions have been tweaked for two IPDs to ensure players can’t inadvertently lock themselves out of completing Cloche’s Fan Club.
  • The Crack Bolt, a simple early game weapon, has been added to Cynthia’s shop to make it less of a struggle to find as an ingredient for synthesis.
  • Added a formation of Boxguard Lizards to Imperial to make completing certain Cloche Fan Club unlocks a bit less painful in the endgame (via Virtual Deathlandia).
  • Fixed the bug where you could empty the encounter gauge, trigger an event, and then end up with a refilled encounter gauge that didn’t actually trigger encounters.
  • Made the Sync Ratio indicator actually show the true Sync Ratio instead of estimating based on the number of unlocked topics.

Cosmosphere

  • The “oyakita button” (“Boss button”, “Mom’s coming button”) images in the Cosmosphere have been re-added from the original game and translated.
  • During Luca levels 6 and 8, the D-Point is temporarily deactivated, causing Gengoro to revert to their true form. However, they still appeared as pink Gengoro in the UI, breaking continuity. This has been fixed.
  • Fixed a bug where level 5 Cosmosphere costumes could be incorrectly unlocked even when they shouldn’t be.
  • Fixed a number of bugs throughout the script involving the wrong nametag or sprite being assigned for certain lines.
  • Fixed a voice line glitch in Luca Cosmosphere level 7.
  • Fixed a bug where a “completion” visual effect could occur prematurely in Infelsphere level 4 and 5 if the nodes were completed out of order.
  • Fixed a bug that caused Cloche’s cosmosphere to softlock if the DP check at the start of level 4 is failed.
  • Fixed a bug that caused Ayatane’s special cosmosphere event in Jakuri Level 7C to be impossible to view.
  • Fixed the bug in the English release where the “Crash” effect could incorrectly display in Cosmospheres even when the player had enough DP to pass the event.

Events

  • Fixed a bug in the event system’s sorting algorithm that caused some shop events to play out of order if you didn’t talk to the shopkeeper enough. This could completely mess up the pacing of the story when it did happen, and was liable to occur in Cynthia’s shop in particular.
  • Many, many outright errors (typos and consistency errors) in the original script have been fixed. For example, mistaken references to Luca instead of Cloche (or vice versa) depending on route, and so forth. Many of these were typos in the original Japanese script.
  • As part of the glossary highlighting feature, glossary entry unlocks have been adjusted slightly to line up precisely with when the topics are first mentioned.
  • Fixed a large amount of glitchy behavior in the main story event system that was covered up in the base game by the fact that the backlog was disabled.
  • Added the ability to skip the initial Cloche battle tutorial by repeatedly closing the Song Magic menu until she gets mad (this was in the game, just not hooked up).
  • Fixed Infel’s diary so that it doesn’t disappear if you don’t follow Jakuri to Cat Mansion in Phase 4.
  • Fixed the purple portal under the Dreamy Fields so it only appears after it’s activated at the start of Phase 4.
  • Fixed the broken Sphilial Pose event on Cloche route.
  • Fixed bug where it was possible to accidentally enter Imperial while bypassing the relevant story event.
  • Re-added the dummied out Shun teleport feature in Phase 4.
  • Re-added the dummied out Virtual Deathlandia feature in Phase 5.
  • Re-added and/or fix various in-game tutorials.
  • Re-added a variety of other cut events throughout the game.
  • Fixed Sasha incorrectly being present at an event she’s not supposed to be at.

Graphics

  • Jakuri’s maid outfit’s main talksprite had visibly glitched layering; it has been carefully edited to match the intended design from the concept art.
  • Fixed a glitch in the rendering engine’s texture coordinate calculation that caused ugly seams in a number of in-game 2D backgrounds.
  • Fixed some other, additional texture seams in backgrounds that were texture glitches rather than engine bugs.
  • The opening logos for the game now use a black background as well as fade-to-black, to eliminate the “flashbang” effect added by the English release.
  • Translated some background graphics that weren’t translated in the original Englsh release.
  • The Lip Hammer and Punkish Mace graphics were incorrectly swapped in the base game. This has been fixed.
  • The “Gahg” item has been redrawn to better reflect the English item name.
  • Fixed some background glitches that only became visible with the new jumping system.
  • All Tutorial images containing text or retranslated elements have been remade.
  • A texture glitch in the world map UI has been fixed.
  • Various Deathlandia map graphics effects that were broken in the English release have been fixed.
  • Luca now has her own Deathlandia map; in the original release she mistakenly reused Cloche’s.
  • Fixed the incorrect Hymmne Crystal sprites used in the EXEC_METAFALICA/. download sequences.

Extras

  • The controller back buttons can now be used to adjust the current DP value during Cosmosphere Replay scenes. This makes it easy to intentionally trigger Cosmosphere failure paths, which would otherwise be impossible to see in the Replay tool. Some of these have quite incredible “bad end” scenes behind them that you might never see in an ordinary playthrough, especially in deeper levels. We originally added this as a debugging tool for translation and testing work, but we decided to leave it in for players to enjoy. Try it on Cloche level 5 and Luca level 6 for starters.
  • Some missing voices have been restored to the Voice List menu.
  • In the Dual Topics replay feature, “A Secret Meeting At Midnight” now plays as intended when replaying bath conversations.
  • In Cloche level 7, Infel doesn’t return to the Cosmosphere until partway through the level. However, in the Cosmosphere Viewer, she incorrectly appeared in the UI from the very start. This has been fixed.
  • Make Cloche’s level 3 Cosmosphere show up correctly in the Reyvateil Catalog.
  • Added the mysterious part 0 of Sublimation, “Emptiness”, to the Hymmnos Concert playback menu.
  • Added Prototypes section to view some unused events from the original game.

Other

  • A save point has been added before the boss fight in the Lower Moon Culvert, which was conspicuously lacking one.
  • A save point has been added before the fight with Shun in the Grand Bell Hall in Phase 1, so losing to Shun doesn’t mean being forced to redo all the cutscenes immediately prior.
  • UI tooltips and labels throughout the game have been made more consistent.
  • The in-game Tutorials menu has been made more thorough, accurate, and hopefully easier to understand. The descriptions have also been made more accurate to the actual mechanics in the game.
  • Most of the cutscenes in the English release have been restored to the original Japanese game’s cutscenes to restore the original game’s visual styling.
  • Certain NPC sprites with broken locations have been fixed.
  • Monster descriptions, which were dummied out in the original game, have been re-added.
  • Fixed and improved triggers for updating the character bios to avoid premature spoilers-via-UI and to cause the updates to trigger at slightly more appropriate points in the story.
leaff.
/RESOURCES
infel.
/CREDITS

This retranslation would not have been possible without a veritable army of people who helped out on the project, doing everything from script review to hacking to graphics editing and maintaining an automated build system.

Project Metafalica 2.0 “METHOD_METAFALICA/.”

  • Translator and Project Lead: Fiora
  • Editors: ashleyangel, Fiora, sophicsheep
  • Hackers: Fiora, Xiyan, aquagon
  • Build System: Helios
  • Translation Support: Kazari
  • Reviewers: Helios, ferns, Replicant, holomancy
  • Graphics Editors: ashleyangel, aquagon, Fiora, Nebulas, Stellatiria
  • Yuri Expert and Luca Consultant: ashleyangel
  • RPG Systems Expert: sophicsheep
  • Loremaster: aquagon
  • Lyrics Translation: Cybacle
  • Joke Assistant: miridayo
  • Website: ashleyangel
  • Special Thanks: Project Singing Hill, 俺夜 (kaya), Mountain Dew Baja Blast Zero
  • Sponsored by International Circle 遥かな星座 (Faraway Asterism)

While the script itself is heavily rewritten, the overall patch is largely based on the work of the original Project Metafalica team from 2016. This is a direct derivative work, and thus borrows everything from the build infrastructure to hacking, graphics editing, and so forth wholesale. This project would not have even started without the ability to use their work as a jumping-off point.

Project Metafalica 1.0 “METHOD_TORNEKIA/.”

  • Translators: aquagon, fetjuel, kWhazit
  • Editor: void
  • Hackers: Rylefury, void, Morganite, Cless, Terrabreaker
  • Graphics Editors: Kari, Soukyuu, RyleFury

Finally, I would like to extend an extra special thanks to everyone who worked on the original game. None of this would have ever been possible without the uniquely beautiful work you all created. I’ve spent over a year of my life living alongside your creation, and it is a privilege to have been able to translate it. Thank you for your hard work. Thank you Tsuchiya, Tomimatsu, Shikata, Shimotsuki, Mitose, and everyone else for changing my life.