r/hytale 5d ago

Patch Notes Update 6 - Pre-Release 7 - July 17th, 2026

153 Upvotes

Link to previous patch notes.

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Link to source 

Pre-Release (Update 6 Part 8)

July 17, 2026

Headline Features

Create new traps, obstacles, and parkour challenges using entities with hard collision!

  • Players can now stand on, and be smoothly pushed by entities with hard collision.
  • Modders creating entities, such as moving walls or platforms, can use this new behavior to ferry around friends or trap trespassers!
  • For more complex obstacles, the Entity Tool may now be used to give entities rotated collision boxes that players can collide with.
  • At this stage, these changes will only affect collisions with players. Other entities will have to wait to experience these changes.

Avatar & Customization

  • Added a new unlockable cosmetic: the Bastion Cape! This new cape can only be wielded by security-conscious Avatars that have enabled two-factor authentication for their Hytale account.

Trigger Volume Tool

  • Added a new 'Time' Effect. This can be used to set, pause, resume, or smoothly change the time of day over a duration. The effects may be applied to either everyone or just the player that caused the trigger.
  • Added a 'No Use' Always Active Effect. This can be used to block the usage of blocks or entities within the volume.
  • Added a 'Not Equal' comparison option for Tag Conditions, Item Conditions and Player Count Conditions.
  • Added the 'At Least', 'At Most', 'More Than', and 'Less Than' comparison options for Tag Conditions.
  • Multiple Trigger Volumes may now share the same display name. When this occurs, duplicated names are automatically numbered to distinguish them.
  • Trigger Volumes now keep their effects lined up correctly when you paste or generate a rotated prefab. Spawn points and other volume effects will now rotate along with the prefab.

Other Creative Tools

  • Using Creative Tools to place blocks with 'Draw' or 'Extrude' placement modes wilyers seeing those blocks as you place them, rather than them all appearing at onceat the end.
  • The speed of the 'Eraser' and 'Fast Place' placement settings is now determined b

UI & Quality of Life

  • The Palette Editor, Color, and Point building tools now have updated icons.

Graphics & Rendering

  • Applied a completely new transparency algorithm to improve how overlapping transpther. This change currently only impacts Windows and Linux users.

Player-Facing Bug Fixes

Combat & Movement Fixes

  • Launching players, items, or NPCs upwards faster than terminal velocity will no longer cause them to become completely unaffected by gravity.
  • Exiting a slide and going straight back into a sprint will no longer consume an incorrect amount of Stamina.
  • Fractional resistance values on equipment are no longer incorrectly rounded down during damage calculations.

World & Block Fixes

  • Grass will no longer turn to dirt when it's positioned beneath non-solid blocks or transparent blocks.
  • Tilled Soil will now revert back to Dirt once a crop has been harvested from it.
  • Dozens of flower varieties have been taking advantage of the sunny days and have now grown to their intended size.
  • Floating water plants will no longer sink beneath the surface.
  • Removed block sets will now disappear as soon as they are deleted, rather than lingering on screen until you reconnect.
  • Fixed an issue where blocks could be placed far out of reach via unintended means.
  • Warp names generated with the Teleporter will no longer unexpectedly change when settings are opened.

Creative Tool Fixes

  • Fixed a misspelling in the 'Continuous' placement option on the Line Brush Tool. Any saved tool using the old spelling will need 'Continuous' re-selected.
  • Prefab build previews should now be displayed correctly regardless of game mode.
  • Fixed an issue where prefab configs could fail to save, and improved the message shown when a save does fail.
  • The bulk block replace command will now replace rotatable blocks with non-rotatable ones instead of skipping them.
  • Using the 'redo' function after undoing an object being moved will now correctly put the object back where it was moved to.
  • The Paste Tool will now paste at every height level in cubic-chunk worlds. This is a primitive first implementation where certain blocks may not paste correctly.
  • Fixed a flickering effect that could occur when multiple entities were placed on the same spot with the Entity Tool's grid snapping.

Item & Interaction Fixes

  • Selecting the 'Craft All' button in Creative Mode will now craft as many items as your inventory can hold.
  • Portal key icons will now render correctly.

UI, Social & Menu Fixes

  • The Creative Inventory tabs and Quick Settings tabs will now display arrow navigation buttons if there are more tabs than would fit.
  • Fixed a crash that could occur when the inventory held more items than the item wheel has slots.
  • The reset icon in the builder tools quick settings will no longer be stretched.
  • Fixed the styling of the Entity Tool's dropdown settings.

Graphics & Rendering Fixes

  • Fixed an issue where shadows from entities with block models were rendering at half their intended size.
  • Clouds will no longer look corrupted while they transition on macOS.
  • Shaders are now set up in a way that more drivers accept to prevent occurrences where they could fail to compile on some graphics drivers.

Performance Fixes

  • Improved network reliability when a server streams large amounts of data, so those transfers are far less likely to stall under heavy load.
  • Fixed poor performance caused by fluid updates in cubic worlds.

Localization Fixes

  • Fixed commands, game modes, and platform names being misread on servers running in certain languages such as Turkish, where letter casing works differently.

Stability Fixes

  • Fixed a crash that could happen during normal movement, including while standing still, on worlds whose view-bobbing settings did not cover every movement type.
  • Fixed a number of crashes that could occur just as you load into a world.
  • Fixed a crash that could occur with footstep sounds if no footstep timings were set.
  • Fixed a number of crashes that could happen when joining heavily modded servers that report unexpected weather, environment, fluid, or ambient sound values.
  • Fixed a crash that could occur when using Teleporters.
  • Fixed a crash that could occur if you were disconnected from a server while still connecting to it.
  • Fixed a crash that could occur when loading worlds saved in an older format.
  • Fixed an issue that could stop some players from spawning in worlds that were configured to let you select from several spawn points.
  • Fixed an issue where world data could be lost if the server was shut down while it was still saving chunks.
  • Improved memory management of the indexed storage backend.
  • Fixed a number of other miscellaneous crashes.

Modder-Facing Changes

NPCs, Entities & Encounters

  • Entities can now send beacon messages as part of an interaction chain. Add a SendBeacon interaction with a Message and Range to broadcast to nearby NPCs and encounter managers.
  • You can now toggle invulnerability from behavior. Use the SetInvulnerable action on an NPC to switch its own state, or SetTargetNPCInvulnerable from an encounter to switch it on the boss orother target NPCs.
  • You can now filter whether an entity is using an interaction with the ExecutingInteraction entity filter, for example to block an encounter phase change while a boss is still mid-attack.
  • You can now scale particles spawned by NPC behaviour. Set Scale (a multiplier, default 1) on an ActionSpawnParticles action.
  • You can now give an entity a rotated hard-collision box. Set the new RotatedCollision HitboxCollisionConfig on it and players will collide with its actual rotated box (player collision onlyfor now).

Items, Armor & Projectiles

  • You can now scale movement speed from an entity effect. Set SpeedMultiplier on MovementEffects (default 1).
  • Projectiles can now fire at a random size drawn from the minimum and maximum scale on their model asset. Set UseModelScale: true in a ProjectileConfig (it defaults to false, so existingprojectiles keep their current size). Only the newer Projectile interaction type supports this, not the legacy LaunchProjectile.
  • Added a SignalNearbyVolumes interaction that sends a SignalReceived event to trigger volumes within a radius, optionally filtered by tag. Bind it to a tool or interaction to drivesignal-listening volumes.

Blocks, Prefabs & Farming

  • Reworked block placement onto the interaction system. The quick place flags (QuickReplace, QuickRetype, NoPhysics) now come from assets and only apply when the server game mode is Creative, and the old AllowDragPlacement key was removed from placement interactions.
  • You can tune building throughput per placement mode by setting MaxBlocksPerTick and MaxBlocksPerGesture on the placement interaction assets.
  • You can now stop a Trigger Volume's effects rotating when its prefab is pasted or world-gen placed with a yaw turn. Set RotateEffectsOnPaste: false on the volume or group (it defaults totrue, so effect positions, rotations, and velocities turn with the prefab).
  • You can now make a block play music from its position in the world. The track fades with distance, pans, and muffles through walls, picking up your environmental reverb. Add the musicemitter block component referencing a MusicContainer.

Server & Permissions

  • Server-side no-clip landed for prototyping spectator-style modes. It now runs through the server with a new RequestNoClip packet and is gated behind a server permission, and players still need both no-clip and fly turned on so they do not fall through the ground.
  • Added a /floodfill <radius> <blocks> world editor command that fills the connected open space around you outward with a block or weighted pattern, bounded by a spherical radius. It never overwrites existing geometry and /undo reverts it.
  • Added a /locate dungeon <name> command that finds the nearest dungeon by name.

Renames & Deprecations

  • Plugins and custom servers must be rebuilt against the new protocol to connect, because the protocol CRC changed. The view-bobbing and camera-shake types (ViewBobbing, CameraShakeConfig, OffsetNoise, RotationNoise, NoiseConfig) now require non-null values. Existing view-bobbing and camera-shake JSON keeps working.
  • Removed the IsUsable block flag. Whether a block shows a Use or carry hint is now derived from its actual interactions and harvest data, so drop IsUsable from your block configs.

For Plugin Developers

  • Untrusted JSON is now parsed with a nesting cap so deeply nested input can no longer overflow the stack. Use BsonUtil.parseWithMaxDepth (default 256 levels) in place of BsonDocument.parse when you handle client-supplied data.
  • Removed the ClientPlaceBlock packet. Block placement, the eraser, and place-mode selection all flow through PlaceBlockInteraction and its new subtypes now, so rebuild plugins against the new protocol.
  • Custom UI can now page a TabNavigation when its tabs overflow. Set OverflowPaging: true and wire the chevron buttons with TabNavigation.AttachOverflowControls, and hide or show tabs through TabButton.Shown rather than Visible while paging is active.
  • Plugins can now register their own trigger volume event types. TriggerEventType is now registry-backed, so call TriggerVolumesPlugin.registerEventType(...) and fire them through the existing enqueue* methods. Serialization is unchanged, so existing volume and asset JSON loads as before.

Modder-Facing Bug Fixes

World Generation Fixes

  • Fixed wall patterns reading one voxel outside their declared bounds, so wall-attached decorations like vines now test against real block data near the edge of a generation window.

Items, Armor & Projectile Fixes

  • Fixed a potential server crash when picking up an item that defines a pickup interaction. No shipped item uses this path today, so it affects only custom items or plugins that add one.
  • Projectile hits now report their impact position to interactions much more reliably, so interactions that fire when a projectile strikes a block behave more consistently.
  • Fractional flat armor resistances now apply as configured instead of truncating to a whole number. ArmorResistanceModifiers's flatModifier accumulates in float, so a value like 0.5 is nolonger rounded to 0, and broken-item resistance penalties keep their fractions too.

Blocks, Prefabs & Farming Fixes

  • A block's MovementSettings can no longer be null. A block asset that sets it to null now fails to load instead of risking a server crash.

Asset Schemas & Formats Fixes

  • You no longer need to define a view-bobbing profile for every movement type. Any type you leave out (such as Idle) now falls back to no bobbing instead of crashing the client.
  • Model footstep intervals can no longer be null. Use an empty array to mean "no footsteps", since an explicit null now fails asset load.
  • Malformed tag patterns in assets can no longer crash the client. A broken TagPattern tree now soft-fails to a never-match pattern and logs a warning, so bad asset edits fail safe.
  • Fixed the key paths shown in asset decode and validation errors, which could point at the wrong field, leave stale keys in unknown-key reports, and occasionally crash mid-decode when the key stack was full. Error reports now name the correct key.

Server & Permission Fixes

  • An asset pack whose files go missing on disk is no longer automatically unregistered, and its missing-pack warning now logs once instead of repeating. The pack is picked up again once its files return.
  • Fixed the /instances edit load, copy, and new commands being blocked on packaged servers even when the target instance lived in a writable pack. Each command now checks the pack it actually writes to.
  • Fixed the Load action in the instance list staying hidden on packaged servers. It now shows whenever any loaded pack is editable, and refuses to load an instance stored in an immutable pack.
  • Changing another player's model now requires a unique permission. The /model other, /model set other, and /model reset other subcommands need the model.other, model.set.other, andmodel.reset.other permission nodes respectively.
  • Fixed autocomplete for the /locate prefab command so it now matches prefabs with the typed text anywhere in the name, even in worlds with more prefabs than the suggestion list can hold.

Fixes for Plugin Developers

  • Fixed ObjectiveTaskAsset's all-args constructor never assigning mapMarkers, so task assets built in code rather than decoded from JSON now keep their map markers. No action needed beyond arecompile.
  • Fixed a crash in the reputation lookup when an NPC belongs to no reputation group. It now reports no group instead of throwing. This affects only plugins that call the public reputation APIdirectly.

A few notes:

  • Format matches the running post's per-week pattern: part heading, date, blockquote thank-you, then # Section / ## Subsection. Credited MelodicAlbuild and Eearslya per the doc.
  • Internal content excluded: everything below the "For BuddhaCat / Internal Only" line is dropped. That includes the "treasure maps / multiple chests" item under Zero, which was still marked internal-only and not approved for the public notes. Flag it if you want it added.
  • Escaped characters: <radius>, <blocks>, <name>, and enqueue* have backslashes so they render literally as <...> and * in markdown. If the editor is markdown (it is, the post is stored as markdown), leave them. If you paste into a rich-text field, strip the backslashes.

r/hytale 5d ago

Official News Hytale - Chapter 1 Preview Blog Post

725 Upvotes

SOURCE - Highly recommended to view images and videos!

Hello everyone, this is Simon, Game Director of Hytale and founder of Hypixel!

Today, we are going to take a first look at Chapter 1 and everything around it. Since the Early Access launch, we've been shipping weekly, but we've deliberately held new content back to focus on the game's foundations. When we acquired the game, we had to go back to a version of Hytale that was well over four years old, and most of the work since then has gone into catching up, rebuilding tools, and growing the team. Now that we can finally focus on new content, we are going to give you a first look at what that means.

The original plan was to keep each chapter hidden until a proper reveal, but given this project's history, asking everyone to wait in the dark again doesn't feel right. So for Chapter 1, we're going to show you some of the new content that we've been working hard to deliver.

To be transparent, there aren't many reasons to come back and play Hytale right now. We have a lot of work to do to realize the game's potential, and this is just the start of that journey. Some of what follows will deserve its own blog post, but for now let's just dig into it, because there's a lot to talk about.

Chapter 1

Dungeons and Boss Fights

At its core, Hytale strives to be an RPG sandbox game. As we begin that journey, we are introducing our first handcrafted dungeon, featuring the first multi-phase boss fight, showcased in the screenshot above!

The tech behind the boss fight is called the Encounter Manager, which is already available to the public in the current pre-release. It coordinates the phases, wave spawns, and arena changes that make up encounters and boss fights. Encounters are authored as content instead of engine code, so our designers can keep making them, and so can you!

With each dungeon and encounter we create, we expand the toolbox available for the next one, allowing our team to iterate much faster.

Faction Update: Goblins

For our first chapter, we decided to focus on a handful of NPCs and the goblin faction. The features we were building lined up well with what we had in mind for them. Their tech is janky on purpose, and they're just a fun faction to start Early Access with.

Goblins will come in many shapes and sizes, with different roles and personalities. They hang out together, and even when they look disorganized, there's something going on under the chaos. Part of the fun is getting to know their personalities as you play!

Some goblins are classified as elites with fights that will give you a little bit of a challenge. For example, the Feastmaster calls in reinforcements mid-fight, can charge at you, and can cause a lot of damage to its surroundings.

Not every goblin wants you dead, though. Some are friendly, and one of them runs a shop. You might even meet them!

The Goblin Breach

Once you answer the chapter's opening call and set things in motion at the Forgotten Temple, the new Goblin Breach world event can trigger from time to time, creating a temporary portal somewhere in your world. Look around or open the world map to locate it, then step through. You'll appear in an unstable fragment of Orbis, a set of biomes taken over by the Goblins, along with a growing Void presence.

This world gets regenerated every time you enter, sometimes with content you haven't seen yet on your previous visits. While you're inside, the Void presses in and will eventually eject you back out to your world. Your goal will be to explore, find valuable loot, and fight back against the pressure to stay as long as possible.

Chapter 1 also adds world events and activities to the goblin world! We're starting with a small set: predators you can track and trap, Void assassins that hunt you down, treasure chests that spawn enemy waves when you go for the loot, puzzles that lock off places you can't just dig into, and more. We'll grow that list over time, keep iterating each chapter, and start tying these systems together!

Your journey starts inside the Forgotten Temple. Going forward, the temple will serve as a hub for your progression through the Early Access chapters, evolving as they are released. Make sure you check it out!

Goblin Gadgets

It wouldn't be a goblin update without goblin gadgets! Goblins are tinkerers, and their inventions end up in your hands. We've been working on rocket boots, a mechanical hookshot, a glider, a mining drill, and a spyglass.

Goblin gear is scrappy, but that's part of the fun! What we want most out of Early Access is fun, so when we think something is fun, we build it, and the goblins are perfect for this. If it's not balanced yet, that's fine. We're having fun first and tuning it later.

And while we're at it, boats! This has nothing to do with goblins, but recent upgrades to our movement systems have made a basic boat easier to add, so we're going for it. Note that it's currently missing VFX / animations in the video above. More proper boat mechanics will come later down the line.

Carryable Objects

We're introducing the ability to carry certain blocks and objects as a game mechanic. You'll be able to pick up and haul things like chests, explosive barrels, and eventually much more!

This will let us add carry-only items and resources that are too big or too heavy to fit in your regular inventory. Transporting them or getting them home may become its own little adventure!

Later on, we also want the carry mechanic to be compatible with a downed combat state: if a friend is down, you'll be able to pick them up with the same interaction and get them out of trouble. That'll be later down the line, not Chapter 1, but we hope to establish carrying as a game mechanic early to set the precedent.

Abilities and Runes

One of the more exciting things we're developing for Chapter 1 is a new ability system involving runes. In short, you will be able to equip runes that give your Avatar new active combat abilities. An ability rune decides which ability you get, and modifier runes change what it does or how it behaves. You can choose which runes to equip and see how your abilities react to them, which influences how you engage with encounters and how combat feels in general. Treat the art and examples here as concepts only.

What's really important to us is creating a system that promotes creativity and allows for fun interactions. There are four layers that we care deeply about right now:

  • Modifier runes that change an ability's effects or behavior. A ground slam could be enhanced with lightning, for example.
  • Elements that react to each other. Soak a target with a water effect, then shock it, triggering a special Water/Lightning reaction.
  • Create combos with your friends. Shoot a fireball at a friend's tornado ability, and it could become a flaming tornado.
  • Interactions with the environment. Rain could soak enemies, ice-based abilities could freeze water blocks, and a fireball coming in contact with a poison barrel could make it explode into a toxic cloud.

These are sketches of the direction, not the list of abilities we've decided to ship for the first chapter. The rune system will start out extremely simple, and we'll be iterating on it quite a bit, but this is what we intend to build towards over time.

For example, a Fireball ability rune grants Fireball. Add modifier runes and Fireball changes: one modifier might split it into several projectiles, another might cause it to apply the shock debuff, and so on. Swapping runes around and experimenting allows for the discovery of exciting combinations. The specific runes shown here are just there to illustrate the idea.

We want RPG-style depth without giving up the freedom of a sandbox, and runes open up options with multiple valid playstyles rather than funnel you toward one optimal build or a rigid, predefined class or archetype.

We also want runes to be well-integrated with the adventure loop rather than off to the side. Runeforging is a big part of where we're headed: finding, crafting, and expanding your collection of runes should play an important part in where you choose to explore, as well as how you choose to invest your resources in order to progress. This chapter is just an introduction to runes, and the Runeforging system will come later.

Right now we're putting this on two new dedicated ability inputs, E and R, sitting alongside the weapon signature ability on the screen. This is an early look at a system we're already building and playing with in-game, and it will keep changing as we iterate.

Through all of it, the goal is room to be creative in how you play: room for very different playstyles and a lot more depth for players who want it, in both PvE and PvP combat. We can't wait to see what kind of clever builds and combos emerge once the system is in your hands.

For Chapter 1, we're going to start with roughly six ability runes and a similar number of modifier runes, and grow from there as the system develops.

Transparency

The Hytale engine is gaining support for real transparency! This means that stained glass and window blocks will now be possible.

Entities and NPCs can now also have transparent parts:

New UI

We're reworking a lot of Hytale's UI, but not all at once. We plan to roll out UI changes and reworks over the next few chapters, with updates between them.

Above is some of the Chapter 1 UI we're working on. Our goal is to make the chapter screen feel like a roadmap for your progress through Early Access. You'll finish objectives as you play the game, working towards the completion of chapters, and you'll unlock cosmetics as rewards.

You'll also spot new item tooltip designs, with better readability and styling! Don't read too much into the stats. These are just placeholders. We're not planning enchantments for Chapter 1, for example.

The new Memories UI and player profile cards above will be further out than Chapter 1, so consider these design previews!

Cosmetics and Extras

We'll be releasing a lot of new cosmetics that have been in the works over the past few months, including the goblin cosmetics you'll unlock by completing the chapter!

We're also improving the player model by adding more detailed hand and eyelash options in the Avatar Creator. We'll keep listening to your feedback to add more customization options and cosmetics as we go through the chapters!

Minigames

We're also creating our first experience outside of Exploration and Creative: a collection of minigames to play with your friends! This work is being shown alongside Chapter 1, but it has its own timeline.

The first one is a collection of fast party micro-games. At the time of writing, there are 14 of them! Each one lasts 60 to 120 seconds, and the variety is the point, as the team is using these to push Hytale's systems in crazy directions to evolve the tech!

A dedicated Minigames tab is planned to keep it as simple as possible for players: open Hytale, hit Minigames, and be in a lobby with your friends seconds later, with both peer-to-peer and dedicated hosting. Long-term, we want persistent games, PvP games, and much more, but this first one is about exploring and building strong foundations. Modders and server operators will be invited to create minigames with us in the future. More details to come!

One important detail is that we are not keeping the recipe to ourselves! We'll be sharing the code and assets behind all minigames, including libraries that provide developers with a simpler API for Hytale's server and a toolkit of paradigms shaped by our unique experience of making games for the Hypixel Server over the last 13 years with over 45,000,000 unique players.

Before and After Chapter 1

Player Physics

This feature ships to pre-release today, the same day as this post! Avatars can now stand entities that move and rotate, stay anchored to them when they move, and carry momentum when jumping off.

In the future, this should enable new and exciting types of parkour that use moving platforms, swinging hammers, and other dynamic features! It will take us more time to get in-game tools for building and animating these types of features, but the player physics now exist so modders can already have fun with different mechanics.

Mod Browser

Here's a first look at the in-game Mod Browser! It's quite simple: you can browse, install, and update mods directly from the Mods tab in Hytale. All of this works without ever leaving the game!

Please note that there will be no paid mods in the Mod Browser. In future versions of the Mod Browser, players will be able to directly support mods and receive unique cosmetics created by the official Hytale team in return; this should foster a positive environment while ensuring all mods remain free to access. We plan to grow this into a proper rewards ecosystem over time so that our creators can earn income.

Note that modders will be able to create teams, handle earning splits, and much more in the future. More details to come!

New World Tech

Up until this point, Hytale's worlds have been generated and loaded in columns that reach from the bottom to the top of the world. Recently, we've been working on renovating the engine to support a fully 3D format that instead loads the world in cubic chunks around players.

This work is incremental and will take time before it's fully ready, but it will unlock the capability for "infinite" world height and depth! We've already begun rolling out the early stages of the tech in pre-releases, and we're working towards supporting world-gen and many other core features in cubic worlds.

For design reasons, we probably won't use the "infinite" height for Exploration mode, but minigames and servers will make good use of it. Having cubic worlds as a tool will enable servers to explore many concepts, such as 3D space exploration or worlds with endless caves, using the new tech. We're excited for the impact that cubic worlds will have in the long run, and we can't wait to see what the community will cook up with them as well!

And look up! The sky is getting real volumetric clouds. We're currently experimenting with them. They're not close to where we want them to be yet, but we wanted to share our progress.

World Generation

Underneath that, we're continuing to develop WorldGen V2. We now have the groundwork for graph-based generation. The plan for this system is to first unlock far more advanced, immersive procedural caves. And then we'll expand it with dedicated features to support procedural dungeons, coherent villages and cities, rivers and roads, and much more. This is much bigger than the goblin chapter. The initial version of the graph system is still being finalized, but we're already using it internally, and creators can experiment with the features early in pre-release.

We've doubled the size of the level design team working on worldgen, and we plan to continue expanding it. As a team, we are currently fully redesigning the world with WorldGen V2. We look forward to sharing more of that process in the future, but for now here are some sneak previews of what we've been working on:

Living Creatures

We're updating animal models, textures, and animations. The goal is to bring them closer to a more iconic "Hytale" art style that highlights emotion, balance, readable silhouettes, and visual impact. Below, you can see some new, cute animations of pigs and boars!

The animals that inhabit the world, both large and small, are also being studied. Birds are the first group we're pushing further: they sleep in nests, fly and land as a flock, take off when you get close, and grab dropped seeds. Owls and other birds of prey can even swoop down to hunt smaller creatures!

Foxes are also getting some love! While we're still maturing the design for livestock and pets, work has already begun on new behaviors: they can follow you on adventures, stalk prey, sleep beside campfires, and play with their owners.

Beyond wildlife, we've started updating the Kweebecs with new behaviors as well. The playful Seedlings might follow you around, while Saplings act as dutiful guardians of their community that nurture the fauna and flora of the Emerald Wilds. All factions, including Kweebecs, will be reworked in future chapters, but we're already laying the groundwork to make every living creature unique in their own way.

We're looking to revisit and add more depth to NPC behaviors across the board, with the short-term goal of expanding on taming and homesteading. Our team is constantly growing, and we're focused on making our world feel more immersive, interactable, and alive.

Say hello to our little goat! One of the first animal to get a model update, he's quite happy to be here!

Crafting Rework

While everything else has been happening, we've also been reworking Hytale's core crafting mechanics and how that ties into player progression.

We really tore into the problems with the current crafting system. That led to some significant changes, such as reducing the number of benches used for crafting and shifting more of that work into in-world activities like wood chopping and metalworking.

We also want the crafting areas themselves to evolve and expand over time, reflecting the kinds of adventures players go on and the choices they make, so each space feels like their own.

We're having a lot of fun with the prototypes and are involving community playtesters to help ensure the new direction appeals to all kinds of players.

We're also working on introducing Companions that you can invite to move into your home to help out with the busywork.

You'll need to invest a few resources into making them feel comfortable first, but afterward they'll be able to help out with a whole range of tasks so you can focus on the important things.

We want you to feel like you can build a village with your companions, a place that feels alive and lived-in. Each companion will have their own traits and quirks, and some will be better suited to certain tasks than others. They'll carry out work on their own schedules and routines, helping your home grow over time.

That cozy homestead side of Hytale is very important to us, and will be getting a lot of updates in the future.

However, we're not quite ready to show it all off just yet. It deserves its own blog post at some point, because while the prototype is working well, the final product needs a lot of work to bring it together and make it presentable.

It needs VFX, animations, models, and a lot of tech and work, but all of that is planned for Chapter 2 if all goes well!

Machinima

Machinima is our tool that enables players to create in-game animations. We've been hard at work rewriting and expanding it for new capabilities!

In the clip above, you can see the work-in-progress new tool in action! Among the new features is the ability to record gameplay to create replays that can be edited just like any other Machinima scene. You can scrub through hours of recorded content to find the right moments you want to share. Scenes can also be composed together and played back at any time to specific players. All of this is built with multiplayer in mind, so multiple Avatars will be able to collaboratively edit the same scene together.

Creators will be able to use these features to create time-lapses of their gameplay, cinematic let's plays, or animations that drive anything from boss fight cutscenes to moving platforms!

We record our showcase videos and plan on creating in-game cutscenes using the same Machinima tools that we'll hand to you, so every one of these improvements will help both us and community creators.

The New Hytale Asset Editor

As promised, we're reworking almost all of our tools, including the Hytale Asset Editor. We're in the process of moving the whole editor UI onto the same NoesisGUI framework as the new game interface, with a dockable asset browser and a new properties panel with better inheritance support.

Spectator and Hardcore Mode

We're also adding a spectator mode in preparation for co-op boss fights and minigames. If you die while your friends are still going, you keep watching instead of being pulled out of it. Swap between players to find the action, or set the camera free and fly around the scene yourself.

Spectator mode is built the way the rest of the game is, as a standard, moddable gamemode instead of every server hand-rolling its own version. Servers and mods can reshape it however they want: rebind the camera controls, change what a spectator is allowed to do, even make one that can still affect the world. A minigame server could drop eliminated players straight into spectating without writing a single line of camera code.

To show spectating off properly, we're introducing Hardcore. If you're looking for more of a challenge, you'll be able to create worlds with Hardcore enabled, whether you're playing solo, hosting co-op, or running a dedicated server. Death is permanent. You drop everything you were carrying, and you spend the rest of that world as a spectator, still in the run with your friends.

The first version is pure permadeath, with no changes to difficulty yet. Later, we're planning Hardcore challenge modes that grow the idea further.

Spatial Music

Blocks in the world are now able to emit music! This works with our existing audio occlusion features, meaning the music will fade as you walk away and sound muffled behind walls. We don't have any content using this technology yet, but it opens the door to many future features and details.

New tracks are also coming to Hytale's OST. Here's one of them, from the Whisperfrost Frontiers:

What's Next?

And that's the tour! 20+ videos, 40+ images, and over 4,000 words. This is the biggest blog post in Hytale's history, and it still isn't everything we've got in the works. The rest will be yours to discover in-game!

The first chapter is the hardest to deliver, as we're reworking the foundations and creating many new tools along the way, but it's all paying off for the chapters to come. Here's our rough estimate for release dates; we will provide a precise date for Chapter 1 as we get closer to release.

RELEASE TIMELINE

  • Chapter 1: within the next 2-3 months
  • Spectator and Hardcore: 2-3 weeks (Update 6)
  • Mod Browser: 2-3 weeks (Update 6)
  • Moving platforms: 2-3 weeks (Update 6)
  • Real transparency: scheduled for Chapter 1 but might land the tech and content before
  • Minigames: within the next 2-3 months
  • New server-side Custom UI based on NoesisGUI: within the next 1-2 months
  • Carryable objects: within the next 2-3 months but tech might get shipped before
  • Cubic chunks: the tech is getting implemented on a weekly basis (already in pre-release schedule for Update 6), but actual content using it from us will take a bit more time
  • Machinima: within the next 2-3 months, maybe sooner because we will use it to record a teaser/trailer for Chapter 1
  • Crafting Rework: Chapter 2
  • Volumetric clouds: TBD
  • Runeforging: TBD
  • Hytale Asset Editor rework: TBD

Thank you for the support, the feedback, and the patience. It carried us here. The team is heading back to work on the plan you just read, and I hope you enjoyed the tour!

From the entire Hytale team: thank you.

Hytale lives.


r/hytale 8h ago

Modded All 10 Weapons Showcase- Journey mod

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18 Upvotes

Weapons (Staves) system of my mod- https://www.curseforge.com/hytale/mods/journey
There are a few clips at the end that showcase some abilities but they have no sound effects yet.

There were originally 12 staves, but 2 of them is still work-in-progress so I've omitted them (one of them creates a line of fire on impact and the other creates a dust-tornado)

There aren't actually multiple staffs in your inventory but instead just 1 item that changes appearance and behavior. (so don't worry about inventory space)
You can then switch between the staves and your normal gameplay/loop by using the staff.

The progression is non-existent right now, so you can just craft the staff using 6 logs at the start of the game.
Some of the UI/HUD is still being worked on (like the out of place ammo/blue-white bar on the left)

The plan is to make more abilities/classes before Chapter 1 and make some runes before they actually release in game.

Contact:
-Discord: AceOfRoyalSuites
-Email: [[email protected]](mailto:[email protected])


r/hytale 15h ago

Discussion I gotta praise Simon and the team for not being a direct competitor to MC.

14 Upvotes

People, rightfully so, have always wanted a competitor to their bigger more prevalent franchises. You see this with the click bait of “____ IS A XYZ KILLER!” Although people just want more of XYZ, it usually kills a lot of discussion about a game, especially when you don’t do anything to set yourself apart.

This usually doesn’t matter, as long as you have something to set yourself apart it’ll be more likely to succeed. However, many devs want to be a replacement or a competitor themselves and that shit sucks. From xDefiant with COD to Splitgate and their shitty ass comparisons they made themselves. It’s usually super hard to get away and not let the consumer determine features or how the game should be because of positive or negative reception.

Hytale has been a breath of fresh air when it comes to this. They aren’t listening to everyone, they aren’t giving a reason to compare them to MC even though many have and continue to do so. They’re doing their own thing, it reminds me a ton of how electrical vehicles have always tried to compete with Tesla yet some of the most prolific people working at Rivian or other startups aren’t trying to directly compete. It’s awesome, I think we need more people willing to do their own thing and improve on a formula and I think Hytale will be one of the few “clones” to do so.


r/hytale 10h ago

Creations Ancient Ruin Dungeon

4 Upvotes

Testing out a new ancient ruin design


r/hytale 18h ago

Discussion Best glimpses of WorldGen V2?

25 Upvotes

Howdy yall, I'm getting impatient and excited and wondering if there are any really good showcases of WorldGen V2, whether from Hypixel or elsewhere.

Any favorites?


r/hytale 1d ago

Creative My first build in hytale

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74 Upvotes

I've always wanted to try building but never seriously got into it until now. Messing with the entity system was really fun. PLS GIVE TIPS ON HOW TO IMPROVE THIS!!


r/hytale 1d ago

Creative I Really Love so much the Entity Tool

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97 Upvotes

I'm not an expert at using it, nor at creating this kind of thing, but I tried to do it with the best possible detail within the few hours I can dedicate to the game each day because of my real-life job. But I'm fascinated by everything that can be done. I mean, I can now place this in the city I'm building—it's amazing!


r/hytale 17h ago

Discussion El capítulo 1 me devolvió el hype.

11 Upvotes

Quisiera saber cómo se han sentido respecto a esta noticia. A mí sinceramente me trajo de vuelta las ganas de volver a jugar hytale. Me gusta mucho el hecho de que estén pensado en añadir cosméticos tematizados con la raza de los goblin que además se puedan conseguir como recompensadas al avanzar en el capítulo. Siento que de cierta forma fue un acierto para el proyecto y la progresión.


r/hytale 1d ago

Discussion In celebration of Chapter 1 coming soon, I am giving away 5x Standard Edition keys!

414 Upvotes

All you have to do to enter is leave a comment below, and have an account that is at least 30 days old. Tell me what you're most excited for!

I'm quite a big believer that Hytale can become something special. So, I want to do something nice for the community to show my support.

Winners will be announced: Saturday July 25th, 1:00pm MDT (UTC-6)

I will also contact the winners directly via DM.

See you in Orbis!


r/hytale 10h ago

Creations Medieval Tavern Build

2 Upvotes
Tavern design by Mojaven

Some more exciting build progress on our new server


r/hytale 1d ago

Modded I finally released my automation mod Orbitech

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526 Upvotes

I have been working as the main dev of my automation mod Orbitech since the release day, and today I've finally been able to release it

Orbitech was inspired by Create, and we wanted to bring the same feeling to Hytale. I am super grateful to have such a beautiful team working with me for this project, and now after 6 months and a week, the mod is available to download on Curseforge
https://www.curseforge.com/hytale/mods/orbitech

Those who like automation may want to try Orbitech

I'll be happy to receive any feedback if you play it :)


r/hytale 11h ago

Tech Support Can I make the game run on a 4GB RAM i3 laptop?

1 Upvotes

I know the hardware is very limited, and I’m not expecting a miracle, ok? It’s just the only computer I have right now.

It has an i3 processor, 4GB of RAM, and Windows 11.

I’ve set every graphics setting to low. The map loads slowly, but it does load. However, NPCs and enemies don’t react to my presence.

Is there anything I can do to make the game run better on this computer? 😭😭😭


r/hytale 23h ago

Modded Hytale Beginner Modding Group Projects

8 Upvotes

Hey! Im currently working on modding Hytale since about one or two months. I post development videos on youtube but my dream is not to work alone. I really want to learn from others and work on bigger projects. Do any of you have some ideas? A Discord Server maybe or maybe some of you people reading this are interested and want to try some stuff out?


r/hytale 1d ago

Tech Support At my wits end with support

57 Upvotes

Im so frustrated with hytale support. After spending 5 months and $11,000 in production to have a unique gamemode thats finally ready for launch, I cant even get my game on the server discovery tab because hytale cant recognize my IP as online for some reason… Connecting in game with the domain ip works just fine yet i cant get my gamemode out there for people to try meanwhile AI cookie cutter slop servers are running the show. 2 support tickets and no replies, I really have no idea what to do lol. This is Half rant, and half a prayer that someone might see this and be able to help…


r/hytale 1d ago

Discussion "Lorem Ipsum is not simply random text" - Cool easter egg? Spoiler

40 Upvotes

Found this in the Chapter 1:First Look blog post!

Made we want to translate the text we found on the picture just above about chapter 1:

Translated the Latin to (google translate):
"There is no element of the Moorish bow; the leaven of life is now a shapeless mass.

And indeed, the living seed is meant to adorn the design.

Let us live not merely by the bowstring; there is no flattery,

but rather, the choice comes first.

Care is needed, and no cushion is provided. Each one, not the cat, speaks the eternal word, and the urn awaits.

The carrier bears the burden."

Another:

"The children live in old age and their children are sick and hungry.

At the top of the Ashfang hierarchy sits the Warchief, surrounded by a council of Shamans who commune with."

Of course, this could all be nonsense lol.

But can't wait to learn more about if it means anything and how it all connects!


r/hytale 1d ago

Survival [Collosus Storage] Quite fascinating how much just a few pillars change...

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23 Upvotes

As I was finishing the second floor, and beginning the 3rd. I worked on the staircase, and here's my finding, just adding a few pillars, it changes everything, an unique feature of Hytale blockset :>


r/hytale 10h ago

Discussion Why has Simon been quiet about how much copies Hytale sold?

0 Upvotes

He mentioned vague number and he even said he would let us know, but we're still in the dark, why do you think he doesn't want to tell us yet?


r/hytale 2d ago

Meme Are zombies too dangerous for my zoo?

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116 Upvotes

This is my cute zoo filled with lovely creatures. I recently wanted to add a zombie. But how much damage do the zombies do? Should I add more safety features for her or is this enough?


r/hytale 12h ago

Discussion Exclusivity & FOMO in Hytale

0 Upvotes

So, I want to start playing Hytale, but I’m a FOMO completionist who’s really worried about missing out not being able to do or own EVERYTHING video games.

I know some cosmetics are locked behind paywalls like Cursebreaker, which I intend to upgrade to should I ever play the game.

HOWEVER

I was curious if there’s any items/cosmetics (besides that package) that I’d be missing out on, much less any in the future.

I don’t want to invest into a game that is going to have where cosmetics locked behind a paywall, as I believe I should be able to buy the game, and EARN the cosmetics through gameplay means (like Terraria, how there’s no microtransactions, or missable limited time events [even though terraria has holiday events, they come back with the exact same items the next season, and you can change your clock])

Anyway, I hope someone understands what I’m trying to ask

Please, let me know because I’d really like to try this game! But don’t want to put money towards it if I’m going to have to buy more or make sure I play limited time events to get every item/cosmetic in the game

Thanks:)


r/hytale 2d ago

Discussion Simon is answering questions on X!

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84 Upvotes

r/hytale 1d ago

Tech Support Anyone know a fix for this lighting bug?

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13 Upvotes

So when I place a torch inside a box, the blocks around it block the light. However, when I use the entity tool to place an item with lighting, the light just penetrates blocks. Is there a fix for this? Or is it something I should just wait to be fixed in a later update?


r/hytale 1d ago

Modded How easy is it to mod in hytale?

7 Upvotes

I recently started building a super nice village in hytale but I feel like its all just really empty, i would love NPCs that live in my village, go for a Walk, visit buildings, sit on benches, maybe Wave at me and at eachother and also Go to sleep at Night but Theres No mod yet (at least that i know of) that is Kind of Like what I described… I have the MoreNPCs Mod installed, which I already used to spawn humans in my village, but they just run around pointlessly and dont go to the houses I built for them (sad)
Im very new to Gaming in General, I only for my First PC about a year ago, so I definitley dont know much about modding etc
I Heard that modding is supposed to be quite easy in hytale but Im a real newbie
Maybe someones quite talented and would make a Mod Like this to bring my Village to life


r/hytale 1d ago

Survival Poison Blocked Eating And Killed Me

3 Upvotes

I don't know when this was introduced to the game, but I just died to an ordinary spider's poison after the fight. It wouldn't let me eat anything, because the next hit to my health came before the eating animation finished and cancelled the eating. Also no, I didn't have an antidote on me. Odd.


r/hytale 1d ago

Discussion Are fomo cosmetics gonna be a thing?

9 Upvotes

I despise fomo in games, even if it’s free cosmetic stuff. I think early access limited time cosmetics are fine but I’m worried that it’ll continue into the games release. I believe they said that you could eventually buy cosmetics in game and you can also get cosmetics for donating to mod creators. With cosmetic particles existing for the highest tier early access cosmetics, I’m worried they’ll eventually release more of those and sell them for a limited time. Have they said anything about limited time cosmetics?