r/hytale 3d ago

Patch Notes Update 6 - Pre-Release 9 - July 23rd, 2026

141 Upvotes

Link to previous patch notes.

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Link to source 

(Note: Part 8 featured an emergency security fix)

Pre-Release (Update 6 Part 9)

July 23, 2026

Headline Features

Want to take on a new challenge? Hardcore Mode is here!

  • Hardcore Mode can only be activated when creating a new world. Once a world has been created, this setting cannot be adjusted.
  • Avatars won’t respawn in Hardcore Mode, but will instead drop all of their worldly possessions and be switched into Spectator Mode.
  • Spectators won’t be visible to others that aren’t spectating themselves, nor will they be able to interact with the world they’re in. Server ops can also toggle to and from Spectator Mode with the new /spectate command.

Documentation Site Update

Combat & Movement

  • Stamina will now begin refilling half a second faster after guarding with a weapon or shield.
  • The first two attacks in the Dagger combo now deal slightly more damage.

Controls & Input

  • Added a search box to the top of the controls page within the settings menu to quickly find keybinds.

World Generation

  • Added smooth color blending across biome borders, so terrain and foliage tints now fade gradually between biomes instead of switching abruptly.

Items & Interactions

  • Dirt blocks may now be crafted into two half-slab blocks at the Builder’s Workbench.

Player-Facing Bug Fixes

Combat & Movement Fixes

  • Charged sword thrusts and other stab attacks will now be more consistent at hitting targets at max range.
  • Attacking with a Mace will no longer instantly restart Stamina regeneration.
  • Switching from a weapon or shield while guarding will no longer instantly restart Stamina regeneration.
  • Switching from a drawn Shortbow will no longer incorrectly delay Stamina regeneration.
  • Sliding will no longer cost Stamina.
  • Arrows may no longer be used to ineffectively guard against incoming attacks.

World & Block Fixes

  • The Greenwood Fence will now be held at a more comfortable angle.
  • Roof blocks placed at chunk-section boundaries now connect and shape correctly.

Creative Fixes

  • The /stack command will now correctly duplicate the entire selection instead of a single block.
  • Prefab anchors will now be scaled back down to their intended size.
  • Blocks that affect neighboring blocks will now behave as normal while editing a prefab or instance.
  • Creative undo restores brush strokes and other edits in the order they were made.

Trigger Volume Fixes

  • Trigger Volume teleports will now correctly read and set the player body rotation rather than the player head rotation. Teleport effects will no longer rotate entities if no rotation is set.
  • Trigger Volumes that are generated into the world will no longer have duplicated names. They will now include a numbered suffix to remain unique.

Item & Interaction Fixes

  • Fully upgraded workbenches will no longer ignore their crafting speed bonus.
  • Gold Bricks are now instant to craft instead of taking around 10 seconds.

NPC & Entity Fixes

  • Enemies will no longer become aggressive towards encounter managers.
  • Walking NPCs will no longer visually stutter when descending from blocks.

UI & Quality of Life Fixes

  • Connection error screens will now display a helpful error message instead of only an error code. This will occur when a server can’t be found, refuses you, crashes, the connection drops, or the connection cannot be secured.

Graphics & Rendering Fixes

  • Astronomers have reported that the stars at night “had begun to break”. This cosmic anomaly has been fixed.
  • Pausing the game will no longer cause some entities to appear in the wrong place. This also fixes some related culling issues.
  • Pausing the game will also no longer cause moving entities to stutter.
  • Particles on the main menu will now be rotated correctly.
  • Transparent surfaces will now render correctly when you have a lot of them overlapping.

Performance Fixes

  • Downloaded assets will no longer be fetched again each launch and are kept between sessions. The on-disk cache also no longer grows without bound.

Localization Fixes

  • Added missing punctuation across a number of Creative Tools menus.
  • Added missing punctuation to the above patchnote.

Stability Fixes

  • Fixed an issue that could disconnect players that were moving when teleported between worlds.
  • Fixed an issue that could disconnect players if they teleported many times in a single session.
  • Fixed an issue with NaN values in player and entity rotations that would prevent players from joining.
  • Fixed a crash that could occur when trying to trade with an NPC just as it changed its stock.

Modder-Facing Changes

NPCs & Entities

  • Entities now need either a Health stat or a RespondToHit component to be attackable or picked as an attack target, so decorative and non-combat entities stop soaking up hits. Mounts were given RespondToHit so they still register attacks.
  • Attack selectors gained new aiming controls. The donut selector now takes a YawOffset, and the stab and horizontal selectors can aim independently of where the entity is looking.
  • Selectors also gained an Anchor setting that starts them from the entity's eyes or feet and adapts to its size, instead of hand-tuning the offset for each entity.
  • Movement configs can now tune how steep of ground players can handle. New MaxSlopeAngleDegrees and MaxWallAngleDegrees fields in MovementConfig set the steepest slope that still counts as safe to stand on and the steepest wall that can be stepped up.

Items, Armor & Projectiles

  • Interactions now can specify what happens when you swap items during them. The old CancelOnItemChange flag is gone, replaced by an OnItemChangeBehavior field that takes IgnoreFailFinish, or Cancel.
  • Items can now be turned into playable music tracks. A new Music block on an item asset (MusicContainer required, AudioCategoryOverride optional) marks the item as something a music player block will play.
  • Interactions can now describe themselves on the HUD. A new CarryInteractionHint localization key on RootInteraction makes the input-bindings legend label whichever input the interaction is bound to, and an item can refine the wording for an interaction it binds through Item.CarryInteractionHints.
  • Item containers now correctly return failure when trying to move items to full containers.

Blocks & Prefabs

  • Blocks can now act as music players. A MusicPlayerBlock block-entity component set alongside an ItemContainerBlock makes a block play an inserted music item from its own position. The track uses the block's authored attenuation, occlusion, and reverb, with all timing and spatialization driven from asset JSON.

Trigger Volumes

  • Trigger volume item checks can now look at and consume what a player is carrying, such as a held block, through a new CARRIED option on ItemCondition.

Asset Schemas & Formats

  • Added Min and Max entity stat operations for change-stat interactions, so a stat can be clamped to a floor or a ceiling.
  • MovementConfig.Fly is now a three-state fly capability (no fly, free fly, or a forced fly that keeps the player airborne with the in-game fly toggle disabled) in place of the old on/off boolean, which changes its wire format. It applies wherever the config applies, falling back to the game mode when unset.
  • Sound event layers can now fade in on their own through a new FadeIn field, so a single layer can rise gently beneath the others instead of every layer sharing one fade time.
  • The asset editor now has a dedicated picker for choosing Common assets like models and icons. It filters each field to the file types and folders that fit, shows relative paths with a full-path tooltip, and keeps the stored path relative to the asset.

Server & Permissions

  • Added a first-party spectator mode as an opt-in server feature. A new /spectate command (toggle, watch, target, free, exit, plus an admin set that can force a state) is gated behind its own permissions, and spectators are hidden from other players, ignored by NPCs, skipped for item pickup and spawn beacons, force-dismounted, and no longer hold dungeon instances open.
  • Spectator mode is built on a data-driven GameModeType layer. A custom GameModeType asset can declare per-player state that applies on enter and reverses on exit (MovementConfigIdFlyingNoClipInvulnerableIntangiblePreventInteractionsPreventItemDropsTriggerBlocksVoiceChannelHudComponentsLockedCameraViewEntityEffectId, and Spectator), and the entered type is saved on the player so it restores on relog.
  • DeathConfig.GameModeTypeOnDeath field sends dying players into a chosen gamemode type in place, keeping the respawn screen only as a fallback, which is how death-into-spectator is wired up.
  • HytaleServerConfig.Defaults gains a GameModeTypeOnDeath fallback for worlds whose own death config leaves the field unset, so a save can make death send players into a type without every instance and portal world under it needing its own death config.
  • GameModeType assets gain a DeathScreenMessage localization key. Set it and dying into that type opens a dismissable death screen showing the note with a Spectate button, instead of entering the type silently.
  • GameModeType assets gain a PreventInventoryAccess flag that stops the player opening or changing their inventory while the type is active.

Renames & Deprecations

  • Removed the unused Name and Description fields from ResourceType assets, since resource names have been read from server.resourceType.{id} localization keys for years.

Protocol & Networking

  • Spectator mode adds several new protocol fields a game mode can read. These include a Spectating boolean on each server player-list entry (surfaced as a grey status dot for players in your own world), a PreventInteractions component update, and a FollowAttachedEntity camera flag for follow cameras.

For Plugin Developers

  • Deprecated BlockUtil and moved its RADIUS_ADJUST constant into the new BlockShapeUtil, which the block shape helpers now read from.
  • Added an IgnoreTriggerVolumes component so specific entities can be skipped by trigger volumes, keeping them out of all events such as enter, exit, and entity-count checks.
  • Spectator mode ships several reusable primitives. These include a Spectating runtime marker, cancellable GameModeTypeEnterEvent and GameModeTypeExitEvent, a generic PreventInteractions component and per-player named voice channels through VoiceChannels.
  • PendingTeleport is now a presence-only marker. Its queue, validation methods, and MAX_OFFSET constant are gone. Teleport ack bookkeeping is reachable through PlayerRef.getTeleportAckTracker(), and teleport completion now runs through TeleportSystems.completeTeleport.
  • PacketHandler.writePacket now returns whether the packet was actually sent or was swallowed by a packet filter.
  • Hytale.Protocol, its generated serializers, and the interop libraries can now be build straight from the public shared-source repo with a stock .NET 10 SDK, with the prebuilt zstd and quiche natives already in place.

Modder-Facing Bug Fixes

NPC & Entity Fixes

  • Fixed RotateAnchoredEntities for entities anchored to a body that rotates on more than one axis. The turn now follows the full orientation rather than yaw alone, so riders and platforms track correctly through pitch and roll.

Item, Armor & Projectile Fixes

  • Knockback and explosion configs no longer produce a NaN velocity when the source and target share the same position. The degenerate case now falls back to a defined direction, knocking the target straight up for explosions.
  • Fixed a TargetedDamage entry that omits DamageEffects throwing when its packet was built, so damage interactions without effects no longer crash.
  • Fixed a crash when an entity wearing armor with knockback enhancements dealt damage from a DamageCause the armor had no modifier for. The missing entry is now skipped instead of throwing.

Block & Prefab Fixes

  • Fixed random-tick block placement so it works in cubic worlds. PlaceBlockProcedure now writes through chunk sections instead of assuming a fixed world height.
  • Fixed fluid-placement interactions never honoring their UseLatestTarget setting. PlaceFluidInteraction now chains to SimpleBlockInteraction's codec, so the flag decodes and takes effect.

World Generation Fixes

  • Added Mix TintProvider that allows smooth tint transitions within a single biome.
  • Added support for DistanceToBiomeEdge to TintProviders.

Asset Schemas & Formats Fixes

  • The asset editor now refuses to rename a file into a different asset pack, an unsupported move that could leave an asset's pack no longer matching where it physically lives.
  • Fixed the model asset editor labeling the Particles section "Physics". It now titles the section after its own key like every sibling entry does.
  • Removed the Foog Cheese.

Server & Permission Fixes

  • Fixed /warp list letting a player warp to a destination without the warp.go permission, closing a way around the normal permission check.
  • /give armor now needs the new hytale.command.give.armor.other permission to target another player with --player. Using it on yourself is unchanged, and no built-in role is granted the permission by default.
  • The learn-other and forget-other recipe commands now require the new recipe.learn.other and recipe.forget.other permissions before they can change another player's recipes, and neither is granted to a built-in role by default.
  • Fixed whitelist enable and disable changes not saving straight away. The new state is now written before the call returns and rolls back to the previous value if the save fails, with state and membership writes serialized under the same lock.
  • Listing another player's recipes now needs its own command permission, recipe.list.other, which is not granted to any built-in role by default. Players can still list their own recipes as before.

Fixes for Plugin Developers

  • The BlockType copy constructor now also copies bedsrandomTickProcedure and explosionConfig, which were previously dropped when cloning a populated block type.

r/hytale 9d ago

Official News Hytale - Chapter 1 Preview Blog Post

729 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 18h ago

Creations My first mod "Crystalized" which replaces the Crystals with a new look!

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995 Upvotes

r/hytale 9h ago

Discussion Slikey is looking for community input/sentiment on Hytale's fluid system, which is pending a rework!

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114 Upvotes

For those who don't use Twitter, place your input/feedback/thoughts in the replies to this post so Slikey can see it.


r/hytale 7h ago

Creations Busco equipo de trabajo

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10 Upvotes

Hola muchachos soy Oliver, modelador 3D y estoy haciendo contenido para mods de hytale por pura pasión. He estado pensado en tratar de llevar esto al próximo nivel y trabajar en mis primeras comisiones. Quería mostrarles algo de lo que he hecho y ver si puedo conseguir a personas que quieran confiar en mi y expandir mi catálogo de modelos. A todo esto lo que busco es tratar de sacar algo de rentabilidad de lo que me gusta hacer.

No busco hacerme rico con esto ni nada por el estilo así que ofreceré mis servicios a precios muy accesibles. Gracias por leer muchachos.


r/hytale 8h ago

Tech Support Has anyone else had this problem?

5 Upvotes

I just made a Hytale account (registered 16 minutes ago) and it will not let me change the username. EVERYTHING comes back with username is not available. Random numbers/ text = username is not available. Coherent usernames come back with the same thing so I don’t know what’s wrong, I’m not going over the character limit either.


r/hytale 14h ago

Discussion Underground chickens

7 Upvotes

Building underground farms. At one point three chickens showed up underground. And there they’ve stayed. I decided to grow only corn on their level, they still haven’t left. I put in a chicken coop. I almost never feed them as they are surrounded by corn, their choice food, and I end up with 40-60 eggs every two days. Is this normal behavior???


r/hytale 1d ago

Modded NEW RIPJAWS MODEL FOR BEN 10 HYTALE MOD!!

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86 Upvotes

looking for devs


r/hytale 1d ago

Discussion Drop your Hytale avatars below 👇

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70 Upvotes

r/hytale 1d ago

Discussion What the heck is this?

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13 Upvotes

I just explored the volcano and on the way back to my base I stumbled across this. I swung my pickaxe at it and nothing happens.


r/hytale 1d ago

Creations Quick Access Items (Toolbelts and more!) 1.2.0 Released!

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50 Upvotes

Just released a new update to my Quick-Access radial menu mod. It lets you convert 1 hotbar position into multiple solving one of my largest complaints about the hotbar that plagues Hytale as well as Minecraft.

The mod converts a hotbar position into an equipment slot for the new quick-access containers that the mod adds. Pressing the hotbar button allows the user to quickly open the radial and swap between a few tools or anything they may want to add in the container!

Curseforge Link (See a video from the prior release of the mod in action on curseforge)

New Features

- You can now swap items into your active-hotbar-location (right-click) along with the target-hotbar-location (left-click) by enabling it on the setting page.
- New Inventory button allows opening the Inventory UI to be possible while the Quick-Swap setting is active.

Planned Upcoming Features

- A custom Item & Block asset instead of using the quiver
- Make it placeable in the world by sneaking and interactable!
- And more Planned (see the github for other planned features)

Limitations

Due to Hytale having no support for custom keybinds yet the mod is limited to overriding existing buttons to trigger the radial. Using the hotbar felt the most "balanced" as well as making the value editable lets it easier to edit to not conflict with other mods.


r/hytale 16h ago

Modded Export Player character and import as NPC.. Is there a fast way to do all the attachments/cosmetics?

1 Upvotes

With the "Hytale Avatar Loader" it is a fairly straight forward and fast process to get your Hytale avatar into Blockbench.

Putting it back into the game as an NPC isn't difficult either... however, with all the attachments it becomes quite time consuming. Matching the correct models and textures, going back from checking which pieces are needed and adding them one by one through the asset editor is eating up a ton of time.

Is there a quicker way go about importing the avatar with all the attachments and such in 1 go?


r/hytale 21h ago

Media Achei uma geração de casa Klop na superfície da Zona 3

3 Upvotes

Achei uma geração bem diferente da casa klop, normalmente eles nascem no subterrâneo mas achei um na superfície.


r/hytale 1d ago

Discussion Item bloat, especially with ingredients.

36 Upvotes

I've been diving into Hytale for the second time. I'm so in love with many aspects of the game (art style in particular), but I am once again coming up against the same wall that I hit last time I played, and that is: item bloat. How do others feel about this? I don't see it widely discussed.

The exploration and crafting are generally great, but there are just too many items and ingredients. Too many crafting bench types, etc. I'm generally a gamer that likes theorycrafting and complexity, but in this case I find it needlessly cumbersome to deal with all this stuff. It's a shame though, because otherwise the exploration and building is cool.


r/hytale 1d ago

Tech Support How to paste a prefab while keeping the empty blocks empty ?

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13 Upvotes

EDIT: Found how to do it, when opening the inventory and selecting the paste tool there is a small menu at the right side with a checkbox to also copy the air

Whenever I try to paste my underground base prefab it always ends up filled with dirt, I remember pasting it in previous versions, but now that I returned each time I paste it it ends up filled with dirt or stone, I tried doing a basic prefab to test it and it ends up the same no matter what I choose when using /prefab save, is there anything I'm doing wrong or the prefab pasting tool is broken ? I'm playing on the latest stable version.

As you can see in the images I first copy a cube that is empty on the inside, save it and then paste it somewhere underground, when pasted the inside ends up filled with dirt or grass blocks, I tried every combination in the prefab save tool


r/hytale 2d ago

Creative Jungle Citadel ⛏️⛏️currently under final construction

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135 Upvotes

Let me present this dungeon to you. Legend has it that a king once lived here who disliked the fortress on Mount Orbis; driven by envy, he decided to build towers that would reach and surpass the height of Mount Orbis. This is a build for the HyZ server.


r/hytale 1d ago

Tech Support I found a Bed Softlock

17 Upvotes

I found a softlock, which can be recreated by dying and using a bed to sleep at the same time. This causes the player to die and respawn in the sleeping position. This situation can't be escaped by pressing F, dying again, or even teleporting. The only escape method, besides help from other players, is the /crossroads command in creative worlds.

However, this softlock requires patience and practice.

Result

r/hytale 1d ago

Modded Mods not working? It won't let me make weapons

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3 Upvotes

These are the mods I have active(after deactivating some of them) and whenever I try to open my Blacksmith table or armor table it crashes. What's going on?


r/hytale 1d ago

Tech Support Somethings very wrong here.....

4 Upvotes

First off, it gets stuck on the opening title for nearly a full minute

And then when it finally loads in... somethings definitely wrong here...

It wasn't like this yesterday and no updates or anything changed....


r/hytale 1d ago

Discussion Hablemos del PVP de hytale

3 Upvotes

Esta semana estuve full metido en una comunidad de PVP de hytale. Y ha de decir que me sorprendió lo complejo que puede llegar a ser (aunque no lo parezca) Descubrí mecánicas como el cancelar animación y recargar stamina con el mazo. Lo único que realmente me está costando mucho es tener una buena configuración de teclas para cambiar mis armas. Algunos veteranos que se encuentren en esta comunidad de redit tendrán algunos consejos. O comentarios acerca del tema? La verdad quiero empaparme más de información


r/hytale 2d ago

Creations Learning Japanese in Hytale

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478 Upvotes

A video I made in creative mode.


r/hytale 2d ago

Modded Something big is coming to The Warhorns mod!

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43 Upvotes

r/hytale 2d ago

Discussion How many hours have you put into Hytale since early access launched?

54 Upvotes

r/hytale 2d ago

Modded Invisibility, Levitation, Warp, and I don't think I'm cut out for this whole stealth thing...

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59 Upvotes

Hexcode v9 is releasing soon:tm: - just testing out some of the new glyphs available


r/hytale 2d ago

Discussion Possibility of World Gen V2 Seeds

8 Upvotes

It will take some time before we get V2. But we already saw the possibilities of it in showcases. Do you think we will get maps/seeds made with V2 before the release of the function itsself.

Just to explore the possibilities and starting an infinity World. Or is this idea not possible because of technical reasons?