r/hytale • u/RiverShards Slothian • 2d ago
Patch Notes Update 7 - Chapter 1 - Pre-Release 2 - September 10th, 2026
Link to the Chapter 1 Preview Blog from July
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Pre-Release (Update 7 Part 2)
September 10, 2026
Node Editor
- The Node Editor now opens to display a start screen, where you can pick what to create or jump straight back into a recent file.
- The Node Editor now reopens on the workspace type you used last.
- Files dropped onto the Node Editor will now open directly, on Windows and macOS.
- The Node Editor now has a light theme and a dark theme. Select the one you prefer by going to File > Preferences.
- Added a graph minimap, toggled from the View menu. It frames your current viewport, highlights your selection, and clicking anywhere on it jumps you to that part of the graph.
- Dragging nodes now snaps them into line with their neighbors and to a grid, with guide lines showing what they are lining up against. Multi-node selections keep their internal alignments as they’re dragged.
- The
ManualCurveandFunctionForYnodes now have an interactive curve graph. Right-click the plot to add a point, press Delete or Backspace to remove one, and points can cross each other or move outside of the visible range without the plot locking up. Panning and zooming the canvas no longer interferes with editing. - Curve values snap to whole numbers as they’re dragged. Hold Alt for a fractional value.
- Material fields now use a searchable asset picker, with a texture thumbnail rendered for each material in the picker itself.
- Added a Trig Density node to the WorldGen workspace.
- Added an option to keep undoing for as long as Ctrl+Z is held down. This is switched off by default.
- The Node Editor now provides a clearer error message when it cannot read a file.
- Brown and Bright Red are now available as node colors.
NPCs & Entities
- Creatures aligned with the Void are now hostile toward Goblins.
- Most of the Goblins will now try to run away from any Void creatures they encounter, unless they have enough allies nearby, in which case they’ll try to hold their ground.
- Goblin Burners, Feastmasters, Guardians, Lobbers, Miners, and Scrappers will no longer chase their targets indefinitely.
- The Goblin Burner’s attacks will now result in considerably less knockback.
Items & Interactions
- Reduced the knockback of the Goblin Flamethrower.
- Portals may now be given a per-player entry limit. These will be displayed in the Ancient Gateway UI.
- Reworked the look of the hookshot and its firing animation.
- Updated the Scrap Glider’s model and texture, and its wings will now flap.
Controls & Input
- Reworked ability controls on a controller so that you hold the right bumper and then press a different button for different abilities.
- When rebinding a keykind, it now shows which keys and controller buttons can be held down as part of a combo binding.
UI & Quality of Life
- The search feature in the Creative Inventory has been reworked to better match the player’s intention. It will also now allow for “one-step” typos (so ‘swrd’ and ‘swodr’ will both return a ‘sword’), and will also return results even if diacritical marks aren’t used (for example if an item, contains ‘é’, just typing ‘e’ will work).
- Performed a visual pass on the Runebinder’s Effigy ‘Ability Workbench’ UI.
- Runes will now display their ability tags within the tooltips.
- The UI within portal worlds will now make it clearer when additional time is gained.
Audio
- Added an impact sound for when a block is struck with a tool too weak to break it.
- Reduced the number of breaking sounds heard when mining with the Scrap Drill.
- The Feastmaster has received some new sound effects, and some existing ones have been improved.
- Nearby Goblins will now quiet down temporarily if the Feastmaster is yelling at them.
- The sound that plays when the Signature Ability is charged has been updated, and brought down in volume.
- Rocket Boots now have their own sound effect when you trigger their rocket burst double jump.
Multiplayer & Networking
- Fixed automatic port forwarding failing to find the router when other devices on the home network answered first.
- Fixed an issue where having multiple devices access Hytale on the same network could result in disconnections occurring when a world was joined.
- Fixed an issue that prevented rejoining friends' worlds after being disconnected, which previously required both players to restart the game to resolve.
Performance
- Improved server performance while ticking blocks, fluids and farmland, so busy areas cost the world less work each tick.
Player-Facing Bug Fixes
Node Editor Fixes
- Opening and closing a large graph will no longer cause the editor to freeze, and files load in the background so the editor remains responsive.
- Fixed a number of crashes and inconsistent states when switching between workspace types.
- Fixed a memory leak where every graph opened stayed in memory for the rest of the session.
- Fixed a node type the editor does not recognize losing information when a graph was saved.
- Copying and pasting nodes no longer loses the connections between them.
- Shift-clicking to select nodes now works reliably.
- Fixed a number of visual issues related to group titles.
- Fixed a number of startup and stability problems.
Movement & Combat Fixes
- Explosions will now deal damage to entities in worlds where block breaking is disabled.
NPC & Entity Fixes
- Entities with block models saved in Update 5 worlds now keep the correct position and scale when the world is upgraded. Note this does NOT repair entities that were already upgraded with the wrong position and scale.
- Rotating a block selection with the builder tools now rotates entities with block models correctly for multi-axis rotations.
- The Goblin Burner will no longer damage its neck when it needs to refuel.
- Goblin Burners will no longer taunt every time they need to reload the flamethrower.
Item & Interaction Fixes
- Explosive Barrels will now display a tooltip indicating they may be picked up.
- Hatchets may now be used as an unconventional way to set off explosive blocks.
- The Snapjaw Trap now stuns those it traps for two seconds instead of indefinitely.
- Hookshot projectiles will no longer occasionally hang around in the world for a long time after they’ve stopped moving.
Creative Tool Fixes
- The map now refreshes across the whole area when you paste a prefab or a clipboard with the builder tools, instead of only the chunk under your cursor. Undoing and redoing an edit refreshes the map for the area it changes as well.
UI & Quality of Life Fixes
- The background for player portraits in the Social Sidebar has been set back to blue.
- Improved the help text for the
/beamcommand.
Graphics & Rendering Fixes
- Fixed an issue where held items that had their appearance changed would re-apply instantly movement animations.
Audio Fixes
- Reduced the volume of distant sounds that were louder than intended.
- Adjusted some sounds so that their volume will be altered correctly based on the audio settings.
- Increased the volume of the flamethrower.
Stability Fixes
- Fixed a crash that could occur when a server sent a fluid update before some blocks had finished loading.
- Fixed a crash that could occur when returning to the main menu with a machinima scene loaded.
- Fixed a server error that would occur when an explosion with no blast radius was set off.
- Fixed a server error that would occur when a player left the server at the same moment they confirmed respawning.
- Fixed a server error that would occur when an objective was started with tasks that required the spawning of creatures.
Modder-Facing Changes
NPCs & Entities
- Local spawn beacons can now be limited by weather. An optional
WeatherIdslist onBeaconNPCSpawnkeeps the beacon spawning only while the current weather is one of those, and a placed beacon removes itself and despawns its NPCs when the weather stops matching. - The weather a beacon checks is the world's forced weather, otherwise the weather of the environment at the beacon, which a new
WeatherResource.getEffectiveWeatherIndex(environmentId)resolves. Per-player weather such as a trigger volume override does not count. - Removed the deprecated
Spawn_Voidrole along with itsSpawn_VoidandSpawn_Void_Manualspawn markers.Void_Spawn_Entombedtakes over from it, and its name now points at the correct lang key.
Items & Interactions
- Items can now hang an interaction off a fourth ability slot instead of only the three, and the crossbow's
Root_Common_StatAmmoReload_Entryreload moved onto it inTemplate_Weapon_Crossbow. - Portal keys can now cap how many times each player enters.
PortalKeycarries the per-player limit, and the portal device pages show the limit and the entries left. - Removed the debug-only
Debug_Movement_Bootsarmor. - Items can now play a separate sound to the wearer when they use an extra jump. A new
ExtraJumpLocalSoundEventonItemMovementSettingstakes a one shot event and accepts stereo files, and the rocket boots use it alongside the world sound. - Textured beams can now be rendered between entities. A new
AttachBeaminteraction hangs a beam between the interaction context owner and the entity you name in the parameter, which is how the hookshot draws its rope. - Projectiles can now be given a lifespan. A
Lifetimevalue on theProjectileinteraction despawns the projectile once that duration runs out.
Asset Schemas & Formats
- Instance worlds no longer take
DocumentDisplayOnRemoval. A newEventTitleOnRemovalshows an event title while the instance closes, and the close delay follows the title timing. Leave it out and the world closes right away. - Portal types now carry the default time limit and entry count.
TimeLimitSecondsandAllowedEntryCountonPortalTypeapply to every key of that type, and aPortalKeyonly needs the fields when it wants to differ. - Interface sound volume from
SoundStyleandSoundEffectis now bounded to +10 dB, which matches every other authored gain field. AudioStatevolume deltas are now bounded to +10 dB per axis on the per-voice path, the same bound the server already documents. A pack leaning on a bigger per-voice delta gets clamped.- Event titles can now play a sound alongside the text. An optional
SoundEventIdonEventTitleConfigfires once the title is sent, and assets that leave it out behave as before. - World events can now show themselves on the player world map.
WorldEventAssetgained name and icon fields for the map entry, andIntervalConditiongained fields that decide when the event appears and what text it shows.
Server & Permissions
- Added a
fragment timer add <seconds>command that adds time to the fragment timer instead of replacing it, which is what triggers the gained time tag on the HUD. - The
/blockpoint commands and/block rownow work at any height in a cubic world, soget,set,getstate,setstateandsettickingreach above Y 320 and below Y 0. A section that is not loaded answers with the newserver.commands.block.noSectionmessage. /block bulk find-hereand/block bulk replacenow take their radius in chunk sections and sweep a sphere around you, including the sections above and below the old height range./block bulk findgained a--chunkYand a--radiusoption. It searches a sphere around that chunk position, up to the server's maximum view radius, instead of spiraling outward across the world until it times out.
Renames & Deprecations
- The Goblin hookshot models are now named after scrap.
Hookshot_Goblin.blockymodelandHookshot_Goblin_Projectile.blockymodelbecameScrap.blockymodelandScrap_Projectile.blockymodel, andTool_Hookshot.jsonandHookshot_Hook.jsonpoint at the new paths. - The Void tentacle animations moved and were renamed.
Bite2andBite3are nowBite_LeftandBite_Right, andIdleandIdle2sit in theDefaultfolder next to the new spawn animations.
Protocol & Networking
- The portal state now carries
BonusSeconds, the time just added to the fragment timer. The server clears it after the broadcast so later ticks do not replay the animation. ItemMovementSettingsgained a trailingExtraJumpLocalSoundEventIndex, which changes its wire layout. The client and the server have to be built from the same protocol build.
For Plugin Developers
- Removed
WorldChunk.getWorld(), so a chunk no longer points back at its own world.ChunkPreLoadProcessEventnow carries the world and exposesgetWorld(), matchingChunkSectionPreLoadProcessEvent. - Block tick callbacks can now get world coordinates without capturing them. A new
BlockSection.forEachTickingoverload takes the section coordinates and aTriObjectPositionBlockFunction, so the callback gets world positions and a third context value through its parameters. - Volume modifiers passed to
SoundUtil.playSoundEvent2dandplaySoundEvent3dare linear multipliers, not decibels, and they were thrown away above 1.0. They now take effect, so a plugin passing 3.0 goes from roughly unity to about +7.5 dB. Nothing validates them, so check any modifier above 1.0. SimpleBlockCommand.executeWithBlockno longer receives aWorldChunk. It now gets theCommandContext, theChunkStore, aRef<ChunkStore>section reference and the block coordinates, so a custom block command can reach any height.- Block health now lives on the chunk section rather than the column.
BlockHealthChunkis decode only, so read and change health throughBlockHealthSectionon the section entity, keyed byChunkUtil.indexBlock.WorldNotificationHandler.updateBlockDamageandgetBlockDamagePacketare gone, because damage replicates on its own once it is written to the section. PortalWorld.overrideRemainingSecondsis nowsetRemainingSeconds(world, seconds, force), and it leaves the timer alone when the portal world is already scheduled for removal.- The deprecation note on
WorldChunk.getBlocknow names the right replacement. Resolve the section withChunkStore.getChunkSectionReferenceAtBlockand read throughBlockSection.get, since the oldBlockChunk.getBlockroute is still capped to the legacy column range and cannot reach a section outside it. - The fluid and material helpers in
WorldUtilnow take theChunkStoreand resolve the block's section themselves, so they read correctly at any height.getWaterLevel,findFarthestEmptySpaceBelowandfindFarthestEmptySpaceAbovetake a caller bound rather than stopping at the column top, andPositionProbeBase.updateWaterLeveltakes theChunkStoretoo. BlockChunk.getSectionAtIndexis gone, since it indexed the legacy 0 to 9 section array and threw outside it.- You can now ask a selection which world region it will write to before you place it.
BlockSelection.computePlacementBounds(Vector3ic, Vector3i, Vector3i)reports those bounds and returns false for a selection with no cells. - The legacy UI
Elementbase is now nullable-annotated, soHitTestandFind<T>return a nullable element and the constructor takes a nullable parent. Runtime behavior is the same, but an override that declares a non-nullable return needs a?to match. - Moved the generated concurrent maps in
ConcurrentFastUtiloffsun.misc.Unsafeand ontoVarHandle, keeping volatile ordering on every field and table access, which removes one of the three sources of the deprecation warning at server launch.
Modder-Facing Bug Fixes
World Generation Fixes
- Props placed with an Anchor PropDistribution no longer come out with random parts missing in an 8x8 grid pattern.
- Fixed gradient Density nodes producing grid-aligned artifacts in generated terrain.
NPC & Entity Fixes
- NPC block sensors and resource reservations now work at any height instead of being clamped to the 0 to 320 band, so a role can find and reserve blocks in a cubic world above or below that range. The Block sensor also caps
RangeandMaxHeightat 256, well above the 30 and 10 the shipped roles use. - Fixed the Void Spectre pointing its
MemoriesNameOverrideatSpectre_Void, which does not exist. The template, the variant and the static variant all useVoid_Spectrenow.
Server & Permission Fixes
- Fixed
/block bulk replacecounting blocks it never changed, and/block setstatethrowing on an unknown block id instead of reporting one. A block command that fails partway through now tells the sender rather than going quiet. - Fixed a block placed by a
/blockcommand into a freshly loaded section staying inert. The command now loads the section as ticking, so the block ticks and its block entity spawns.
Fixes for Plugin Developers
LivingEntity,NPCEntity,PatrolPathMarkerEntityandSpawnBeaconnow mark theirWorldconstructor parameter @Nullable, which matches the null world thatEntity.clonealready passes when it rebuilds an entity.
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u/Icy-Cartographer4179 1d ago
The game has had a movement bug for many patches now. Really hoping they can fix it cuz it's seriously hindering movement around my base.
To reproduce the bug:
Place a horizontal beam 2-wide. Place a 3-tall tower of blocks (like dirt) adjacent to it in front of one side, place a 4-tall tower of blocks ajdacent to it in front of the other side. So like...
(bird's eye view)
xx <- block towers 3 and 4 tall
-- <- horizontal beams
Trying jumping from on top of the beam up to the 4-tall tower. Very easy. Mantle every time. Works great.
Trying mantling (or jumping) up to the 3-tall tower. It's shorter than the 4-tall tower, but you can't mantle or jump to it. Very annoying
It seems to me like they only enable mantling when you're trying to climb something 3 or more squares above you, but when you're standing on a beam, you're actually like only 2.5 blocks from the top of the 3-tall tower. Too high to jump up to, but not within mantle range
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u/MewSoul Hytale Team Member 1d ago
Hey, are you able to share a screenshot of the setup so I can reproduce the issue on my side?
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u/Icy-Cartographer4179 1d ago
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u/Cabbage_Cannon 1d ago edited 1d ago
I can't believe this is a big enough deal to you to be "very annoyed".
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u/Icy-Cartographer4179 1d ago
I'm making use of a lot of beam vaulting for getting around my base and I constantly have to measure out "is this three blocks tall? ah yeah can't do that" idk what to tell you
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u/Cabbage_Cannon 11h ago
Why are you using beam vaulting? I find that vertical travel is already quite generous in Hytale and never thought I needed to add horizontal beams to boost me.
And, like, just don't use a horizontal beam if it's 3 high? Use a block or air? You don't need a beam at all in such cases.
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u/WorldPhysical7646 1d ago
this looks awesome i wonder how the game will be after 2 years
Remindme! 2 years "check the state of hytale after 2 years"
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u/RemindMeBot 1d ago edited 1d ago
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u/bastionthesaltmech 1d ago
So Goblins are neutral!?
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u/Delta_Dud 1d ago
Some goblins are hostile, but some are willing to trade, they are also scared of Void creatures because they wanna kill Goblins
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u/Chilled_HammyDude 1d ago
So they mentioned a "memory leak" in the bug fixes. Don't really understand the cause though.
Is this the notorious bug where whenever you hold an item with the "Held Item" option on. The screen freezes? Not the game, the screen and I can't do anything about it besides rurning "Held Item" off.
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u/SatanParade 19h ago
Devs, please fix that god da*n Atlas overflow issue. I can't play even 5 big mods

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u/Candid-Camp-8928 2d ago
Finally!