@tarkov Icebreaker have been a blast for me and my mates to play especially it being in a PVE session regardless what zone you are in so we can focus more on coordinating. The map itself is such a cool new addition in tarkov and I hope you guys add more of these in the game. Cheers!
we ACTUALLY got the oppressor mk2 before GTA 6.
Polish engineer Tomasz Patan built the Volonaut Airbike.
it hits 124 mph, runs on jet propulsion, has no propellers, and weighs less than your dog.
pretty fucking sick.
STEAM CONTROLLER GIVEAWAY 😳🔥
Seeing how many people were disappointed with the scalper situation, I decided to giveaway the only unit I was able to buy.
1️⃣ • Like & Retweet
2️⃣ • Follow me @gabefollower
Winner will be picked in THREE weeks 🏆
I want to talk about the in-game mod browser and monetization, but first: this is not a final answer or a locked policy! I'm brainstorming with the community because this is one of those decisions that can shape the game's future, and I want feedback before we commit to the exact model.
I've had people in DMs tell me Hytale needs paid mods, because modders put real work into their creations and should be able to earn from them. I've also had people tell me paid mods would destroy the ecosystem, because the mod browser would stop feeling like a place to explore and start feeling like a store.
Both sides have a point, and I don't think you have to pick one or the other. The model I keep coming back to is a hybrid that hasn't really been tried before: protect the player experience in-game while giving creators strong ways to earn player support.
Important note: none of these changes the EULA. This is not about taking away what modders can do outside the game. It's about what we choose to show and promote inside the in-game mod browser.
Here's my thinking: I want players to open the mod browser and feel like they're walking into a community library of cool things to try, not a shopping mall.
That doesn't mean I think modders shouldn't make money. Quite the opposite. I bring years of experience in modding and monetization, and I know the scene has evolved a lot. Creators put serious time into their work, and great modders should be able to build an audience, earn support, and make a living from what they create.
But there is a real cost when the first thing players see in a mod browser is price tags everywhere.
Mods are most magical when trying them is easy. You see something weird, useful, funny, beautiful, or ambitious, and you install it because there's no friction. That sense of discovery matters a lot to me.
There's also a deeper problem with paid mods that people don't talk about enough: the incentive structure between the game developer and the modder.
Imagine a creator makes an amazing fishing mod and sells it for $5. It gets huge. Later, the game team decides that fishing should be part of the base game. Suddenly, there's tension where there shouldn't be any. The creator feels like the game is stepping on their work, and if the studio is taking a cut from mod sales, it now has a financial incentive to leave feature gaps rather than fill them. Why add fishing to the base game if you're making money from someone else's fishing mod?
I really don't want that relationship. Our goal is to make a great game, give creators powerful tools, and let the whole ecosystem grow around that, not to leave holes for modders to fill and monetize.
So the direction is: mods in the in-game browser are free to install. No price tags in the browsing experience. No paywall as the default relationship between player and modder.
But creator support should be real.
We will give players ways to support their favorite creators, make creator profiles matter, highlight great work, and offer Hytale-side rewards for supporting modders: badges, titles, cosmetics, and so on. For example, if a player supports several creators, they get a special reward from us, not because they bought a mod, but because they supported the people building the ecosystem.
Longer term, there's room for something closer to an in-game Patreon-style system: support a creator, get early access to experimental builds or extra creator updates, while the mod itself stays free to browse and try. That part needs careful design, and I don't want to overpromise the exact shape today.
The principle is what matters: support should be pull, not push. Players should feel invited to support creators they love, not pressured every time they browse.
We make money when people buy the game and through optional cosmetics. That gives us a cleaner incentive structure: make Hytale better, invest in player experience, and help creators earn because players genuinely value their work.
BTW, if we ever handle creator payments directly, the only reason to take a cut would be to cover transaction and operational costs. We're not designing this around taking a percentage from modders.
This is not the obvious business-maximizing route. I know that. But I think it's the right one for players. I believe that if we are players first, we will do great in the long term.
I'd rather have a modding ecosystem that feels open, generous, creative, and alive than one where every cool idea immediately becomes another checkout screen. I believe we can help modders make great money while giving players a much better experience than a storefront-first model!
It will take time to get right, and some details will change as we build it. We'll share more as the mod browser takes shape, and I genuinely want to hear what players and modders think about this direction.
Anyhoo, let's do it. Giveaway time!
Just follow this account and repost this post for a chance to win a Cleatprint Plaque or 5,640 carats!
🥕 Details: https://t.co/Sf9jNMmXsX
(It'd be a drag to list all the deets here, so just go read 'em on the site.)
#GolshiWeek#Umamusume
Valve has updated its Steam pricing tools for developers.
They now offer three ways to set regional prices for games:
- Simple currency exchange rate
- Purchasing power parity (based on what people can actually afford)
- A mix of multiple data sources
For a $60 USD game, this can mean very different prices in other countries, like €51, €43, or €62 in parts of Europe.
The change is optional. Existing games stay the same unless updated.
Lol 😂
As indie, I gladly give Valve 30% cut.
They’re supporting open source: Linux, Proton, Fex-Emu, etc. Valve is keeping tech free and markets accessible for all.
They’re prob the only one that still care abt gaming, the gamers & devs.
not greed. It’s long term thinking
Imagine you're in a fight with a powerful adversary who lives in a faraway town. Let’s call him Gringo.
Because Gringo lives very far away, he cannot attack you directly from his home due to the huge costs and technicalities involved.
Gringo then approaches some of your neighbours for assistance. Your neighbours give him some rooms in their homes where he stores weapons, and from where he coordinates his attacks on your home.
This makes Gringo’s attacks on you very effective and his latest attack kills your father and some of your family members.
Since you also cannot directly attack Gringo’s faraway home due to huge costs, technicalities, and a potentially disastrous aftermath, you decide to attack and destroy the rooms given to Gringo by your neighbours so that he can no longer store weapons and coordinate attacks on you so easily.
I hope this analogy helps those who are wondering why Iran is attacking its neighbours.
@yokitta_VT The state of traffic lights, Malacca.
Remember living there for Uni, going to the city meant an hour commute because of just traffic lights🤧.