Altheya: The Dragon Empire - The Campaign Guide is now LIVE on @Kickstarter
Thankyou to @RollPlayPress for giving this project wings
Join @sherlock_hulmes on stream now to talk about the book!
We can’t wait to hear about all of your adventures! #ad
🔗https://t.co/0S7civ0zQm
Our Campaign Guide for Altheya: The Dragon Empire is over £400,000 on Kickstarter, that’s a huge achievement! Thank you!
Can we reach the next milestones!? Unlock 3 one-shot adventures & 2 more exciting subclasses!
Check out the @Kickstarter here!
🔗 https://t.co/6uE16o7TPv
@Hytale It's finally almost time! 🥹
And as such, I won't be around on Twitter anymore. XD As I'll be busy playing the game! And I prefer more... Reputable channels.
But I'll be keeping up to date on Official Channels, Discord, & Bluesky. 😉 See you all there. And in the game! 🎉🎉🎉
@Simon_Hypixel@BigDudeHytale@AngelGonzalezK7@Hytale I will say, Skills/Proficiencies/etc are my hands down favourite thing in games. 😢
But I understand not having it in the base game. Makes it more malleable/customizable with Mods, too, if there's not a base/precedent. 😉
I didn't rest, over 20 hours of work that I finally wanted to share with you all :) Hytale is very important to us, and I think the best representation of life, the incredible designs, and the love of detail in the game are well reflected in this illustration.
The "H" in Hytale has great power; I couldn't imagine it any other way... Thank you so much to the team and to @Simon_Hypixel for bringing this video-game back to life. ⚔️🍃
#HytaleFanArt @Hytale
If I had to add one more thing: the modding strategy I posted has flaws. I said that explicitly, multiple times. It is incomplete, and we are continuing to iterate on it.
One concrete example is client-local scripts and client-local asset packs. I did not properly account for the amount of client customization that is possible without client modification. Through our equivalent of data packs, we can actually do quite a lot here.
Yes, this approach appears limiting. Yes, Hytale is more limited than Unreal, Unity, or true Wild West modding.
Those limits are not arbitrary. They exist because they allow modders - and us - to reach a massive audience, keep players safe, and build a UGC ecosystem that can scale. Our goal is to push UGC into a new golden age, with a model that simply hasn't existed before.
On features like shaders, LODs, cubic chunks, etc.: I love these topics. Trust me, we want to make Hytale the golden standard for block game technology. How that all looks years from now is unpredictable. We work on many things we don't talk about, and some of them may eventually materialize in one form or another.
We have very high aspirations for Hytale but for now: We will release ASAP. Take LODs and cubic chunks as an example. We are already working on chunks and voxel storage at a level more fundamental than cubic chunks. This is an order-of-operations problem. One step at a time and the next step is.
So I don't want you to fish for promises - because we wish our promises to remain special and reliable. Judge us by our actions, and hold us accountable for whether this direction is the right one.
The honest answer to most "will you add X?" questions is: we could. If you ask, "Do you want this in Hytale?"- the answer is more than likely yes.
Right now, we have a list of high-priority, foundational problems that must be solved first. While doing that, we'll continue picking up smaller community improvements where it makes sense - often while we're already performing "surgery" on adjacent systems.
For modders specifically: please work with creators who can help surface concerns clearly and constructively - people like @Kaupenjoe or @Zeusley. Form a focused group, articulate real problems and real needs, and bring that feedback with a unified, constructive voice. That is how we make this better together.
We are delivering on our promise and releasing Hytale into Early Access on January 13, 2026, with all the consequences that come with that decision.
In just a few weeks, we merged roughly 300 branches, modernized a four-year-old code & asset base, scaled the team from 8 people to 50 core developers plus ~250 helping hands, tracked close to 1,000 bugs and fixed hundreds of them, added Mac and Linux support, and built an Exploration Mode that simply did not exist before.
When we started the mission to save Hytale, we made a clear promise: Launch without any delays, at any cost.
We are keeping that promise, even though it is a herculean task. In an alternate timeline, the most intelligent production decision would be to delay launch by 3-4 months, complete the obvious work in front of us, and avoid the overhead and distractions of maintaining a live product. The game would objectively be better on day one. That is not what we are doing.
Moving this fast also comes with very real downsides, and you have already seen them. We make visible progress every week, sometimes so much that key community members work overtime to keep up with the news - but you have also seen us drop the ball.
Some concrete examples:
1- Name reservations were intended to reward longtime fans. Still, we lacked sufficient time and information to verify the email list's integrity, and some longtime fans were missing from it.
2- The username generator produced unintended results, and our name filters failed to catch some unacceptable cases.
3- The payment system continues to report issues.
4- Communication regarding avatar customization, Steam release, modding, and pricing was insufficiently detailed, leading to misinterpretation or confusion.
5- Blog posts and technical write-ups have landed on an unpredictable schedule.
6- Game server providers, server owners, creators, and business inquiries are not receiving responses as quickly as we would like or as they deserve.
This is the tradeoff we all have to accept: You can’t make an omelette without breaking a few eggs. We wish we had more time to double-check every step and spend more time on communication, but that time comes at a steep opportunity cost. Extra polishing reduces the overall impression of Hytale on January 13. Our primary focus is the game.
The team is in a constant release cycle. Every week until launch is tightly scheduled, and we are doing this with a core team of around 50 people assembled in weeks, not a massive AAA organization. That means we are taking hundreds of calculated risks every day. Most pay off. A small fraction doesn’t - and when they don’t, the impact is very evident.
If I could ask for one thing from the community, it’s this: Please keep reminding each other what this pace implies - especially newer players who were not around for the #SaveHytale moment and may not know what the Early Access experience is meant to be for us.
Some people will not be able to get their desired username. Some will run into payment issues. Some information will arrive later than it ideally should. This is not because we don’t know better; it’s because we are choosing to keep a promise.
For us, Early Access success looks like this: you start a world, and the first impression and immersion leave you thinking, “This is much better than they said.” After more time, you also start to see the rough edges - and still end your first day thinking, “This game has a lot of potential. I’ll come back and keep up with updates,” or get you inspired to get into making maps, content, mods or a minigame server.
As you will be playing through the first week of Hytale, we will already follow up with the first patch. We will release updates rapidly in the first few weeks, with pre-releases available more frequently. You start on the 4-year-old archeology project, but within months, you will find yourself in a flow of rapid development, previously unthinkable.
We appreciate that the community has high expectations for Hytale, but please remember that we are fulfilling a promise we made early on: to release as soon as possible. That is what the core community asked for. Our biggest fear right now is not criticism - it’s that the story of #SaveHytale gets forgotten during Early Access, and the team ends up wishing we had simply delayed those extra four months instead of keeping our word.
@Simon_Hypixel (And as an additional additional note. I know there's going to obviously be these regardless. But Skywars, Duels, Bed/Eggwars, etc. Are just hopelessly mid & depressing. Plus just plain overdone.
Maybe it'll be better with less mindless combat built-in though. We'll have to see!)
@Simon_Hypixel The Minigames I really miss are the old, good, creative ones. 🤔 The ones that didn't survive the great EULA Ragnarök. Of all types: Adventure, Puzzle, Building, *Unique* PvP, etc.
So many people just want to hit each other with sticks, sometimes in the sky. And that's all...
@Simon_Hypixel - Zombies
- TNT/Party Games
Just as more examples of *unique* PvP.
(As an additional note. Any Team-Based Minigame was HEAVILY harmed by people having 0 respect, honor, or constitution. And just straight-up leaving the moment their Team wasn't winning in a landslide.)
@Simon_Hypixel (Some I can think of off the top of my head.):
- The Core's Control Point one with classes. And it's "Civ"? "Empire"? One, whatever it was called.
- Money Walls
- Class-based PvP
- DvZ (My beloved.)
- VampireZ (If it wasn't pay-(IGC)-to-win. XD)
- Turbo Kart Racers
- Hide & Seek