Six months ago, Jeb from Mojang tried Hytale and said "I'd like it to be more different to Minecraft." He was right, and I said it then too. The features that make us unique weren't in the game yet.
Hytale and Minecraft will always be compared, but we're not trying to make the same kind of game. Yesterday's blog shows what that means for the future. Handcrafted dungeons with multi-phase boss fights, combat abilities, runeforging, world events, companions involved in the crafting loop, and much more.
We want to be a deeper RPG, a stronger adventure identity, and a game that will evolve massively over the next few years. We just happen to be a block game, and we are just getting started.
Abgesehen von den ganzen Guten "kleinen" Updates die wir bis jetzt hatten in #Hytale, kommt jetzt ein riesiges Chapter 1 + weitere News zu Update 6 was noch vor Chapter 1 kommt!
Dieses Game wird noch Gigantischer als es jetzt schon ist!๐ฅ
๐คฏ Our largest blog post and development update is now LIVE!
- 20+ Videos
- 30+ Screenshots and artwork
- 35+ Pages (when printed) worth of content diving into Chapter 1 and loads of stuff surrounding it!
Take a look at our upcoming new dungeon, boss fight, new blocks and furniture, new gadgets, new cosmetics, and many more surprises.
Check out what's coming to Hytale in the next few months! ๐
Read it here: https://t.co/0LoojXKnog
๐คฏ Our largest blog post and development update is now LIVE!
- 20+ Videos
- 30+ Screenshots and artwork
- 35+ Pages (when printed) worth of content diving into Chapter 1 and loads of stuff surrounding it!
Take a look at our upcoming new dungeon, boss fight, new blocks and furniture, new gadgets, new cosmetics, and many more surprises.
Check out what's coming to Hytale in the next few months! ๐
Read it here: https://t.co/0LoojXKnog
Tomorrow we're publishing the biggest Hytale blog post yet, "First Look: Chapter 1 and More," and I'm a bit anxious about this one!
There is significant external and internal pressure to ensure Hytale's potential is realized, and the past few months have been quite intense to grow the team while also making sure we lay the foundation right!
We will cover a lot of topics, and I'll also give rough timelines for when some of these features release! No super precise dates, but enough to know where things are heading. The whole team is very busy and having a great time, saving Hytale was worth it!
Some thoughts on Hytale Early Access Chapter 1 and why we've been so quiet about it!
The plan so far has been to keep all new content hidden until release day, so the first chapter lands as one big surprise. I still believe in that for impact, but there's a downside I've been thinking about: until we have a chapter or two actually out, all you see from us is weekly patches and foundation work, and from your point of view it's fair to wonder if the new content is actually happening. And our reality is that the hard part internally right now is keeping track of everything in production at once, not finding things to show!
But actions speak louder than words, and we haven't shipped new content yet. That's by design btw: we're not trying to push sales before the game can make a great first impression. Still, asking everyone to run on faith for months isn't great either. We know how that went in the past.
So I'm going to be more open about what's behind the scenes. I'm putting together a proper blog post explaining some of what we're working on for Chapter 1 and more, since quite a bit of what's in production isn't chapter content at all. A few of these things are honestly blog post material on their own, and a couple deserve a mini showcase down the line. But expect this one to be light on final visuals, mostly explanations and work-in-progress peeks: the polished reveals stay with the release itself, where the hype belongs.
Give me a week or so to put together the blog post!
@Arian_404 Ich empfehle am besten jetzt schon. Theoretisch wรคre es krass mit anzusehen, wenn es der Fall wรคre, dass sich alle Gefรผhls nach & nach ein PC holen, und alle Konsolen lรคngst liegen lassen.๐ค
Das sollte eigentlich mal langsam das Begrรคbnis von #PlayStation bedeuten... Naja eigentlich gibt es generell im Moment viele Probleme im Gaming Bereich๐ค
Important updates:
News on physical discs for new games - https://t.co/BzZODXdWGY
News on PlayStation Store on PS3 and PS Vita - https://t.co/ev3mN6wj14
Kommt vielleicht von meiner Richtung etwas Random. Aber es ist wirklich bewundernswert, wie sich das Spiel #Hytale weiterentwickelt und freue mich, es weiter zu verfolgen.
Hytale Shared Source - Our Plan:
We're releasing the full server source, the protocol, and all Hytale assets, even the stuff that never shipped! It will be on GitHub, with access modeled after Epic's Unreal Engine source: a valid game license and accepting the program terms will get you an invite to our GitHub org, where you can view, clone, and download the repo.
Updates ship with every release and pre-release. You'll see a branch for each, pushed automatically through our CI/CD pipeline. We strip individual commits and author data for two reasons: to protect the team's privacy, and to keep the constant churn of our trunk-based workflow out of the public history. Next up, we'll publish the sources jar to Maven so you can browse the code right inside your IDE.
On contributions: we won't accept PRs yet, but there's a path to opening them up. Honestly, we don't have the capacity to review them without tanking our own productivity, and in the age of AI we'd drown in volume. It's not that the contributions are bad. It's the sheer number.
We've spent years in open source, and nothing kills the passion faster than PRs that sit unanswered. That's how a repo turns toxic, and we won't do that to you. Keeping it semi-public and license-gated also helps us moderate and reduce spam access and keep our lawyer happy while still giving the community the ability to see and use the code with Hytale.
Here's the plan: we'll start with an invite-only contributor model for select community members. As that proves out, we'll promote the trusted ones to maintainers who can push PRs to the team. Once we have maintainers we trust, we'll open contributions to everyone, alongside a code of conduct.
The legal framework was the hard part. We wanted to give you maximum freedom inside the Hytale ecosystem while stopping competitors from copy-pasting our code.
It took far longer than it should have, but we're glad to ship it. This pulls the community out of the decompilation gray zone, for both the developer experience and the legal side.
https://t.co/WTZA4Z29G7
I see quite a few Hytale servers shutting down but that's ok.
It is early access after all. We all knew it, things break.
Now that the hype died down, and people left, it's time to build and learn.
Here's how I think about it...
Hytale makes modding the easiest it has ever been. Therefore once the base is built, the tools are in place, and we all learn how to use them, all that the Hytale team needs to do is release a content pack or story mode to bring people back in.
This will be the moment, everyone realizes how powerful this ecosystem is.
If by that time, you're still here building, you'll reap the benefits of your hard work.
Don't give up!
If you have feature requests, suggestions, or feedback for Hytale, this is now the best place to put them!
Every morning, I go through social media, in-game feedback, YouTube, Discord, and everywhere else I can. Having a dedicated space for detailed suggestions, where players can vote and discuss, will be a great addition to my arsenal!
๐ข Hytaleโs Update 4 is now LIVE! ๐ข
Todayโs blog post dives deep into our headline updates with tons of new screenshots/videos + Full Patch Notes.
โถ๏ธ Read it here: https://t.co/1t7O1w0PZg
FEATURES & HEADLINE UPDATES
- 500+ New Blocks
- Proximity Voice Chat
- Emote Wheel + New Emotes
- 7 New Hairstyles
- New Creative Tool: Revolve
- New Sickles Added
- And so much more!
Thank you for all your continued support and feedback! ๐ #Hytale #HytaleUpdate4
Hytale foundation work is going really well, and we're shipping updates at a high rate! Early access is exactly the kind of development I enjoy: move fast, break things, iterate. This is way more fun than I expected! Needless to say, it was a very good investment to save Hytale.
FYI, we've got a hiring push coming after the contest wraps up, and you can expect updates to come even faster in the months ahead. The team will be about 100 members, with very few management/producer roles. Organized chaos.
Once the foundation is further along, we'll be moving into dungeons, boss fights, progression, and a ton of exciting content. We have a ton of surprises in the works that have never been done in any sandbox/survival games! Hard engineering challenges ahead ;)
Since this post, we've brought on some incredible talent. Last week, I approved major changes to the crafting and progression direction. Complete overhaul of the foundation.
This will redefine the future of the game. Every system, every update we build from here, sits on top of what's coming. Can't share details yet, but this is the biggest shift since we got the game back.
More soon.
I want to explain clearly why weโre pushing modding so hard in Hytale.
Itโs not because we expect modders to carry the game for us. Itโs because I believe the modding community is going to be one of the foundations for where we take Hytale next.
This contest is part of that. I want to put modders front and center. I want people making incredible worlds, NPCs, systems, and experiences to be recognized, celebrated, and rewarded. Think esports, but for modders.
Thereโs another reason I care so much about this: we hire from the community.
Over the last few months, most of the people weโve brought onto the team (now over 70) have been people we already knew, respected, and saw building amazing things, especially in the modding community. Weโre not trying to build some giant corporate machine with layers of people giving orders. Weโre building a scrappy, agile team full of people who actually make things.
That matters to me a lot. Everyone here is expected to touch the game. Even people in leadership. Even me. I pushed a small visual fix myself yesterday. Iโm in the game constantly, and if I see something wrong, I either fix it or make sure it gets worked on. Thatโs the culture I want around Hytale: close to the work, close to the game, close to the community.
On a personal level, I care about this because I genuinely love making games. Getting Hytale back lit that fire in me again. Itโs stressful, sure, but itโs good stress. The kind that comes from building something you believe in.
The truth is that building for modding makes development harder. A feature that would be simple in another game often becomes much more complex for us because we have to ask: how can creators use this too? How do we expose it in the right way? How do we make sure it becomes a building block, not just a one-off feature?
That work costs us time in the short term. I know that.
But I believe it pays off in a big way later, because every good system we build can become a hundred great creations from the community.
And when someone in the community makes something exceptional, that creates a real bridge. Maybe we can collaborate. Maybe we can learn from it. Maybe we hire them. If somebody makes an incredible fishing mod before weโve even tackled fishing ourselves, I donโt see that as a threat. I see talent. I see proof that the ecosystem is working.
Thatโs why Iโm pushing for this so hard.
Not because modding replaces the studio, but because it makes the game bigger than the studio. It helps us discover talent. It helps us build better in the long run. It keeps us connected to the people who care the most.
If we do this right, modding wonโt just be a feature of Hytale. It will be one of the strongest foundations for its future.
This is just the beginning. We are still in early access.
Pre-Release Patch Notes (Mar 5, 2026)
Update 4 (Part 3)
Enable via Launcher โ Settings โ Pre-Release
I promised to bring proximity voice chat before buying back Hytale, and here we are! Friendslop minigames are gonna be crazy fun!
๐๐๐๐๐๐๐ก๐ ๐๐๐๐ง๐จ๐ฅ๐๐ฆ
- Proximity Voice Chat is here! You can now communicate with others via spatial, distance-attenuated voice in the game worlds!
- Voice Chat is disabled by default. You may enable it from the Audio Settings menu.
- New console commands for client and server can be found for Proximity Voice Chat at .voice and /voice respectively.
- Modify your audio preferences, including input device, input level, noise suppression, and input mode. If you prefer using Push to Talk, you can also bind your preferred hotkey.
- The farther you are from others, the more distant they'll sound, and these settings can be configured by a server op.
- Players communicating within range of you will be displayed, along with how they currently appear. Talking will also animate your Avatar!
- Players who find themselves submerged or in reverberant locations might notice that they sound a little different.
๐๐ฉ๐๐ง๐๐ฅ & ๐๐ข๐ฆ๐ ๐๐ง๐๐๐ฆ
- Added 7 new Hairstyles:
- Afro, Big Afro, Frizzy Buns, Long Dreadlocks, Puffy Twin Dreads, Dreads Fade, and Star Puffs
- Updated 3 Hairstyles:
- Puffy Bubble Braids, Afro Puffs, and Puffy Bun
๐๐ง๐๐ ๐ฆ & ๐๐ค๐จ๐๐ฃ๐ ๐๐ก๐ง
- A new Decorative_Potion_Template has been added. Blue, Green, Iridescent, Pink, Purple, and Orange Potions are now Decorative Potion items.
- All consumable potions now use the Potion_Template and have item Quality levels.
- Normal and Large potions have updated models.
- Iridescent potions have updated textures.
- The crafting requirements for Health, Stamina, and Energy potions have been reworked.
- Health Potions:
- Lesser Health Potions now restore 15% health instantly and another 15% after 5 seconds for 30% total restored. They have a stack size of 5.
- Small Health Potions now restore 15% health instantly and another 30% after 5 seconds for 45% total restored. They have a stack size of 10.
- Health Potions now restore 25% health instantly and another 35% after 5 seconds for 60% total restored. They have a stack size of 5.
- Greater Health Potions now restore 25% health instantly and another 50% after 5 seconds for 75% total restored. They have a stack size of 10.
- Large Health Potions now restore 35% health instantly and another 55% after 5 seconds for 90% total restored. They have a stack size of 1.
- Stamina Potions:
- All Stamina Potions are consumed faster to account for default stamina regeneration.
- Lesser Stamina Potions now restore 30% stamina instantly and have a stack size of 5.
- Small Stamina Potions now restore 45% stamina instantly and have a stack size of 10.
- Stamina Potions now restore 60% stamina instantly and have a stack size of 5.
- Greater Stamina Potions now restore 75% stamina instantly and have a stack size of 10.
- Large Stamina Potions now restore 90% stamina instantly and have a stack size of 1.
- Energy Potions:
- Lesser Energy Potions now generate 30% signature energy over 30 seconds and have a stack size of 5.
- Small Energy Potions now generate 45% signature energy over 30 seconds and have a stack size of 10.
- Energy Potions now generate 60% signature energy over 30 seconds and have a stack size of 5.
- Greater Energy Potions now generate 75% signature energy over 30 seconds and have a stack size of 10.
- Large Energy Potions now generate 90% signature energy over 30 seconds and have a stack size of 1.
- Added Copper and Iron Sickles, craftable at the Farming Workbench.
- Sickles may now be swung repeatedly by holding down the input.
- Added Pink Crystal Shards, dropped from Pink Crystals.
- Added the Crystal Shard resource type, and parented all other Crystal Shard colours to Ingredient_Crystal_White.
- Gold Ingots can now be converted to Gold Bricks using the Builder's Workbench.
- Empty Small and Large Potion Bottles can now be crafted at the Alchemy Bench.
- Blood, Storm and Azure crop seeds are now crafted at the Alchemy Bench and have had their crafting requirements changed.
- Crystal Fertilizer has been added which is a requirement for Blood, Storm and Azure crops.
- Blood Leaf, Storm Sapling and Azure Kelp now each have unique requirements to grow.
- Blood, Storm and Azure plants no longer drop seed recipes as they are no longer required.
- Blood, Storm and Azure plants can be salvaged at the Salvager's Workbench to produce their respective petals.
๐ช๐ข๐ฅ๐๐ & ๐๐๐ข๐๐๐ฆ
- Removed Tiers 9 and 10 from the Farming Bench.
- Added Tiers 3, 4 and 5 to the Alchemy Bench.
- Updated the Zone1 Plains biome weather patterns. Fireflies will now appear more regularly.
- Overhauled world-gen's Prop system, adding new modular features and deprecating monolithic ones.
๐๐ก๐ง๐๐ง๐๐๐ฆ & ๐๐ก๐๐ข๐จ๐ก๐ง๐๐ฅ๐ฆ
- Defeated NPCs will now trigger death particles and drop items when their body disappears.
- Temple Golems now each drop their respective gem type.
- Earth Crystal Golems drop Emeralds.
- Flame Crystal Golems drop Rubies.
- Frost Crystal Golems drop Sapphires.
- Sand Crystal Golems drop Zephyrs.
- Thunder Crystal Golems drop Topazes.
- Implemented conditional entity effect systems. This enables entity effects to be configured enabling them to be conditionally applied or removed.
- Implemented a non-scaled switch response curve for the Combat Action Evaluator. This will enable the returning of an initial state value before a defined switch point and a final state value upon reaching it.
๐๐จ๐๐๐ข
- Added block sound clustering so that looping ambient sounds can be applied to large bodies, such as raindrops on water.
- Added conditional ambient sounds so that ambient sounds can be applied to blocks during certain conditions, such as raindrops on windows.
๐จ๐ & ๐ค๐จ๐๐๐๐ง๐ฌ ๐ข๐ ๐๐๐๐
- Introduced two configurable world map radius limits: per-world and server-wide.
- Added the ability to configure a per-world override on minimap radius.
- Added the ability to configure a server-wide clamp on minimap radius.
- Gatherable items now result in a 'Pick' interaction hint.
- Doors, fences and trapdoors now result in an 'Open' interaction hint.
- The mouse wheel can now be used to navigate through the emote pages.
- Items used for Creative Tooling may now be marked as 'Technical'.
- Added the 'Tools' category for bug reports and feedback.
- Updated the localization that takes place upon disconnecting to cover more cases.
- Cleaned up localization code.
๐ ๐ข๐๐๐๐ก๐ & ๐ง๐ข๐ข๐๐ฆ
- Added an Asset Pack Save Browser that lets users select or create asset packs to save prefabs into. This replaces the previous behaviour of always saving to the server's default prefabs directory.
- Merged the Anchor Tool into the Prefab Selector Tool. You may now set an anchor with SHIFT+R.
- Added a hotkey to travel between the Prefab Editor World and the last world visited. By default, this is ALT+T.
- Improved the Paste Tool preview performance.
- Tints now support blending and varying opacities
- Changes made with tints are saved to the tool's history.
- Updated the NodeEditor to Noesis 3.2.1
- Added the /npc descriptors command, which generates an NPC descriptors file.
- NPC templates have had the following adjustments:
- They now have the following parameters visible: DeathParticles, DropDeathItemsInstantly and DeathAnimationTime
- Action elements can now be selectively disabled with the Enabled flag.
- The Beacon action's Range field can now be computed from template variables.
๐๐จ๐ ๐๐๐ซ๐๐ฆ
๐๐ข๐ ๐๐๐ง, ๐ก๐ฃ๐ & ๐๐ง๐๐ ๐๐๐ซ๐๐ฆ
- Fixed a crash that could occur when a referenced entity effect was missing or had an invalid network index.
- Tilling with hoes will now be prioritised over blocking if both a hoe and shield are equipped.
- Updated farming tools to require specific items to build rather than specific resource types.
- Watering cans should no longer skip valid blocks when watering.
- Crude shovels now correctly reference Stone Rubble in their recipe.
- Feedbags and Fertilizer are now categorized as Tools rather than Potions.
- Updated the descriptions for Petal items.
- Updated the descriptions for Rubble items to use the parent description only.
- Burnt Praetorian Skeletons should now better adhere to gravity when using their charge attacks.
- Mount movement settings should no longer linger if the mount is killed by a teleporter.
- Spawn particles should now be fixed for NPCs.
๐ช๐ข๐ฅ๐๐ & ๐๐๐ข๐๐ ๐๐๐ซ๐๐ฆ
- Updated the River & Tile worldmap density to allow multiple biomes to be spawned. This should result in redwood biomes appearing within taiga portal worlds.
- Floating torches may no longer be placed on the north side of Stone Pillars.
- Furnaces should no longer attempt to process items when disabled.
- Fixed an issue with Salvage Benches not processing items correctly.
- Fixed BaseHeight positions not working with Offset Positions
- Crops that are growing in the sunlight will no longer benefit from additional nearby artificial lights.
๐๐ฅ๐๐๐ง๐๐ฉ๐ ๐ง๐ข๐ข๐, ๐ ๐ข๐๐๐๐ก๐ & ๐ฃ๐๐จ๐๐๐ก ๐๐๐ซ๐๐ฆ
- Fixed a crash when adding a number in the timeline editor.
- Fixed a crash that occurred when selecting nodes on the Node Editor.
- Fixed a number of stability issues relating to Undo/Redo with the Node Editor.
- Fixed an issue preventing models being displayed within the Asset Previewer if the texture was too small.
- Fixed an issue preventing 1x1x1 selections with the Selection Tool.
๐จ๐ & ๐๐๐ฆ๐ฃ๐๐๐ฌ ๐๐๐ซ๐๐ฆ
- Fixed a crash when swapping cameras during world transitions.
- Fixed an issue where holding down the 'Invert camera' key and changing between items on the hotbar could cause the camera to reposition rapidly.
- Map markers now take into account map scaling when determining if they are being hovered over.
- Updated some emote names to better reflect the animations played.
- Fixed various issues related to localization.