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.
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!
Having a blast working on Chapter 1 of Hytale Early Access with the team, my apologies for being a bit quiet on socials!
We have unlocked some insane tech, can't wait to share. This game is going to be awesome. Keep your expectations high.
More and more of our focus is now going into making new gameplay content for Hytale. Very exciting times ahead!
There's still a lot of groundwork to push through, but we're moving fast. The updates we've shipped so far have mostly been about getting the foundation in shape so we can actually build content on top of it without falling into a tech debt trap.
As a quick reminder, we had only a few weeks between acquiring Hytale and shipping it. In that window, we had to build a new launcher / website / many backend services, plus a lot of engine and gameplay catch-up, on a codebase that was already a few years out of date in many areas. We promised to deliver as fast as possible, and we did, but that meant the early post-launch updates had to be catch-up work rather than huge content drops. The next step is to put ourselves in a position to roll out content updates for the chapters at a rapid cadence.
As an example, some of the team have been on accessibility / controller support / localization, and so on. That kind of work easily takes a few weeks per area, and those devs are now moving to gameplay. Same story with the movement rewrite: that was needed to properly set up future things like mounts / boats / anti-cheat, and plenty more. Most of this is invisible to players day to day, but it's much better to land early than to retrofit later.
I know a lot of what you're seeing right now is creative tools, modding, and so on. Note that we use those tools ourselves too, so every step forward there improves our workflow as well.
Part of the team is also deep in Chapter 1 right now. That first chapter is going to take some time because so many of the pieces around it are still being put in place, but once we hit the rhythm of chapters, the cadence will start picking up fast. That's the part I'm most looking forward to. The goal is that by the time we reach Chapter 3 we'll be at a really good pace.
We're hiring across many areas to support this content push, as you might have seen. Lots to do, but this is the stretch I've been waiting for!
We have the funds, the team, and the community. All we need now is some time to cook!
📢 Hytale job applications are now live! 📢
Two roles posted today, with multiple openings for each: World Designer and NPC Developer!
World Designers will be one of the biggest teams at Hytale. We're tripling down on what Adventure mode's worlds can become, starting with Orbis and World Gen 2. Hybrid role: level designers, environment artists, or people who do both.
NPC Developer is a smaller team, but it's the one that decides whether the world feels alive. Creature behavior, combat, boss fights, and the patterns that make Hytale react. Both technical designers and developers are welcome.
Hiring from the community first. Studios can apply too. More roles are coming in the weeks ahead!
Apply: https://t.co/MHAjPiMgAE
Here is something that everyone needs to understand; Roblox has improved Minecraft UGC ecosystem on Bedrock on many level. Many years ago Minecraft was NOT a friendly UGC game at all. Literally why Hytale was created in 2016 - modders were NOT welcomed at all - see known leaked chats. Roblox doing well and big studios interested in acquiring Hytale in 2018-2020 pushed everyone in different directions. MSFT is a smart business, they understand the power of embracing UGC.
Another point is that for example Diablo 3 was meh, then Path of Exile did very well and Diablo 3 and 4 got much better. Even when PoE 1 was small, much smaller than Hytale!
FYI, I own several millions worth of Microsoft shares. I want Minecraft to get better and I’m going in a different path anyways, they have their own vision and I got mine.
This is great for everyone. In the meantime I’m enjoying the free marketing with the drama 😅
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.
Submissions are now open for the Hytale New Worlds Modding Contest! 🎉
- $100,000 USD Prize Pool
- 65 Winners
- 3 Categories
Let's go over one of the categories featured in the event:
🌐 WORLDGEN V2 🌐
Create generated worlds using WorldGen V2’s visual node editor.
Build a biome, region, or zone with a clear theme, strong landmarks, and great exploration from the ground.
📢 Fun fact: You don't need any coding knowledge to create content or modify world gen in Hytale, as V2 can be edited directly within our visual node editor!
Creators can get started with just a few tutorials (linked in the reply-tweet!) and a bit of practice.
This screenshot features an example of what modders can create utilizing our WorldGen V2 tech. It features a close-up shot of an example terrain pack that explores a more chaotic stacked terrain idea.
We can't wait to see what everyone creates during this event!
All event details + lots of resources to get started in the replies 🧵 ! #Hytale #HytaleModding
CALLING ALL MODDERS: Here’s your chance to win up to $10,000 for your Hytale mods!
The Hytale New Worlds Modding Contest starts NOW, with $100k in total prizes spread across 65 winners🔥
Compete in the contest’s three different categories - Worldgen V2, NPCs, and Experiences - for a chance to win big and bring amazing new mods to Hytale.
We're launching our first official Hytale modding contest with $100,000 in total prizes!
But this isn't just a contest. This is the start of something much bigger.
My vision for Hytale has always been that modders should be celebrated, not sidelined. The people who pour their creativity into pushing the boundaries of what's possible in the game deserve to be front and center. They deserve to be rewarded. Think of it like esports, but for modders. We want to build an ecosystem where talent rises to the top, where the community recognizes and elevates the people making incredible things. This contest is the first step. There will be many more.
For this first contest, we chose World Gen V2 and NPC as two of our three categories very intentionally. These are areas where we know extraordinary talent exists, and honestly, we're scouting. If you blow us away, don't be surprised if we reach out. We want the best modders in the world working alongside us.
And looking ahead: over the coming months, we'll be rolling out more modding tools, an in-game mod browser, and a lot more. We're also thinking deeply about how players can directly reward the modders they love, without turning the game into a shopping mall. It should be fair for players and meaningful for creators.
This is just the beginning.
Pre-Release Patch Notes (Feb 26, 2026)
Update 4 (Part 2)
Enable via Launcher → Settings → Pre-Release
Headline Features
- Added an Emote Wheel! Express yourself in-game by holding down the ‘X’ key. This keybinding can be changed in the Settings menu.
- Added a new Creative Tool: Revolve. This new tool allows you to paste rotations of your current selection any number of times or fully around a center point.
- Overhauled the /replace command:
- Moved swap and regex from flags into subcommands, allowing each variant to use arguments without conflicts
- Added block mask support to the ‘from’ argument, enabling spatial mask syntax like >Block or !Block
- Added additional validation.
- Black and white wolves will now fight as a pack, periodically attempting to flank their prey and attempting to retreat when injured.
- Implemented dual source blending with a center source to improve the audio experience with the Headphones (Stereo) setting. Positional audio should now feel less in one ear.
Avatar & Cosmetics
- The player Avatar will now face the camera when using free camera or third person camera modes.
- The player Avatar will now animate differently when falling from a great height.
- Added the ‘Chicken’, ‘Kill’, ‘Laugh’, ‘Punch’ and ‘Tongue’ emotes.
- Added the ability for some emotes to loop.
Items & Equipment
- Numerous changes to how Watering Cans function:
- They now use a Template parent and have configurable width and depth for area of effect watering
- They can now be charged to water a 3x3 area
- Their capacity has increased from 20 to 50
- They can be placed on the ground when crouching, returning empty Watering Cans if broken
- They now water exclusively with the Secondary interaction key for consistency with the Hoe.
- The Builder’s Workbench has had its crafting time reduced from 2 seconds to instant.
- The Campfire, Crude Bedroll and Wooden Chest have had their crafting time reduced from 1 second to instant.
- The Crude Torch has had its crafting time reduced from 0.5 seconds to instant.
- ‘Seaweed - Middle’ is now referred to as ‘Stacked Seaweed’.
- ‘Red Cobble Blocks’ are now referred to as ‘Red Sandstone Cobble Blocks’.
- ‘White Cobble Blocks’ are now referred to as ‘White Sandstone Cobble Blocks’.
- The previews for the ‘Crude Bed’, ‘Crude Repair Kit’ and ‘Iron Repair Kit’ have been updated.
- The entity stat MagicCharges has been hidden from item tooltips.
World & Blocks
- Improved handling of extreme coordinates.
- Reworked item containers to block components, reducing lag and preventing issues with chests when unloading.
- Workbenches will now continue processing items even if their chunks are unloaded.
- Workbenches will now resume processing items if their full output slot is emptied.
- Workbenches will now use the world game for their calculations instead of real time.
- Workbench assets are now configured to have a BenchBlock component, rather than exist with a ‘crafting’ state.
NPCs & Encounters
- Reduced the number of checks required to be performed whether an NPC was able to breathe.
- Skrill can now lay eggs.
Audio
- Recording and restoring memories now plays sound effects.
- Zone 1 mountain ambience will now differ based on the player’s altitude.
- Placeholder music and ambience has been added to Zone 4 caves and sewers.
UI & Quality of Life
- Implemented support for CJK fonts.
- Added localization support for the Machinima tool.
- Personal, shared and player markers will now always be visible on the Map.
- The backpack in the Player Inventory now shows how many item slots are currently being used.
- Moved the Noesis UI folder from Game/ to Shared/
- Moved the Fonts/ folder into the Noesis UI project folder UI/
Modding & Tools
- Error messaging has been added to the /copy command for when too many blocks are selected.
- Added the ‘/pedit back’ command to quickly alternate to and from the prefab editor world.
- Empty brush and tool edits no longer get registered to the tool history, or trigger notifications.
- The deselect command will now be registered to the tool history.
- Fluid changes now contribute towards the block count when saving Creative Tool edits to history.
- The Laser Pointer tool may now be used to direct others’ attention towards the sky.
- The Selection Tool will now allow you to select a region without holding down the left mouse button.
- Updated the Selection Tool’s Rotation Gizmo to make rotating selections more intuitive.
- Updated the size scaling and made it easier to select various Creative Tool Gizmos.
- The ‘.mach speed’ command will now only target the active actor.
- Added ‘Time of Day’ and ‘Weather’ to the Creative Mode Quick Settings menu that will adjust the environment for the client only.
- Added a ‘Reset Environment’ button to the Creative Mode Quick Settings menu that resync’s the client and server’s environmental settings.
- Added PlayerRemovedFromWorldEvent that allows plugin developers to create customisable, optional messages that can be broadcast when someone leaves the world.
- Added ‘Spawn’ settings to the PortalType asset, including SpawnProviderOverride, allowing developers to specify where a return portal is placed.
- Started work to move the server to use the JOML math library.
- You can now use any unique substring of a command argument to access that command argument. For instance, if there are only the arguments ‘--cat’ and --dog’, ‘--at’ will return the former.
- Players can now select which mods folder to create their asset pack in.
- Added item HUD UI support, allowing for Custom UIs to be created for all items.
- Significantly improved the performance of the Creative Tool’s previews.
Accessibility
- Implemented support for Windows ClickLock feature.
Bug Fixes
Combat & Item Fixes
- Wheat is no longer edible.
- Stacked Seaweed can no longer be eaten to cause a missing interaction error.
- Placed Cane Ornaments are no longer unbreakable.
- Ammo is no longer consumed in Creative Mode.
World & Block Fixes
- All half blocks should now stack correctly and drop the correct number of items when broken.
- Fixed Tamed Chickens not being recognised by Chicken Coops, they will now lay eggs in them just like their untamed counterparts.
- Fixed a NPE that can occur when a Crafting Bench is broken whilst in use.
- Mounts will no longer be able to sprint indefinitely in fluids.
- NPCs will no longer follow items at an infinite range.
- Gravel blocks made up of two vertical Gravel slabs will no longer unexpectedly break if adjacent blocks are broken.
- Player avatars will now enter Minecarts instead of Minecarts teleporting under the player.
- Fixed a bug where some encounters did not properly inherit the weather of surrounding areas.
- Chunks will now correctly generate cave networks within Zone 4.
- Lava will now correctly burn entities as entity effects no longer incorrectly overwrite themselves.
- Portal devices will now refund fragments if the portal worlds fail to generate.
- Decayed tilled soil will now update correctly once it has fully decayed.
Creative Tool, Modding & Plugin Fixes
- Fixed a crash that could occur when attempting to use Creative Tools with invalid or missing data.
- Fixed a bug causing players to die in the Crossroads if the player exited out of the prefab editor.
- Fixed a bug with the prefab editor menus causing players to sometimes be teleported to the wrong location.
- Fixed a bug causing prefab anchors to incorrectly despawn.
- Players can no longer find themselves rotated and translated with the Selection Tool.
- Fixed interpolation issues with the Brush tool on the axis plane.
- The Selection Tool’s selection box will now remain stationary when rotating its contents.
- The Selection Tool’s Rotation Gizmo position will now correctly reset to center after undoing an action.
- Fixed a bug where incorrect blocks would appear when rotating or translating fluids.
- Fixed a bug with Single Player worlds and image importing permissions.
- Fixed a bug preventing the .mach speed command from applying to the whole scene.
- Fixed a bug preventing NPC scaling with the Entity Tool.
UI & Display Fixes
- Fixed a crash that could occur with nameless map markers.
- Fixed a crash that can occur with Entity UI elements.
- The Player Backpack is now hidden in Creative Mode.
- Fixed various issues with localized text extending outside of the default UI.
- Fixed plural localization for mod and asset packs that failed to load or are outdated.
- Fixed map markers sometimes not appearing on the compass.
- Cleared first person animations when mounting NPCs.
- Fixed an issue where certain inputs could result in item stacks being dropped from the inventory rather than single items.
- Fixed an issue with the Utility item wheel being offset when dragging and dropping stacks within the wheel.
- Fixed an issue where player marker toggle settings didn’t persist across sessions.
As we keep weekly updates rolling in Early Access for Hytale, we're also working in parallel on larger content updates, delivered as chapters, that will slowly unfold the Cursebreaker story arc. When it reaches the final chapter, Orbis will be within reach and the game will be fully released!
If you've been playing the Exploration Mode, you've probably noticed that the curse is quiet at the moment. That will change as the first chapter begins, and you'll need to make difficult choices that carry lasting consequences for the world around you, and yourself.
Keep in mind, we're not going deep on narrative for Early Access, however, the Cursebreaker arc is how you'll see the game progress, chapter by chapter. It's a journey we share with the community, and when it's done, it becomes a memory for those who were there.
Hytale has a lot of potential, and that's a responsibility we don't take lightly. We're bringing in the right people and we can finally just focus on making a great game. No funding concerns, fully independent. All that's left is to work hard, have fun and keep engaging with our amazing community.