I lost one of my doggos today. I wanted to share some pictures of her to show everyone how amazing of a dog she was. She was part of our family for 15 years and ill always love her. Rest easy my little princess.
Mauga is the most fun tank to play. Ball takes too much time to master and even if you're good at him, 9/10 they'll go hog/sombra. Mauga is currently the most fun and fair hero. And anyone who says he's "Overtuned" or "Boring" is an absolute plastic 5 take. Dva and zarya take less skill than mauga, with dva you just dive the enemy and hold W and you win the fight. JQ you have you wait and play like a DPS. Sigma isn't AS easy, but he has 2 insane defensive abilities. Zarya you just hold W and win. Mauga arguably takes more skill than all of them. Having to frontline for the team with no defensive abilities, damage boost. Just a worse self heal than hog. Just go Dva, JQ or sigma, and even then if you're good at him you can still win against those. It's crazy how the most underpowered tank is the most fun. Even a simple buff like less spread or more stomp damage would be enough. And before any "Pro" players jump in and say "This was made by a bronze player!!!" I'm currently a GM3 tank player who's been in and out since season 2. Yes I hated him during season 8. Once you actually improve in the game and stop being hardstuck gold you'll learn mauga is honestly more fun than every other hero.
AMP 2.7 'Deimos' is here! This is the first major codename update in over a year, and with it we've got tonnes of cool new features such as the new Store Plugin, Podman Support, Aarch64 improvements, community themes and tonnes more! Check out the full release notes here: https://t.co/5HdtqogmHO
Hey so apparently there's someone impersonating me (lol). They grabbed info from my Twitter and VGen as far as I can see. I am NOT the person shown on the image; I do not go by IncursioArt on Discord. Do not accept or interact with this account, it is not me.
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.
A BLIZZARD RAGES. Lone survivor, you are STRANDED upon a FRIGID CORPSE-PLANET. THEY seek your warmth, sucking Soul from the shadows. AND TONIGHT, THE WIND IS YOUR CLOSEST SEMBLANCE OF A FRIEND.
WISHLIST THERMOCLINE NOW!
#IndieHorror#PixelHorror#PsychologicalHorror#IndieDev