Cher @NetflixFR
C'est en tant que traducteur officiel du manga Steel Ball Run que je m'adresse à vous.
Depuis Stone Ocean, vous avez choisi de diffuser JoJo's Bizarre Adventure par batchs d'épisodes, malgré les protestations répétées d'une large partie de la communauté. Je ne suis pas là pour remettre en cause votre droit de prendre vos propres décisions éditoriales; vous l'avez clairement exercé.
Mais permettez-moi de partager une expérience de terrain. Il y a vingt-cinq ans, Glénat était la maison d'édition manga dominante en France, sans concurrence réelle. Elle publiait ses titres en sens de lecture occidental, avec des onomatopées retravaillées qui recouvraient les planches, sur des formats cartonnés. J'ai moi-même bataillé des années pour leur expliquer que ce n'était pas ce que le lectorat voulait. Glénat n'a pas bougé, jusqu'à ce que Kana arrive avec une approche respectueuse de l'œuvre originale. Le succès a été immédiat et Glénat a failli ne pas s'en remettre. Il a fallu en arriver là pour qu'ils acceptent enfin d'entendre ce qu'on leur disait depuis longtemps.
Je ne dis pas que votre situation est identique. Mais la rigidité face à un signal clair de la part d'une communauté engagée a rarement bien vieilli dans ce secteur. Ce que je vous demande concrètement : envisagez sérieusement un format de diffusion hebdomadaire pour Steel Ball Run. Pas pour "céder aux fans", mais parce que c'est le format qui correspond à la nature de cette œuvre : un récit construit sur la tension et l'attente, arc par arc, semaine après semaine. Le batch en neutralise l'effet.
Les fans de JoJo sont parmi les plus fidèles et les plus actifs qui soient. Ils méritent mieux qu'une fin de non-recevoir.
Dear @Netflix,
As the official French translator of the Steel Ball Run manga, I'd like to share a concern about your batch-release strategy for JoJo's Bizarre Adventure.
Twenty-eight years ago, I spent years trying to convince Glénat, then France's dominant manga publisher, to respect the original reading format their audience wanted. They refused, until a competitor did it right and nearly knocked them off their pedestal. They finally listened. But it took a near-disaster to get there.
Steel Ball Run is a story built on tension, suspense and anticipation, arc by arc, week by week. Batch-releasing it neutralizes what makes it work narratively. I'm not asking you to follow every fan demand. I'm asking you to consider whether your release strategy serves the story you're investing in.
The JoJo community is one of the most loyal and vocal fandoms out there. That loyalty is an asset, if you treat it as one.
Honestly pretty impressed by this, don’t listen to the ppl saying it’s a waste of resources. The ogs and playtesters have been asking for this for a while, so hopefully the team keeps working out those graphics for that trailer look. Next would be the characters, and I hope you guys bring in s.k.a.t.e, races and park creation soon as a priority. I could see myself and a lot of other people start playing again after that
Pre-Release Patch Notes (Feb 11, 2026)
Update 3 (Part 3 of 3)
Enable via Launcher → Settings → Pre-Release
The release of Update 3, including its 3 parts, is scheduled for next week!
HEADLINE FEATURES
- Added a very basic, early version of taming! Some of the friendlier animals you find in your adventures can now be tamed, provided you have their favourite food in hand!
- Tamed animals can be petted with an empty hand and fed once in a while - some of them can also be milked, sheared, or mounted!
- Tamed animals won't run away from players (unless they’re hit), and will occasionally greet them.
- Added Sickles, capable of harvesting multiple crops in a single swing.
- Updated climbing, enabling side-stepping, dropping down, and rotating around ropes.
- Added an Anchor UI system, enabling server plugins to add UI elements to client pages, such as the world map. This will allow modders to insert into various predefined points as we add them.
- Brazilian-Portuguese and Russian have been added as our first new in-game language options, kicking off the first phase of our localization efforts. Additional languages will be introduced in the coming weeks.
CONTENT
- Updated a number of prefabs, removing workbenches and chicken coops from several of them.
- Added a green variation of the Rhino Toad.
- Updated the requirements for Farmers Benches:
- Tier 4 now requires Drywood Log instead of Redwood Log.
- Tier 6 now requires Redwood Log instead of Drywood Log.
- Updated the crafting times for several early-game items:
- Crude ammo, weapons, and tools now craft instantly.
- Builders Bench craft time reduced from 3 seconds to 2 seconds.
- Chicken Coop craft time reduced from 4 seconds to 2 seconds.
- Overpants are now referred to as Legwear.
- Added random block ticking and the spreading of grass.
- Shortbows and Crossbows can now use ammo directly from the backpack.
- Updated several NPCs with improved target switching behavior.
- The flamethrower VFX has been updated, and the weapon now attacks faster.
- Implemented separation between Stereo Headphone and HRTF Headphone modes. Output mode options have been extended to cover Speakers (Stereo), Headphones (Stereo), and Headphones (3D Audio).
MODDING & TOOLS
- Added a warning when loading into worlds with missing mods.
- The Creative Hub, where players initially find themselves on Creative Worlds, is now referred to as the Crossroads.
- Added a ‘Return to Crossroads’ button on the World Map for Creative Worlds.
- Removed some older debug commands and improved validation for the Machinima tool.
- Added the ability to change the playback speed within the Machinima tool.
- Added a new debug flag, VisLeashPosition, enabling visualization of NPC leashing.
- Added a new debug flag, VisFlock, enabling visualization of flock membership and structure.
- Updated packet handlers for builder tools to utilize the World packet handler for world-specific packets.
- Renamed light radius to bright radius and set the default to 1 so that light color is maintained.
- Changed the draft brush shape to Sphere, instead of Cube.
- Entities will now rotate and render in the Selection tool’s rotate/translate mode.
UI/UX
- Reworked item tooltips to better support localization.
- Increased the dimensions of some UI elements to better support localization.
- Added a confirmation message when attempting to swap Avatar Presets with unsaved changes.
- Added an Avatar Presets counter to the Add Preset button.
- Improved navigation of longer server lists.
- Added a scrollbar to aid navigation for users with a large number of mods.
- Added Noto Sans as a secondary fallback font for Cyrillic glyphs.
BUGFIXES & OTHER IMPROVEMENTS
- Updated the world map and chunk updates to use their own streams.
- Fixed a crash related to creative tool previews when undoing & re-applying very large changes.
- Fixed a crash when a skin fails to be saved.
- Fixed a crash on Linux when opening a folder without Nautilus installed.
- Added missing validation to reduce the number of IllegalStateExceptions that may be encountered.
- Fixed an issue whereby copied entities could share data structures incorrectly.
- Fixed an issue whereby debug frustums would not render.
- Fixed an issue whereby key binding information would not display correctly.
- Fixed an issue whereby some Apple Trees would float off the ground.
- Adjusted the player hitbox when sitting and sleeping.
- Fixed an issue with the spawn suppression system crashing upon regenerating chunks.
- Fixed an issue where respawning inside of a portal world would leave the player in a zombified state.
- Fixed an issue with full-bright toggling that prevented full brightness occurring when entering Creative mode.
- Fixed an issue with server configurations enabling all mods by default.
- Fixed an issue whereby some unlucky fish would spawn in lava.
- Fixed a number of village furniture items incorrectly requiring a pickaxe to break.
- Fixed a number of issues related to clouds when the weather transitions.
- Fixed an issue with fire spreading above 256 blocks.
- Fixed an issue with durability whereby dying would cause some carried items to incorrectly become unusable.
- Fixed an issue with client worlds not enabling backups by default, if not otherwise configured.
- Fixed a number of memory leaks.
- Updated some grammar and removed some typos.
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.
When I bought Hytale back a few months ago, my goal was to make it feel less like a business and more like a sports team or a guild.
I want the game, the community, and the people building it to win together.
It’s the same feeling you get when your favorite sports or esports team wins something big, or when your guild finally kills a raid boss after wiping for weeks. You can’t buy that feeling. And if you could, it wouldn’t be rewarding. The struggle is what makes the win matter.
Sports teams lose games. Guilds wipe during boss fights. What matters is showing up anyway, learning from it, and staying in.
I’ve been on the other side of this. I know what it’s like when money stops being the motivator. What matters then is building something meaningful, something that lasts. A legacy.
And that’s exactly why Hytale matters. It’s not built by people chasing quarterly wins. It’s built by people who care to make a difference. That kind of focus is hard to compete with, and it’s what makes the big companies nervous. That's why I aim to take as little as possible from creators (even 0%); they are part of the team effort to reach the vision.
Guilds need tanks, healers, DPS, crafters, and theorycrafters. Every role matters. This only works if we earn it together.
Pre-Release Patch Notes - Feb 5, 2026
Update 3 (Part 2 of 3)
Enable via Launcher -> Settings -> Pre-Release
HEADLINE FEATURES
- Added Avatar Presets
- Edit, save, and swap between up to 10 Avatar customizations
- Added new fire spread system (fluid ticker) and Goblin Flamethrower
- Can be used to unleash flames upon nearby foes
- Creative mode only for now
- Added Bed sleeping notifications
- Notifications and SFX now play when other players attempt to sleep
- Expanded Avatar customization options:
- 2 additional Eye Shapes
- 2 new Makeup Variations (Blush and Eyeliner)
- 5 new Haircuts:
- Spikey Mohawk
- Magical Pigtails
- Double Braided Ponytail
- Long Braided Ponytail
- Puffy Bubble Braids
- 4 new Facial Hair Styles:
- Split Moustache
- Pinstripe Moustache
- Anchor Beard
- Viking Beard
- Spiked Bracelets
- Hairband
- 2 new Skirts (Plaid and Punk)
- Shaped Sneakers
- Added Black and Red Iron color variation for metals
- Added Font Fallback Support
- Client now fetches glyphs from fallback fonts when missing
- Enables support for non-Latin languages
- Improved World Configuration Reliability
- Atomic file saving
- Updated backup handling
- Corrupted worlds now display warnings and modal dialogs
CONTENT
- Added complex spawn locations in the Taiga region, especially near rivers
- Added Lime block variants:
- Lime Gravel
- Lime Rock
- Lime Rubble
- Medium Lime Rubble
- Lime Stalactite (Large and Small)
- Improved weather VFX for Zone 1
- Standardized spawn marker deactivation range to 150
- Added T2 Furnace
- New model, textures, and animations
- Updated visuals for T1 Furnaces
- Increased max instance limit for Furnace opening sounds
- Refactored Rhino Toad attacks
- Improved Fluid, Mounts, and Crafting systems
- Improved multiple modules:
- Teleporter
- NPCReputation
- NPCObjectives
- Farming
- Memories
- Camera
- Bed
- Optimized client asset sizes
- Updated ranged weapon aiming ballistics
- Improved accuracy
- Added randomized hitbox offsets
- Added VisAiming debug flag
- Ophidiophobia mode now replaces Hatworm with Larva_Silk model
- Dough now produced using refillable Tankard
- Tankard now crafted via Farming Bench
- Klops Merchant no longer trades signs
- Integrated new Outlander village environment
- Refactored encounters across all zones
- Added new encounter environments:
- Zone 3 Trork
- Zone 4 Village and Forest
- Zone 4 non-Forest and non-Swamp biomes
MODDING AND TOOLS
- Added mod enable and disable support from UserData/Saves/<save>/mods
- Added server version checks for plugins and asset packs
- Added 3D audio source visualization for debugging
- Added NPC sensor and view debugging visualization
- Newly created asset packs are now enabled by default
- Added parameter to toggle replacing empty block materials
- Added option to skip mod validation in single player
- Mod validation issues now block server startup unless flagged
- MapEditor and ListEditor now use correct models
- Added Test NPC for showcasing multi-interaction setups
WORLDGEN V2
- Added exact rotation support for Materials
- Added Bound PositionProvider for Spawn Meshes
- Added YSampled Density node
- Performance optimization for WorldGen V2
- Added configurable spawn positions for portal biomes
UI AND UX
- Added Window Size option in video settings
- Updated feedback interface
- Bug reports separated from other feedback
- Warps are now sorted alphabetically in Teleporter UI
- Added /layer command
- Applies layering to selected areas
- Updated Paste tool:
- Hold-down key support
- Undo and redo
- Smoother multi-directional movement
- Reduced context menu background opacity
- Updated Player, Spawn, and Home icons
- Improved World Map marker text clarity
- Cleaned up text and fixed death messages
- Implemented HideFromTooltip in EntityStatType
BUGFIXES AND OTHER IMPROVEMENTS
- Fixed sharp biome interpolation
- Fixed localization issue with maximize window setting
- Fixed tooltip name wrapping issues
- Fixed spawn seeds initializing to zero
- Fixed multiple Null Pointer Exceptions
- Fixed crash when overriding read-only asset packs
- Fixed Volcanic Cobble incorrect spawning
- Fixed upside-down stair connections
- Fixed Slothian gradient mapping
- Fixed dropped item IDs for BottleTree and Crystal Trunk
- Fixed pickup items missing components
- Fixed WorldStructure spawn Y constraints
- Fixed cosmetic ordering issues
- Fixed EntityTrackerSystems validation gaps
- Fixed crop hitboxes and produce resource types
- Fixed incorrect mod list display
- Fixed Ocean Clay Brick typo
- Fixed interactions without entities
- Removed hardcoded keybindings
- Fixed manual spawn beacon command
- Fixed missing biomes on biome map
- Fixed Darkwood Decorative Block drops
- Fixed MaterialCache prefab loading
- Fixed V2 WorldGen environment saving
- Added duplicate plugin detection warnings
- Fixed plugin-related world crash handling
- Added startup exception handling for plugins
- Fixed Outlander house anchor offsets
- Fixed extreme audio panning with HTRF
- Fixed ambient and bench sound origins
- Fixed Teleporter name overrides and SFX
- Improved null and data-flow handling
- Fixed Machinima player teleport behavior
- Fixed Camera Translation Gizmo mode
- Fixed performance metrics affected by FPS cap and VSync
- Fixed advanced workbench model display
- Fixed directory traversal vulnerabilities in worlds and prefabs
@MewSoul This is perfect, I can’t think of anything better especially with the rotational movement, thank you so much! Now the only thing I wish is to be able to place ropes at the bottom of a rope chain if we click while crouching, so we can go down caves kind of like in terraria
@_Meyos@Moonlit_Shards It’s as if the origin points were only spawning inside densities and the achor check validated even with air when I specified only materials. Meanwhile, the same logic but with offsets does what the description of gap pattern says
@_Meyos@Moonlit_Shards I think I’m misunderstanding how gap patterns work. I translated my solution with offset patterns to gap patterns and achieved the same effect you got.. but the logic doesn’t seem to be respected ->