Our third community-wide jam is happening right now! Submit your songs to Note Block World until June 16th to have them played at Smithed Summit 2026! Read more in our blog post:
https://t.co/eAfmpthjTj
@SmithedMC
📢 Calling all Modrinth creators!
We're looking to showcase some content made by and for our LGBTQIA+ community!
If you want to be a part of that, submit your content to the linked form for a chance to be highlighted in our collection and future posts.
https://t.co/o5auXqWFu0
Pleased to announce that we have officially secured the next two years of development costs through pre-purchases. Combined with my personal commitment of ten years, we are looking very strong for the future ❤️
Thank you all for the support.
Hytale is saved.
We are almost home.
As promised, some news regarding the localization of Hytale!
We'll use Crowdin, a community-based platform, meaning you all can get involved officially to help Hytale get translated into your language!
The main bits:
- When will it be available? Tomorrow, on Jan 13th at release time!
- Where is it available? https://t.co/8nAIl9Mwps - the project is private for now.
- How does it work? Once the project is public, you'll be able to join as a translator for one of the following languages and start submitting translations: French, German, Portuguese (Brazil), Russian, and Spanish. Then, translations will be approved by our proofreaders, and once approved, they will make their way into the game with the next update (this will be an ongoing process).
We're starting with only five languages to ensure we have dialed down the localization workflow (they were chosen by using Steam data and picking the languages with the most users).
In the following weeks, if everything goes right, we'll open the following languages: Danish, Dutch, Finnish, Italian, Norwegian, Polish, Portuguese (Portugal), Turkish, and Ukrainian. For every language, we'll make only the client translation keys available.
Once we reach 90% of translations approved in a language, we will make every other key available for it.
We do so because the client contains the major translation keys that players will encounter initially (like for menu navigation, settings, etc...).
Other languages (like Japanese and Korean) will be available for translation at a later date because we cannot support them technically in the client right now.
Once we move over to using Noesis and do some client modifications, we'll be able to support them.
Thank you all in advance for helping us make Hytale available in your language!
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 little update on how Audacity 4 is progressing. We've just about completed all the core editing work now and I wanted to demonstrate some of the workflow improvements we've included. Let me know if you'd like more little updates like this.
MuseScore Studio 4.6. Here's a little preview of a new system we've added that lets you manually hide staves.
So glad we've finally got this change in. MSS was unfinished without it. Now, our focus will be on major big things for 5.0.
Note Block Studio is attending BlanketCon '25, an in-game modding convention hosted by @ModFestEvent! Check out our booth (and 200+ projects) until April 27th, at 11pm UTC!
Recently realized I no longer own Minecraft because I didn't merge my Mojang account to my Microsoft account.
Bought it 15 years ago, and they un-purchased it from me. I don't understand how this kinda thing is even legal.
It's been 24 hours since OpenAI unexpectedly shook the AI image world with 4o image generation.
Here are the 14 most mindblowing examples so far (100% AI-generated):
1. Studio ghibli style memes
It's been wild to ship this project to the world! 🚀🚀
Thanks to @NicolasVycas for the huge help with development, wouldn't have been possible without him :D
Note Block World is now LIVE at https://t.co/0CQAiylOWU!
Go share some note block music and find hundreds of creations from talented note block musicians! 🌎🎶
Segura a emoção! 🎮 A #MadeInBrazilSale chega dia 28/02 na @Steam e @nuuvem, com descontaços em jogos feitos aqui no Brasil. Hora de valorizar o talento nacional e encher a biblioteca do que é nosso! 🇧🇷✨
Just about done with all the core audio editing work in Audacity 4. Now, you can zoom in and edit individual samples without needing to enter into a special mode. Far easier than version 3.