Get ready to Sleuth! Entry 01 is LIVE!
Are Aliens Actually Future Humans?
https://t.co/1dn6WC2d3q
What if aliens are not visitors from another planet, but descendants of humanity returning from the future?
Entry 00
Come along with the InterSleuths as we delve deep into all the mysteries of the world. Occult, Cryptids, Aliens & UFOs, Paranormal, Conspiracies, and much much more.
https://t.co/m8RxQE3Yfp
Nyx just got a lot more exciting!
Alpha 4.7.2 drops nearly 100 new missions across 13 archetypes, fresh blueprints to chase, and more ways to build your reputation.
Expand your career in Nyx: https://t.co/dIXeN4UYNb
Next up for Hytale: friend lists and server discovery!
Friend lists are coming to pre-release this week: you'll be able to see when your friends are online, jump into their world, invite them, or join the server they're playing on.
A few days later, we'll open applications for servers to be listed in a new in-game server browser. It's been about 3 months, and some great community servers have already come together nicely! FYI, we've been working on the server's performance and will keep at it, but now feels like the right time to start letting players find these servers in-game! A blog post is coming that will lay out how server discovery will work going forward.
Note that update 5 isn't a big gameplay content drop, but there's a lot happening under the hood. We're deep in engine work, performance, overhauling crafting and progression, and part of the team is also working on our first major content update, Chapter 1. And there's a lot of cool stuff we're working on beyond these updates. We'll share more in the coming weeks!
As a sidenote, the team is growing, and we will be hiring a lot in the coming months! We have a lot of work to do for years to come. BTW, the next wave of hires is going to heavily focus on adventure content: World Gen / NPC / Dungeons, and so on. Lots to do before the game leaves early access!
Pre-Release Patch Notes (Mar 26, 2026)
Update 5 (Part 1)
Enable via Launcher → Settings → Pre-Release
Update 5 Part 1 went live yesterday on pre-release, while we launched Update 4 for release. This one's on the smaller side, so don't expect too much, but we're working on some big, fun updates!
𝗜𝗧𝗘𝗠𝗦 & 𝗘𝗤𝗨𝗜𝗣𝗠𝗘𝗡𝗧
- All chest stack sizes have increased from 10 to 25.
- The icons for Bronze Pipes and Zinc blocks have been updated.
- Watering cans and fertilizer can no longer be repaired.
- Copper, Iron, and Rusty Steel Sickles can now be salvaged at the Salvager's Workbench.
𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞𝗦
- Goldenwood is now found more often throughout Zone 4, including within some cities and villages.
- FlammabilityConfigs for the Fire fluid ticker can now change block states upon burning blocks.
𝗔𝗨𝗗𝗜𝗢
- Sounds may now play differently depending on whether the player is in first or third person.
- In third person, sounds now play at the player entity position and are thus spatialised in 3D as if they were playing for a remote player.
- In first person, held items with ambient loops, such as torches, now play the sound offset to their position.
𝗨𝗜 & 𝗤𝗨𝗔𝗟𝗜𝗧𝗬 𝗢𝗙 𝗟𝗜𝗙𝗘
- The input system now accounts for action context when resolving input conflicts.
- Improved item container operations performance through better data structures.
- Improved upon back-end systems to support further localization.
- Improved upon back-end systems to enhance performance.
𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗧𝗢𝗢𝗟𝗦
- Added world-gen-v1 mod event hooks and asset types for modifying biome content.
- Updated a number of keybindings for Creative Tools.
- Added interpolation type support for BlockyAnimation.
- ProjectileComponent#getCreatorUuid has been exposed, allowing plugins to determine the creator of a ProjectileComponent.
- Improved the Creative Inventory search sorting.
- Migrated custom Vector types to JOML equivalents.
𝗡𝗔𝗠𝗜𝗡𝗚 & 𝗖𝗔𝗧𝗘𝗚𝗢𝗥𝗜𝗭𝗔𝗧𝗜𝗢𝗡
- The 'Stone Brazier' is now referred to as an 'Earth Brazier'.
- All instances of 'Grey' in block names have been renamed to 'Gray'.
- This affects 'Light Grey', 'Grey', and 'Dark Grey' items.
- 'Aqua - Beam' is now referred to as 'Aqua Stone - Beam'.
- 'Aqua - Stairs' is now referred to as 'Aqua Stone - Stairs'.
- 'Aqua - Half Slab' is now referred to as 'Aqua Stone - Half Slab'.
- 'Volcanic - Stairs' is now referred to as 'Volcanic Stone - Stairs'.
- 'Wooden - Fence' is now referred to as 'Wooden Fence'.
- 'Black Build Pipe Corner' is now referred to as 'Black Build Pipe - Corner'.
- 'White Build Pipe Corner' is now referred to as 'White Build Pipe - Corner'.
- 'Iridescent Processed - Decorative' is now referred to as 'Iridescent Processed Brick - Decorative'.
- 'Iridescent Processed - Ornate' is now referred to as 'Iridescent Processed Brick - Ornate'.
- 'Iridescent Processed Ornate - Corner' is now referred to as 'Iridescent Processed Brick - Ornate Corner'.
- 'Iridescent Processed Ornate - Half Slab' is now referred to as 'Iridescent Processed Brick - Ornate Half Slab'.
- 'Iridescent Processed Ornate - Horizontal' is now referred to as 'Iridescent Processed Brick - Ornate Horizontal'.
- 'Iridescent Processed Ornate - Stairs' is now referred to as 'Iridescent Processed Brick - Ornate Stairs'.
- The shorter 'Apple Branch' is now referred to as 'Apple Branch - Short'.
- The longer 'Apple Branch' is now referred to as 'Apple Branch - Long'.
- 'Wisteria Branch - Corner' is now referred to as 'Wild Wisteria Branch - Corner'.
- 'Wisteria Branch - Long' is now referred to as 'Wild Wisteria Branch - Long'.
- 'Wisteria Branch - Short' is now referred to as 'Wild Wisteria Branch - Short'.
- 'Wisteria Roots' is now referred to as 'Wild Wisteria Roots'.
- 'Wisteria Tree Trunk' is now referred to as 'Wild Wisteria Tree Trunk'.
- The big 'Wet Fern' is now referred to as 'Big Wet Fern'.
𝗕𝗨𝗚 𝗙𝗜𝗫𝗘𝗦
𝗖𝗢𝗠𝗕𝗔𝗧, 𝗘𝗡𝗧𝗜𝗧𝗬 & ��𝗧𝗘𝗠 𝗙𝗜𝗫𝗘𝗦
- Fixed a crash that could occur when an entity is removed on the same tick its combined inventory was added.
𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞 𝗙𝗜𝗫𝗘𝗦
- Fixed a crash that could occur when a crafting recipe's primary output was empty.
- Implemented changes to prevent a number of ways that concurrent writes could happen with reads from backups.
- Half slabs no longer cause an unexpected delay when placed.
- Modern Cloth Roof Corner blocks should no longer appear inverted.
- Lighting no longer applies incorrectly to blocks with tint masks.
- Fixed spawn-point rotation handling.
- Removed references to non-existent item descriptions.
- Attempting to teleport via the world map without having permission to do so will no longer kick the player from the server.
𝗖𝗥𝗘𝗔𝗧𝗜𝗩𝗘 𝗧𝗢𝗢𝗟, 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗣𝗟𝗨𝗚𝗜𝗡 𝗙𝗜𝗫𝗘𝗦
- Fixed an exception error that would occur with the /pedit command if the previous world was the Creative Hub.
- Creative Hub instances will now be deleted when leaving the instance.
- Fixed a number of community-reported issues related to lang key and UI errors.
- Changed density minimums for the Decoration Brush to be 0.
𝗨𝗜 & 𝗗𝗜𝗦𝗣𝗟𝗔𝗬 𝗙𝗜𝗫𝗘𝗦
- Fixed a crash when changing worlds while interacting with the world map.
- Fixed a crash when selecting the 'Return to Crossroads' button in Creative Play.
- Fixed a crash that could be caused by an invalid change in ActionInventory.
- Removed per-frame allocations in interaction tick and entity UI animations to improve performance.
- Fishing Traps now prompt the player to inspect them, rather than harvest them.
📢 Hytale’s Update 4 is now LIVE! 📢
Today’s blog post dives deep into our headline updates with tons of new screenshots/videos + Full Patch Notes.
▶️ 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! 💚 #Hytale #HytaleUpdate4
I want to explain clearly why we’re pushing modding so hard in Hytale.
It’s not because we expect modders to carry the game for us. It’s 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.
There’s another reason I care so much about this: we hire from the community.
Over the last few months, most of the people we’ve brought onto the team (now over 70) have been people we already knew, respected, and saw building amazing things, especially in the modding community. We’re not trying to build some giant corporate machine with layers of people giving orders. We’re 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. I’m in the game constantly, and if I see something wrong, I either fix it or make sure it gets worked on. That’s 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. It’s stressful, sure, but it’s 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 we’ve even tackled fishing ourselves, I don’t see that as a threat. I see talent. I see proof that the ecosystem is working.
That’s why I’m 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 won’t 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.
Quick note on Hytale QoL in Early Access!
We're currently working on many changes, and thanks to all your feedback and suggestions, we have a much better idea of where to prioritize! Some of the changes we're shipping are quick ones that solve real pain points today, even when we know they aren't the long-term answer.
The way you play today is going to look very different a year from now. A lot of the manual work you're doing right now is meant to be solved through deeper, interconnected game systems over time. So every QoL decision we make today, we're weighing against where things are headed.
Building those deeper systems takes time though, and that's the tradeoff we're trying to balance. That said, we're not going to let you struggle with the basics while we develop it all!
Some upcoming QoL changes in Early Access will be temporary by design, and we'll do our best to communicate that as we go. As the game's systems get deeper, some of those early QoL will need to change, and when they do, we'll always aim to replace them with something equal or better through real gameplay.
This way of thinking actually lets us ship QoL faster, as long as everyone understands that some of it may change down the road when better systems take its place.
Thanks for playing, and keep the feedback coming!
Attention all fighters, haulers, and gatherers! Your support for the Alliance Aid efforts against the Molina Mold is making a significant impact in Levski.
We've unlocked an additional reward for your contributions.
Anyone reaching 30% overall progress will also earn the Alliance Aid edition of the MaxLift AA Support Tractor Beam, including those who have already achieved this milestone.
Hytale Update 3 releases Tuesday, February 17 at 10 am EST.
We are also planning a pre-release for Update 4 (part 1) on Thursday of the same week.
Have a great weekend!
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.
I want to take a moment to talk about where the game is right now, and where it is going!
First, we should not compare Hytale today to what it currently offers versus where we expect it to be in the long term. What you're playing right now is just the start of our long journey, and pretty much all aspects of the game need major work. A few months ago, I said the game wasn't good enough, and I still mean it.
I'm incredibly grateful for the game's success right now, and for how many of you see its potential. Honestly, I did not expect such a positive reaction across the board. That support is real, and it matters. But we need to stay disciplined and focused. The real danger at this stage would be to chase short-term satisfaction and lose sight of the long-term health of the game.
We could very easily add more progression systems for the sake of progression. More loot, dungeons, boss fights, talent trees, new weapons, armors, ores, and much more. Sure, we could throw those in within a few weeks. However, that would be the easy road, and it would distract us from building the foundation we need for the systems that matter. Hytale is meant to be a forever game, and we are building it that way. Trust me, I'm a big fan of these features and want to work on them ASAP, but I must be patient and focus on executing the long-term vision.
That being said, our dev approach is pretty unique, and I know it can feel weird at times and feel like it contradicts the long-term focus, but it's somewhat both calculated and fun. A lot of features go out in a V1 state, half-baked on purpose, so you and the modding community can mess with them and show us what is good and what needs work.
Take the Necromancy Grimoire, for example. When it first dropped, people were unsure what it was for and why it felt so limited. Two weeks later, in the most recent pre-release, you can already see it getting better. That is intentional. Those early versions help us experiment with magic and set up the groundwork for things like summoning allies in future major updates. The feature might not be polished, but its bones (no pun intended!) are there. Similar to fire spread and the flamethrower coming to Creative Mode this week. It may feel raw, but your feedback and playtesting will shape it.
We do this so we can keep updates coming quickly and refine these systems before they are cemented into the core of the game.
Our focus right now is spot on: core game mechanics, quality of life, and everything needed to support the game's future... plus some fun stuff, of course! We need these basics solid to get the ground ready for Adventure Mode and, soon, begin the Cursebreaker story arc via Exploration Mode.
Behind the scenes, production is moving very well. We are a lean team with limited management, and yet, everyone is clear on the path forward and motivated by what we are doing. Seeing what you all make with the modding tools so far has been one of the most motivating parts of development!
Early Access has exceeded expectations and has given us runway beyond what we need to reach full release. That means we can accelerate, take risks, and invest in long-term systems. We'll be opening up job roles soon, and I fully expect many of the people who help shape Hytale in the future will come from the Hytale community you're building right now.
If you are a modder reading this, here is the real call to action: get your hands dirty with the tools while they are still forming. Break the things that need breaking. Show us what works, what doesn't, and what the game could be once these early systems evolve. Your experimentation is actually shaping Hytale. You're not just playing the game, you're helping make it.
We will have announcements soon about how you can join the team and get more formally involved. But if you want to help shape the long-term direction of the game, start by building in it now.
To speed up production, here’s how Hytale updates will work going forward!
TL;DR
• Pre-release updates go out weekly
• Pre-release to get features earlier for feedback & bug reports
• Releases ship when pre-release is in a good state (every ~2–6 weeks)
• More time for modders and servers to adapt
• Our developers spend more time building, less time shipping
• Hotfixes can still ship at any time to both pre and release
Going forward, we’ll use the pre-release patchline to be a bit more adventurous. It will be updated weekly and may be unstable by design; this is where new features, larger changes, and iterations happen.
FYI, we might skip a week from time to time for holidays, PTO, or other reasons.
Pre-release instability will be clearly communicated in-game. As you might have noticed, we have automated world backups, but always back up your own data if you plan to keep using the same worlds in pre-release patchline!
Once we’re comfortable with the pre-release state (can be a result of one or several updates), we’ll schedule it to release and communicate to everyone.
As for this week, don't expect anything major for pre-release, we are getting into the rhythm of things and need to off-set the cadence.
To clarify, if we update the pre-release with like 5 updates, the release will contain those 5 updates.
If we are aiming for a release week, we will make the call publicly and tell people to prepare their mods/servers a few days beforehand.
Hytale Hotfixes
Jan 27, 2026
Updated few hours ago, busy day and didn’t get to post here when it went live!
https://t.co/xk0s6E40BL
See impact of performance improvement across all players in these graphs, you can see when the hotfixes went live.
More fixes and features coming up in the coming days.
Amazing work by Meyos who just started modding Hytale and made this world gen biome in an afternoon.
I was not kidding when I said Hytale World Gen V2 would change the game genre!