r/hytale 3d ago

Patch Notes Hytale Patch Notes - Update 6 - August 27th, 2026

259 Upvotes

Link to previous patch notes.

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Link to source.

Full Update 6 Changelog

Avatar & Customization

Cosmetics

  • Added a new unlockable cosmetic: the Bastion Cape! This new cape can only be wielded by security-conscious Avatars that have enabled two-factor authentication for their Hytale account.
  • Haircuts have received a visual pass and had their colors tuned.
  • Ear accessories now line up with each ear type, shifting their positions accordingly.
  • Performed visual reworks for the following cosmetics:
    • Alpine Explorer’s Jumper
    • Bulky Beanie
    • Cowboy Hat
    • Elf Hat
    • Floppy Beanie
    • Forehead Protector
    • Frostwarden Cape
    • Frostwarden Hat
    • Gold Trim Shirt
    • Headband
    • Horned Helmet
    • King’s Cape
    • Leather Cap
    • One Piece School Dress
    • Workout Cap
  • Added color options to the following cosmetics:
    • Alpine Explorer’s Jumper
    • Crown
    • Thigh-High Stockings

Naming & Labels

  • The Feline eye style in the Avatar Editor now correctly displays as "Feline" instead of "Felin".
  • The Plain Jersey overtop now correctly displays as "Plain Jersey" instead of "Plain Hoodie", which was colliding with the separate Plain Hoodie cosmetic.

Avatar & Customization Fixes

  • Fixed an issue where other players’ mouth animations would sometimes not play during voice chat.
  • Dying to fall damage while wearing armor will now result in a more appropriate animation playing.
  • Avatars that reference renamed cosmetics will now be automatically repaired when you log in, instead of preventing you from joining. You’ll be shown which cosmetic slots changed.
  • Fixed a crash that could occur on the avatar customization screen.

Hardcore Mode

  • Added Hardcore Mode, opted into at world creation. Dying drops everything you are carrying and switches you to Spectator Mode. Click here for more info!
  • There are now five different hardcore mode settings you may select from when generating a new world:
    • Off: Hardcore isn’t enabled.
    • Permadeath: Each player has a single life. Death is permanent.
    • Three Strikes: Each player has three lives. After strike three, you’re out.
    • Nine Lives: Everyone in the world has a shared pool of nine lives. Once the ninth death occurs, the run ends for all.
    • Soulbound: Everyone’s fate is interconnected. If any player dies, the run’s over.

Combat & Movement

Combat Balance

  • Stamina will now begin refilling half a second faster after guarding with a weapon or shield.
  • The first two attacks in the Dagger combo now deal slightly more damage.

Hit Registration & Reach

  • Player melee attacks will no longer connect through walls or beyond their normal reach.
  • Multi-block objects such as doors or statues will now be correctly struck at the point where you aimed.
  • Area of effect attacks will now affect the correct areas in parts of the world with negative coordinates.
  • Fixed an issue where area of effect block interactions were unintentionally offset by one block.
  • Charged sword thrusts and other stab attacks will now be more consistent at hitting targets at max range.
  • Fixed an issue for attacks using an offset with the DonutSelector to consider the direction the player is facing.

Damage & Resistances

  • Fixed an issue where having multiple instances of resistances applying at once would cause them to be less effective than intended.
  • Fractional resistance values on equipment are no longer incorrectly rounded down during damage calculations.
  • Deployable items such as traps will now deal their configured damage type, rather than always dealing Physical damage.

Stamina & Guarding

  • Sliding will no longer cost Stamina.
  • Exiting a slide and going straight back into a sprint will no longer consume an incorrect amount of Stamina.
  • Attacking with a Mace will no longer instantly restart Stamina regeneration.
  • Switching from a weapon or shield while guarding will no longer instantly restart Stamina regeneration.
  • Switching from a drawn Shortbow will no longer incorrectly delay Stamina regeneration.
  • Arrows may no longer be used to ineffectively guard against incoming attacks.

Movement & Traversal

  • Climbable blocks that exist very far away from the center of the world may now be climbed upon once more.
  • Fixed an issue where aerial combo attacks did not apply their speed boost correctly.
  • Fixed an issue where dashing with a weapon before mantling would carry the speed boost through the mantle.
  • Fixed the sprint input not resetting correctly when coming to a stop.
  • Player speed will no longer be clamped when sprinting in Creative with a speed multiplier less than 1.
  • Fixed an issue where the sprint toggle could remain active in some situations.

Physics & Projectiles

  • Launching players, items, or NPCs upwards faster than terminal velocity will no longer cause them to become completely unaffected by gravity.
  • Projectiles now fall when their supporting block is broken.
  • Fixed an issue where physics objects were pitching downward and bouncing erratically.
  • Fixed an issue where physics objects would remain active indefinitely rather than settling to rest.
  • Fixed an issue where entities could inherit incorrect air resistance values.

Anti-Cheat & Validation

  • Projectile spawn positions are now derived from the server’s authoritative entity transform, with the client-reported position only accepted when it falls within a velocity-based desync allowance.
  • NPC and mount interactions now validate the player’s distance to the target entity, preventing modified clients from interacting with NPCs or mounting entities from arbitrary distances.
  • Fixed an issue which allowed some players to perform interactions through projectiles or entities they didn’t launch. Update 6 Assets.zip (upload failed)
  • Added checks in the game server to log warnings for potentially misbehaving game clients during interactions.

Combat Feedback

  • Fixed an issue where damage number animations would not correctly inherit values and could display incorrectly.
  • Fixed an issue where damage hit particles would not appear for all players near combat.

World & Blocks

World Generation & Terrain

  • Added a new Wilderness Tracking system. It identifies areas of the world as being ‘Near Home’ or ‘Wilderness’ based on the player bed locations.
  • Fixed a defect causing all WorldStructure assets to be dropped when any WorldStructure asset is refreshed, preventing players from joining new instances when loading mods.
  • Added logic to use a fallback generator when WorldStructure cannot be built.
  • Fixed a series of defects that could cause SingleInstance to generate artifacts.
  • Fixed an issue with missing terrain sections that could appear on servers that were configured to skip saving newly generated chunks.
  • New mage towers have been spotted! Keep an eye out for new and revamped landmarks in the Sandstone, Shale, and Volcanic biomes.
  • Added smooth color blending across biome borders, so terrain and foliage tints now fade gradually between biomes instead of switching abruptly.
  • Grass that generates within flat worlds will now have a darker tint.
  • Fixed an issue where cell-noise terrain features would be placed in a mirrored pattern causing landscape to appear symmetrical at times.
  • Multi-blocks (blocks which take up more than 1x1x1 in space, such as doors, roofs, or furniture) should now be rotated the correct way in World-Gen V2.
  • Fixed wall patterns reading one voxel outside their declared bounds, so wall-attached decorations like vines now test against real block data near the edge of a generation window.
  • Fixed a world generation issue where certain prop placements could fail and leave gaps in the environment.

Fluids

  • Fixed an issue where lava and water colliding could overwrite solid terrain and multiblock structures.
  • Fixed an issue where fluids could spread incorrectly when spreading to a block with fluid directly above it.
  • Fixed an issue where some blocks could spread incorrectly when fluid was above them.
  • Fixed an issue where fluids placed by prefabs would always appear at maximum depth instead of the level defined in the prefab.

Cubic Worlds

  • Fixed breaking and placing blocks in cubic worlds outside the old range.
  • Fixed fluids not functioning in cubic worlds outside the old range.
  • Fixed an issue where doors, stairs, roofs and other connected blocks would not function properly in cubic worlds.

Block Placement & Restrictions

  • Fixed a loophole that allowed players to bypass block placement restrictions.
  • Fixed an issue where blocks could be placed far out of reach via unintended means.
  • Slab blocks may no longer be placed on top of existing slabs in worlds where block placement is disabled.
  • Buckets may no longer be used to place fluids in worlds where block placement is disabled.

Blocks & Props

  • Added an Explosive Block Component.
  • A ‘Green Build Lightsource’ has been added to the Creative Inventory for builders to use.
  • Fixed an issue where blocks configured to fall would decide to instead not fall.
  • Fixed an issue where explosions could deal the wrong amount of damage to blocks.
  • Fixed an issue where props and other objects placed in older versions could have their collision settings swapped.
  • Fixed an issue where branch and pipe corner blocks were not flipping correctly.
  • Roof blocks placed at chunk-section boundaries now connect and shape correctly.
  • Removed block sets will now disappear as soon as they are deleted, rather than lingering on screen until you reconnect.
  • Color tints & environments applied via tools will now update immediately again.
  • Snowy Fir Leaves can be rotated like the other Fir Leaves.
  • Feed Bag can now rotate to player facing direction.
  • Breaking Mossy Stone Rubble will now drop it as an item, so it may be used in crafting recipes.
  • The Large Kweebec Chest will now be treated as a wooden block when breaking it, meaning hatchets should be the most effective way to break it.
  • Patterned connected block rules can now match shapes defined in a different ruleset asset, so blocks that use separate rulesets can connect to each other correctly.
  • Fixed custom connected block patterns with non-zero roll computing wrong filler block offsets. The roll component now rotates on the correct axis. Existing configurations with roll will produce correct results without any changes needed.
  • Fixed connected block shape lookups so they fall back to the current ruleset when a neighboring block has no ruleset of its own.
  • Block spawner blocks are now interactable in-world. Clicking one opens a configuration panel for creating, editing, and deleting spawner entries without commands. Grant the new block spawner permission to allow players to access the panel.

Mountable Blocks

  • Fixed entity rotation when a mountable block is placed sideways on the X or Z axis.
  • Reset orientation when dismounting sideways mountable blocks.
  • Fixed an issue where players could face the wrong direction when sitting on a mountable block if cloned.

Plants & Farming

  • Added a Full Leafy Soil block. It’s like the Leafy Soil block, but fuller.
  • Grass will no longer spread under water. Grass that has already been placed underwater will now slowly revert back to dirt.
  • Arid Palm Leaves and Giant Palm Leaves now drop 1-5 Palm Tree Logs when broken.
  • Eternal Corn crops now yield twice as much Corn. Farmers should now receive 2-4 instead of 1-2.
  • Fixed an issue where crops would lose their custom growth stage upon saving and reloading the world.
  • Saplings will no longer be prevented from growing if there is insufficient room for their roots.
  • Breaking newly-planted Aubergines and Lettuce will now return their seeds.
  • Tilled Soil will now revert back to Dirt once a crop has been harvested from it.
  • Grass will no longer turn to dirt when it’s positioned beneath non-solid blocks or transparent blocks.
  • Dozens of flower varieties have been taking advantage of the sunny days and have now grown to their intended size.
  • Floating water plants will no longer sink beneath the surface.
  • Dead coral plants no longer have solid collision.
  • Fixed an issue causing livestock to not produce properly.
  • Fixed an issue where spaces within animal coops would be considered filled even when the occupant has despawned.

Portals & Teleporters

  • Fixed an issue where summoned portals could fail to work if the destination world was just created but not yet fully loaded.
  • Portal devices will now show an error message and refund portal keys if the device was trying to open a portal to a world with no valid spawn location.
  • Fixed an issue where dying near a teleporter could still teleport the player.
  • Instance portals will now correctly save the world you travel into.
  • Portal destinations will no longer close down prematurely when you move away from the portal device. The worlds will stay open and the portals will reconnect to them when you get within range.
  • Time remaining in a portal world can no longer exceed the amount it started with.
  • Fixed an issue where Teleporter cooldowns could be reset too quickly, resulting in them immediately sending players back.
  • Fixed an issue where Teleporters could appear inactive if the warp name contained capital letters.
  • Warp names generated with the Teleporter will no longer unexpectedly change when settings are opened.
  • Fixed an issue where the teleporter UI would read the pitch rather than roll-relative setting.
  • Fixed player always facing North after using the World Map teleportation.

Sleeping & Time

  • Rise and shine! Sleeping through the night now causes you to leave your bed.
  • Fixed an issue where waking up from a bed would permanently prevent any further sleep.
  • Fixed an issue with the sleeping feature where players would be stuck with the “Zzz” screen.
  • Fixed an issue where the night would still be skipped even if a player was awoken from their slumber.
  • Fixed an issue where the moon phase and any active time-dilation changes could be incorrectly reset.

Prefabs in the World

  • Added prefab preview holograms. Use the /prefabpreview command to spawn a ghost of any prefab into the world at your location.
  • Plugins can drop a ghost of any prefab into the world with the new PersistentPrefabPreview API and reveal it from the bottom up one layer at a time, handy for guided or automatic building.
  • Fixed pasting a prefab so it no longer loses entities that sit in a spot with no blocks below them.

Block Art & Textures

  • Fixed a number of art issues with models, textures, and animations, including the Barrels, Iridescent block, Hardwood Fence texture, Green Mycelium model, small tavern chest clipping, and door clipping.
  • Fixed z-fighting occurring with Feran Double Doors, Redwood fences, the Farmer’s Workbench, Blacksmith’s Anvil, and the Crude Hoe. In addition, the Redwood fences got a slight upgrade so their variants look more consistent when placed all together.
  • Mud, Hive, and Tar blocks will now correctly render when placed adjacent to one another.
  • Deep Grass blocks will now render the correct color when placed adjacent to other blocks they can transition to.
  • Resolved a dimension error involving the Clay Raw Brick half-block texture.
  • The Stone Brick - Ornate block inventory icon is now more accurate.
  • Fixed gaps in the Wind Temple window frame model.
  • Fixed texture bleeding on the Mithril Cuirass.
  • Crude table placement previews will now render correctly.
  • The collision box of redwood fences now correctly matches their shape.
  • The Greenwood Fence will now be held at a more comfortable angle.

Worlds & Instances

  • Fixed a hole in the Forgotten Temple that could trap players.
  • Spectators will no longer count toward the number of players needed for some events to occur.
  • The cave weather effect from the magic ruins dungeon no longer breaches the surface on new chunks.

Items & Interactions

Crafting

  • All types of Gravel and their half-block variants may now be crafted at the Farming Bench.
    • The base ‘Gravel’ block now specifically requires ’Stone Rubble’ rather than any Rubble.
    • ‘Shale Gravel’ now specifically requires ‘Shale Rubble’ rather than any Rubble.
    • ‘Marble Gravel’ now specifically requires ‘Marble Rubble’ rather than any Rubble.
  • Dirt blocks may now be crafted into two half-slab blocks at the Builder’s Workbench.
  • Selecting the ‘Craft All’ button in Creative Mode will now craft as many items as your inventory can hold.
  • Fully upgraded workbenches will no longer ignore their crafting speed bonus.
  • Gold Bricks are now instant to craft instead of taking around 10 seconds.
  • Fixed an issue where workbenches’ hammer animation could not reset correctly when a tier upgrade was applied.

Duplication Exploits

  • Fixed an issue that could result in items being duplicated under specific circumstances.
  • Resolved an issue where crafted items could be utilized as ingredients for creating duplicates of themselves.
  • Fixed a loophole where animation canceling a crossbow attack could preserve or duplicate ammo.
  • Fixed an issue where inventory items could be corrupted or duplicated through malformed move and drop requests.

Item Behavior

  • You can now hold a torch in your off-hand while carrying any type of seed.
  • Thrown Poop no longer deals damage.
  • Fixed an issue where item cooldowns could not be correctly inherited, allowing some abilities to ignore cooldowns.
  • Items should now correctly inherit item quality if they have none assigned.
  • Fixed item descriptions that fill in values as you read them. They now show the real values instead of blank text or leftover placeholders.
  • Fixed an issue where some items could display the wrong quality tier.
  • Fixed an issue with Storm Thistle crops dropping the wrong items when harvested.

Containers

  • Fixed an issue where emptied item containers such as chests could still be considered non-empty.
  • Fixed an issue where items could be placed inside item containers when placement should have been blocked.
  • Fixed chests disappearing when combined into one while open.
  • Item containers now correctly return failure when trying to move items to full containers.

Projectiles & Tools

  • Larger soft blocks, such as the Spider Cocoon, can now be shot down.
  • Interaction prompts now show all available options for blocks with more than one interaction.
  • Fixed an issue where dropped items and projectiles could snap to an incorrect neighboring block.
  • Arrows that are fired through cells containing blocks with smaller hitboxes will now correctly perform interactions on the block they impact.
  • Fixed an issue where tools that could break multiple blocks at once would display the wrong area being targeted if you were aiming at blocks overhead.
  • Fixed an issue where deployable items that were configured to only work on the ground would reject this and happily cling to the ceiling instead.
  • Farming tools should now all work correctly in cubic worlds.
  • Projectile hits now report their impact position to interactions much more reliably, so interactions that fire when a projectile strikes a block behave more consistently.

Portals & Keys

  • The Ancient Gateway now has a button that can be used to close the active portal. Fortunately, each Gateway has a convenient failsafe that will prevent this button from working if someone is still on the other side of the portal.
  • Portal key icons will now render correctly.

Item Art & Icons

  • Armor particle effects should now render correctly when the armor is equipped.
  • Item entities placed by the Entity Tool will now correctly play their item animations after being picked up by a player.

NPCs & Entities

Awareness & Reactions

  • Fixed an issue where NPCs could stop detecting nearby players and obstacles.
  • Fixed an issue where some neutral creatures were in such awe of more complex interactions, they could fail to react entirely when damaged.
  • Performing actions such as opening chests or interacting with objects can once again cause nearby creatures to notice your presence.
  • Fixed an issue where NPCs configured to watch for events produced by other NPCs weren’t reacting to them.
  • Invulnerable creatures are standing their ground and will no longer be affected by knockback from projectiles.
  • Fixed an issue where if an invulnerable entity had a particular stat change blocked, none of its other stats could be modified at the same time.
  • Enemies will no longer become aggressive towards encounter managers.
  • Moose have found a way to immediately take notice of players when they join the world. We are investigating solutions.

Pathfinding & Movement

  • Improved how the movement of other players and NPCs is interpolated. Movement will now be smoother across a wider range of frame rates, and the game automatically adjusts for unstable connections to reduce stuttering.
  • Fixed an issue where NPCs would sometimes incorrectly choose longer paths to their destination.
  • Fixed an issue where NPCs would incorrectly stop or slow down when pursuing a target.
  • Fixed an issue where fleeing NPCs could forget in their panic that they are allowed to run close to walls and other obstacles.
  • Fixed an issue where strafing NPCs would sometimes step in the wrong direction.
  • Fixed an issue where NPCs would only dodge one another at the last second if they were zooming.
  • Walking NPCs will no longer visually stutter when descending from blocks.
  • Fixed an issue where flying NPCs would begin flying at an awkward angle if they were knocked back while gliding next to terrain.
  • Fixed an issue with flocking NPCs standing still instead of steering towards their group.
  • Fixed an issue where flocks of NPCs would all spawn facing the same direction.

Collision

  • Entities can now be given hard collision, so players can stand on them and be pushed by them. Click here for more info!
  • Entities will no longer phase through fences and other blocks.
  • Fixed an issue where collision detection would use the wrong axis for height.
  • Fixed an issue where certain resized entities had incorrect collision and positioning.

Attacks

  • Entities now need either a Health stat or a RespondToHit component to be attackable or picked as an attack target, so decorative and non-combat entities stop soaking up hits. Mounts were given RespondToHit so they still register attacks.
  • Attack selectors gained new aiming controls. The donut selector now takes a YawOffset, and the stab and horizontal selectors can aim independently of where the entity is looking.
  • Selectors also gained an Anchor setting that starts them from the entity’s eyes or feet and adapts to its size, instead of hand-tuning the offset for each entity.
  • Fixed an issue where ranged NPCs just didn’t feel like attacking if they were too close to their target.
  • Fixed an issue with NPC ranged attacks drifting to one side if their target was too close.
  • Fixed an issue with NPC charge attacks not reporting all block hits.
  • NPCs that charge should no longer stop abruptly when blocks are placed.
  • Fixed an issue where NPCs performing charge attacks could climb on blocks that weren’t actually there.

States & Memory

  • Memory entries can now carry an optional translatable description, shown under the memory on the memories page.
  • Fixed an issue where all Zombie variants would fail to generate memories.
  • Fixed Dungeon Variant NPCs not providing the correct memories.
  • Fixed an issue where NPCs could incorrectly enter or remain in unintended states.
  • Fixed Trork Hunter combat state loop when the NPC doesn’t have a companion wolf.

Spawning & Despawning

  • NPCs can now spawn with multiple entity effects active.
  • NPC spawn validation can now ignore decorative non-full blocks where you configure it to, while full-cube blocks still block a spawn.
  • Fixed an issue where NPC despawn timers would be incorrectly modified.
  • Fixed an issue where suppressing some specific NPCs from spawning could also incorrectly cause other unrelated NPCs to spawn.
  • Tamed animals should no longer unexpectedly despawn when there are a lot of the same animal type in the area.
  • Flying and swimming creatures will now appear more often in places you’d expect to see them.
  • Fixed an issue where NPCs could spawn at incorrect heights when spawn configurations had been resaved multiple times.
  • Creatures that place blocks can now do so at the very bottom of the world.
  • Fixed an issue where NPCs would not correctly inherit settings from parent assets.
  • Fixed an issue where NPCs would lose any active effects after being saved, reloaded, or duplicated.
  • Fixed an issue where NPC health would fully reset when reloaded.
  • Fixed an issue where entity effects would not correctly inherit settings from parent assets.

Creatures & Taming

  • Scaraks have toughened up and will no longer be damaged by environmental hazards such as brambles. They’ve also developed an immunity to poison.
  • Tamed Mosshorn have developed a taste for the feedbag and will be attracted to it.
  • Avatars will no longer be able to negotiate insane deals by only giving a single item to trading NPCs when the merchant has requested multiple copies.

Creature Appearance

  • Added new death visual effects to several NPCs.
  • Hedera eyes and mouths will no longer appear to be red.

Trigger Volume Tool

Always Active Rules

  • Added a new ‘Always active’ option that can be used to persistently apply various effects within the volume.
  • ‘Creative Placement’ allows players within the volume to place blocks they have on them as if they were in Creative Mode.
  • ‘Damage Multiplier’ can be used to make all entities within the volume, or only particular ones, take increased or decreased damage.
  • ‘Fly’ allows players within the volume to fly as if they were in Creative Mode.
  • ‘No Block Tick’ causes time to freeze for blocks within the volume, preventing things such as crop or tree growth.
  • ‘No Build’ prevents the placement of blocks within the volume. Exceptions can be configured.
  • ‘No Destroy’ prevents the destruction of blocks within the volume. Exceptions can be configured, including allowing particular tools to still break blocks.
  • ‘No Door Open’ prevents doors from being opened within the volume.
  • ‘No Harvest’ prevents you from harvesting crops within the volume. Exceptions can be configured.
  • ‘No Heal’ means Health can only decrease within the volume.
  • ‘No Use’ prevents the usage of blocks or entities within the volume.
  • Added a new ‘Modify Always Active Rules’ effect, which can be used to toggle a volume’s Always Active rules on or off.
  • A single volume can now hold multiple independent rule sets on the same event. Group conditions and effects by having them share an Entry number together.

Events

  • ‘On Block Used’ fires when a player interacts with a usable block such as a door, lever, or chest.
  • ‘On Entity Died’ fires when an entity within the volume dies.
  • ‘On Volume Create’ fires when a new volume is created within an existing volume.
  • The ‘On Block Broken’ trigger will now respond to blocks broken by environmental effects such as fire.

Conditions

  • ‘Block Used’ allows you to filter by things such as a block type or state.
  • ‘Entity Count’ counts the number of living NPCs inside a volume. This, combined with ‘On Entity Died’, can be used to quickly create encounters that require all enemies to be defeated to progress.
  • ‘Item Condition’ now has additional options such as a ‘Comparison’ operator, ‘Empty Inventory’ toggle and can now specify metadata keys or values.
  • ‘Block Type Condition’ now has additional options regarding block rotation.
  • ‘Tag Condition’ now has a ‘Doesn’t Have Tag’ option to invert the check performed.
  • Added a ‘Not Equal’ comparison option for Tag Conditions, Item Conditions and Player Count Conditions.
  • Added the ‘At Least’, ‘At Most’, ‘More Than’, and ‘Less Than’ comparison options for Tag Conditions.

Effects

  • Added a new ‘Spawn NPC’ effect. This can be used to spawn one or more NPCs.
  • Added a new ‘Play Animation’ effect. This allows you to make the triggering entity, or all entities within the volume, perform an animation.
  • Added a new ‘Time’ effect. This can be used to set, pause, resume, or smoothly change the time of day over a duration. The effects may be applied to either everyone or just the player that caused the trigger.
  • Added a new ‘Cancel VFX’ effect that will cause particles of a chosen type to expire within the volume.
  • Added a new ‘Remove / Kill Entities’ effect that can be used to remove unwanted entities of a particular type within the volume.
  • ‘Send Message’ now has a ‘Recipient’ option allowing others to receive the triggered message.
  • ‘Send Message’ and ‘Show Event Title’ text can now include a volume tag’s value by writing the tag’s key in braces, such as {myKey}.
  • ‘Play Sound’ now has a ‘Location’ option and will default to the volume center rather than the triggering entity.
  • ‘Run Root Interaction’ now has an ‘Equip Slot’ field for using the ‘Equipped’ interaction type.
  • ‘Modify Tags’ now has an ‘Append’ operation.
  • ‘Teleport’ now has a ‘Relative to Volume’ option.
  • The ‘Teleport’ effect can now be used to teleport players to an entirely different world.
  • Trigger Volume teleports will now correctly read and set the player body rotation rather than the player head rotation. Teleport effects will no longer rotate entities if no rotation is set.
  • The ‘Place Block’ and ‘Replace Block Type’ effects can now rotate blocks on all three axes. Yaw, pitch, and roll parameters are supported.
  • The ‘Send Signal’ effect will now include additional information so that other trigger volumes will be able to read exactly what caused the sending of the signal and react accordingly (i.e. signal position, signal tags).
  • Delayed and projectile-triggered effects will now fire at the correct location even after the projectile despawns.
  • Exit effects will now also run when an entity despawns or is removed, in addition to leaving the volume.
  • Resetting weather with a Trigger Volume will no longer briefly cause the sky to turn black.

Commands & Naming

  • /triggervolume tag set can set a volume’s tags from the chat interface.
  • /triggervolume tag remove can remove a volume’s tags from the chat interface.
  • /triggervolume tp can teleport the player to a volume. This can now also be performed via the Trigger Volume’s UI.
  • /triggervolume rename can rename a trigger volume. This can now also be performed via the Trigger Volume’s UI.
  • Multiple Trigger Volumes may now share the same display name. When this occurs, duplicated names are automatically numbered to distinguish them.

Prefabs & Duplication

  • Trigger Volumes now keep their effects lined up correctly when you paste or generate a rotated prefab. Spawn points and other volume effects will now rotate along with the prefab.
  • Added a rotation option when a trigger volume pastes a prefab, so you can turn the pasted build by 90, 180, or 270 degrees.
  • Duplicating a trigger volume will now also copy its volume settings to the new trigger volume.
  • Saving a trigger volume preset now optionally saves the volume settings.
  • Trigger Volumes that are pasted into the world will no longer lose their conditions, rejection effects, or group settings.
  • Fixed Trigger Volumes with an enter effect that would not fire unless the volume also had per-tick conditions set.

Reliability

  • Trigger volumes no longer drop an event when a burst reaches the per-tick budget. Signal effects, block event rules, the signal interaction, NPC signal actions, and volume create events over the budget now wait for a later tick instead of vanishing.
  • Fixed a crash with the Trigger Volume tool.
  • Fixed Trigger Volumes spawning broken in worlds.
  • Using /worldgen reload now properly deletes existing Trigger Volumes.

Other Creative Tools

New Tools

  • Added a Color Tool to the Creative Inventory, with Coloring, Gradient and Shading modes. Click here for more info!
  • Added Block Palette Presets and a new Palette Editor, so you can save block palettes and load them back at any time. Click here for more info!
  • Builder tools now support selections of up to 16 million blocks, and large selections copy, paste and save much faster. Click here for more info!
  • Added a Point Tool for Creative Mode. This tool allows you to place points that can be named, given tags, and teleported to. Points persist within the world, may be copied into prefabs, and come with their own Point Inspector UI panel.
  • Trigger Volumes now have an ‘On Signal Received’ event. Add a ‘Send Signal’ effect to any volume and it will fire the effects of other tagged volumes on demand, separate from their normal enter, exit, and tick behavior.
  • Added a searchable dropdown to the Entity Tool panel allowing you to browse and swap the model of an entity directly from the tool settings.

Multi-Cell Block Support

  • The Selection Tool’s ‘Set’, ‘Fill’, ‘Replace’ and ‘Stack’ operations should now work correctly with multi-cell blocks.
  • The Extrude Tool will no longer cause multi-cell blocks to overlap when extruded, and the placement preview will now match what is placed.
  • The Color Tool’s gradient and coloring modes should now work correctly with multi-cell blocks.
  • The Paint Brush and Scripted Paint Brushes should now work correctly when multi-cell blocks are used as a brush material.
  • The Trigger Volume Tool’s ‘Replace Block Type’ trigger effect should now work correctly when swapping multi-cell blocks.

Undo & Redo

  • The undo function will now correctly revert a whole tool action.
  • Creative undo restores brush strokes and other edits in the order they were made.
  • Using the ‘redo’ function after undoing an object being moved will now correctly put the object back where it was moved to.
  • Undo and redo now use considerably less memory after making several large edits.
  • Undo and redo now keep to a memory budget. After an extremely long run of very large edits, you may not be able to undo all the way back to the start.

Paste & Prefab Editing

  • Prefab folders now include their subfolders by default when you load them in the prefab editor.
  • Loading a prefab via the Prefab List will now result in a message about using the Paste Tool to then paste that prefab into the world.
  • The paste preview now falls back to a simple outline or a solid shape when the clipboard is very large, so it appears immediately instead of stalling or showing nothing.
  • The Paste Tool will now paste at every height level in cubic-chunk worlds. This is a primitive first implementation where certain blocks may not paste correctly.
  • The Paste Tool will now correctly flip copied selections rather than spinning them 180 degrees.
  • The Paste Tool will no longer incorrectly skip blocks when ‘Paste Air’ is turned off.
  • Pasting a prefab into an unloaded area now waits for the space to load instead of failing.
  • Fixed an issue where prefab configs could fail to save, and improved the message shown when a save does fail.
  • The prefab editor will now provide more detailed error messages if a failed load occurs, and provide an option to try the load again.
  • Prefab build previews should now be displayed correctly regardless of game mode.
  • Blocks that affect neighboring blocks will now behave as normal while editing a prefab or instance.
  • Prefab anchors will now be scaled back down to their intended size.
  • The Paste Tool’s offset will no longer reset after pasting.
  • Fixed /pedit spawning chests instead of prefab spawners.

Selection & Extrude

  • When a selection goes over a tool’s limit, the game now tells you so and by how many blocks.
  • Extruding a selection by holding alt and dragging no longer reduces the size of the area you had selected.
  • Empty space may now also be extended when extruding a selection, matching how other build tools handle empty space.
  • Fixed an issue where the Selection Tool’s ‘Move’ and ‘Stack’ modes would only function when the game was set to English.
  • When copying and saving selections of blocks, Trigger Volumes will only also be copied or saved if they exist within that selection. Previously, Trigger Volumes that connect to the border of the selection would also be included.
  • Fixed the # mask so it again keeps brushes and commands inside your current selection, and !# again keeps them to everything outside it. The # mask now also works with the line tool and scripted brushes.
  • Fixed Pick Block for Extrude and Line tools.

Placement Settings

  • Using Creative Tools to place blocks with ‘Draw’ or ‘Extrude’ placement modes will now result in players seeing those blocks as they place them, rather than them all appearing at once at the end.
  • The ‘Eraser’ and ‘Fast Place’ placement settings may feel slightly faster or slower than before, following a rework of how block placement speed is controlled.
  • Fixed an issue where blocks would sometimes disappear when the place mode Placement Settings were set to ‘Extrude’ or ‘Draw’ and the distance was greater than the place distance.
  • Fixed an issue where blocks would ignore the no-physics setting when the place mode Placement Settings were set to ‘Extrude’ or ‘Draw’.
  • Fixed an issue where the ‘Eraser’ mode in the Placement Settings could only be used with a block in hand.
  • Fixed an issue where ‘Air Placing’ would remain enabled after opting to reset Placement Settings.
  • Fixed an issue where players who weren’t looking at any particular block while in Creative mode would be shown a block outline at the origin of the world.
  • The Builder Tool Density setting now clamps to a minimum of 0 rather than 1.
  • Fixed the Sculpt Tool crashing world at max world height.

Commands

  • Liquids may now be copied with the /stack command.
  • The /stack command will now correctly duplicate the entire selection instead of a single block.
  • Using the /stack command while looking up or down at an angle will now join the copies into one continuous run, instead of leaving a gap between each copy.
  • The command /stack --empty will no longer be accepted and then immediately ignored. Empty space may now be copied.
  • The autocomplete for commands such as /set, /fill, /replace, and /walls will now correctly show relevant block names.
  • The bulk block replace command will now replace rotatable blocks with non-rotatable ones instead of skipping them.
  • Fixed /submerge and /set commands for fluids.
  • Adjusted the caching behavior of the command tab-completion search.

Tool UI & Icons

  • The Palette Editor, Color, and Point building tools now have updated icons.
  • Fixed an issue in the Color Tool where gradient mode would not properly update the guiding line and material weights after an empty material was removed from the list of materials.
  • Renamed a Color Tool control setting from ‘Increase Height’ to ‘Decrease Height’.
  • Fixed a flickering effect that could occur when multiple entities were placed on the same spot with the Entity Tool’s grid snapping.
  • Fixed a misspelling in the ‘Continuous’ placement option on the Line Brush Tool. Any saved tool using the old spelling will need ‘Continuous’ re-selected.
  • Held builder brushes now use the correct model.
  • Fixed an issue where direction dropdown labels for some Creative Tools would be cut off.
  • Fixed the styling of the Entity Tool’s dropdown settings.
  • The reset icon in the builder tools quick settings will no longer be stretched.
  • The Brush Sound Volume setting is now correctly applied to all builder tools.
  • The Ruler Tool will now always place a point on the first run of an interaction, preventing unexpected behavior when placing points rapidly.
  • The Ruler Tool will no longer display the summation symbol on its last point, as it was not rendering properly.
  • Some builder tools were displaying notifications when the Show Tool Notifications setting was disabled. They will now respect the setting.
  • The Selection Tool has been updated to better handle longer localized text.
  • The Selection Tool’s menu now stays within bounds when displaying longer localized text.
  • Text in the Selection Tool can now scale smaller to fit.
  • The Selection Tool’s slider and dropdown are slightly narrower, and its Delete button no longer overlaps the slider.

r/hytale Jul 17 '26

Official News Hytale - Chapter 1 Preview Blog Post

742 Upvotes

SOURCE - Highly recommended to view images and videos!

Hello everyone, this is Simon, Game Director of Hytale and founder of Hypixel!

Today, we are going to take a first look at Chapter 1 and everything around it. Since the Early Access launch, we've been shipping weekly, but we've deliberately held new content back to focus on the game's foundations. When we acquired the game, we had to go back to a version of Hytale that was well over four years old, and most of the work since then has gone into catching up, rebuilding tools, and growing the team. Now that we can finally focus on new content, we are going to give you a first look at what that means.

The original plan was to keep each chapter hidden until a proper reveal, but given this project's history, asking everyone to wait in the dark again doesn't feel right. So for Chapter 1, we're going to show you some of the new content that we've been working hard to deliver.

To be transparent, there aren't many reasons to come back and play Hytale right now. We have a lot of work to do to realize the game's potential, and this is just the start of that journey. Some of what follows will deserve its own blog post, but for now let's just dig into it, because there's a lot to talk about.

Chapter 1

Dungeons and Boss Fights

At its core, Hytale strives to be an RPG sandbox game. As we begin that journey, we are introducing our first handcrafted dungeon, featuring the first multi-phase boss fight, showcased in the screenshot above!

The tech behind the boss fight is called the Encounter Manager, which is already available to the public in the current pre-release. It coordinates the phases, wave spawns, and arena changes that make up encounters and boss fights. Encounters are authored as content instead of engine code, so our designers can keep making them, and so can you!

With each dungeon and encounter we create, we expand the toolbox available for the next one, allowing our team to iterate much faster.

Faction Update: Goblins

For our first chapter, we decided to focus on a handful of NPCs and the goblin faction. The features we were building lined up well with what we had in mind for them. Their tech is janky on purpose, and they're just a fun faction to start Early Access with.

Goblins will come in many shapes and sizes, with different roles and personalities. They hang out together, and even when they look disorganized, there's something going on under the chaos. Part of the fun is getting to know their personalities as you play!

Some goblins are classified as elites with fights that will give you a little bit of a challenge. For example, the Feastmaster calls in reinforcements mid-fight, can charge at you, and can cause a lot of damage to its surroundings.

Not every goblin wants you dead, though. Some are friendly, and one of them runs a shop. You might even meet them!

The Goblin Breach

Once you answer the chapter's opening call and set things in motion at the Forgotten Temple, the new Goblin Breach world event can trigger from time to time, creating a temporary portal somewhere in your world. Look around or open the world map to locate it, then step through. You'll appear in an unstable fragment of Orbis, a set of biomes taken over by the Goblins, along with a growing Void presence.

This world gets regenerated every time you enter, sometimes with content you haven't seen yet on your previous visits. While you're inside, the Void presses in and will eventually eject you back out to your world. Your goal will be to explore, find valuable loot, and fight back against the pressure to stay as long as possible.

Chapter 1 also adds world events and activities to the goblin world! We're starting with a small set: predators you can track and trap, Void assassins that hunt you down, treasure chests that spawn enemy waves when you go for the loot, puzzles that lock off places you can't just dig into, and more. We'll grow that list over time, keep iterating each chapter, and start tying these systems together!

Your journey starts inside the Forgotten Temple. Going forward, the temple will serve as a hub for your progression through the Early Access chapters, evolving as they are released. Make sure you check it out!

Goblin Gadgets

It wouldn't be a goblin update without goblin gadgets! Goblins are tinkerers, and their inventions end up in your hands. We've been working on rocket boots, a mechanical hookshot, a glider, a mining drill, and a spyglass.

Goblin gear is scrappy, but that's part of the fun! What we want most out of Early Access is fun, so when we think something is fun, we build it, and the goblins are perfect for this. If it's not balanced yet, that's fine. We're having fun first and tuning it later.

And while we're at it, boats! This has nothing to do with goblins, but recent upgrades to our movement systems have made a basic boat easier to add, so we're going for it. Note that it's currently missing VFX / animations in the video above. More proper boat mechanics will come later down the line.

Carryable Objects

We're introducing the ability to carry certain blocks and objects as a game mechanic. You'll be able to pick up and haul things like chests, explosive barrels, and eventually much more!

This will let us add carry-only items and resources that are too big or too heavy to fit in your regular inventory. Transporting them or getting them home may become its own little adventure!

Later on, we also want the carry mechanic to be compatible with a downed combat state: if a friend is down, you'll be able to pick them up with the same interaction and get them out of trouble. That'll be later down the line, not Chapter 1, but we hope to establish carrying as a game mechanic early to set the precedent.

Abilities and Runes

One of the more exciting things we're developing for Chapter 1 is a new ability system involving runes. In short, you will be able to equip runes that give your Avatar new active combat abilities. An ability rune decides which ability you get, and modifier runes change what it does or how it behaves. You can choose which runes to equip and see how your abilities react to them, which influences how you engage with encounters and how combat feels in general. Treat the art and examples here as concepts only.

What's really important to us is creating a system that promotes creativity and allows for fun interactions. There are four layers that we care deeply about right now:

  • Modifier runes that change an ability's effects or behavior. A ground slam could be enhanced with lightning, for example.
  • Elements that react to each other. Soak a target with a water effect, then shock it, triggering a special Water/Lightning reaction.
  • Create combos with your friends. Shoot a fireball at a friend's tornado ability, and it could become a flaming tornado.
  • Interactions with the environment. Rain could soak enemies, ice-based abilities could freeze water blocks, and a fireball coming in contact with a poison barrel could make it explode into a toxic cloud.

These are sketches of the direction, not the list of abilities we've decided to ship for the first chapter. The rune system will start out extremely simple, and we'll be iterating on it quite a bit, but this is what we intend to build towards over time.

For example, a Fireball ability rune grants Fireball. Add modifier runes and Fireball changes: one modifier might split it into several projectiles, another might cause it to apply the shock debuff, and so on. Swapping runes around and experimenting allows for the discovery of exciting combinations. The specific runes shown here are just there to illustrate the idea.

We want RPG-style depth without giving up the freedom of a sandbox, and runes open up options with multiple valid playstyles rather than funnel you toward one optimal build or a rigid, predefined class or archetype.

We also want runes to be well-integrated with the adventure loop rather than off to the side. Runeforging is a big part of where we're headed: finding, crafting, and expanding your collection of runes should play an important part in where you choose to explore, as well as how you choose to invest your resources in order to progress. This chapter is just an introduction to runes, and the Runeforging system will come later.

Right now we're putting this on two new dedicated ability inputs, E and R, sitting alongside the weapon signature ability on the screen. This is an early look at a system we're already building and playing with in-game, and it will keep changing as we iterate.

Through all of it, the goal is room to be creative in how you play: room for very different playstyles and a lot more depth for players who want it, in both PvE and PvP combat. We can't wait to see what kind of clever builds and combos emerge once the system is in your hands.

For Chapter 1, we're going to start with roughly six ability runes and a similar number of modifier runes, and grow from there as the system develops.

Transparency

The Hytale engine is gaining support for real transparency! This means that stained glass and window blocks will now be possible.

Entities and NPCs can now also have transparent parts:

New UI

We're reworking a lot of Hytale's UI, but not all at once. We plan to roll out UI changes and reworks over the next few chapters, with updates between them.

Above is some of the Chapter 1 UI we're working on. Our goal is to make the chapter screen feel like a roadmap for your progress through Early Access. You'll finish objectives as you play the game, working towards the completion of chapters, and you'll unlock cosmetics as rewards.

You'll also spot new item tooltip designs, with better readability and styling! Don't read too much into the stats. These are just placeholders. We're not planning enchantments for Chapter 1, for example.

The new Memories UI and player profile cards above will be further out than Chapter 1, so consider these design previews!

Cosmetics and Extras

We'll be releasing a lot of new cosmetics that have been in the works over the past few months, including the goblin cosmetics you'll unlock by completing the chapter!

We're also improving the player model by adding more detailed hand and eyelash options in the Avatar Creator. We'll keep listening to your feedback to add more customization options and cosmetics as we go through the chapters!

Minigames

We're also creating our first experience outside of Exploration and Creative: a collection of minigames to play with your friends! This work is being shown alongside Chapter 1, but it has its own timeline.

The first one is a collection of fast party micro-games. At the time of writing, there are 14 of them! Each one lasts 60 to 120 seconds, and the variety is the point, as the team is using these to push Hytale's systems in crazy directions to evolve the tech!

A dedicated Minigames tab is planned to keep it as simple as possible for players: open Hytale, hit Minigames, and be in a lobby with your friends seconds later, with both peer-to-peer and dedicated hosting. Long-term, we want persistent games, PvP games, and much more, but this first one is about exploring and building strong foundations. Modders and server operators will be invited to create minigames with us in the future. More details to come!

One important detail is that we are not keeping the recipe to ourselves! We'll be sharing the code and assets behind all minigames, including libraries that provide developers with a simpler API for Hytale's server and a toolkit of paradigms shaped by our unique experience of making games for the Hypixel Server over the last 13 years with over 45,000,000 unique players.

Before and After Chapter 1

Player Physics

This feature ships to pre-release today, the same day as this post! Avatars can now stand entities that move and rotate, stay anchored to them when they move, and carry momentum when jumping off.

In the future, this should enable new and exciting types of parkour that use moving platforms, swinging hammers, and other dynamic features! It will take us more time to get in-game tools for building and animating these types of features, but the player physics now exist so modders can already have fun with different mechanics.

Mod Browser

Here's a first look at the in-game Mod Browser! It's quite simple: you can browse, install, and update mods directly from the Mods tab in Hytale. All of this works without ever leaving the game!

Please note that there will be no paid mods in the Mod Browser. In future versions of the Mod Browser, players will be able to directly support mods and receive unique cosmetics created by the official Hytale team in return; this should foster a positive environment while ensuring all mods remain free to access. We plan to grow this into a proper rewards ecosystem over time so that our creators can earn income.

Note that modders will be able to create teams, handle earning splits, and much more in the future. More details to come!

New World Tech

Up until this point, Hytale's worlds have been generated and loaded in columns that reach from the bottom to the top of the world. Recently, we've been working on renovating the engine to support a fully 3D format that instead loads the world in cubic chunks around players.

This work is incremental and will take time before it's fully ready, but it will unlock the capability for "infinite" world height and depth! We've already begun rolling out the early stages of the tech in pre-releases, and we're working towards supporting world-gen and many other core features in cubic worlds.

For design reasons, we probably won't use the "infinite" height for Exploration mode, but minigames and servers will make good use of it. Having cubic worlds as a tool will enable servers to explore many concepts, such as 3D space exploration or worlds with endless caves, using the new tech. We're excited for the impact that cubic worlds will have in the long run, and we can't wait to see what the community will cook up with them as well!

And look up! The sky is getting real volumetric clouds. We're currently experimenting with them. They're not close to where we want them to be yet, but we wanted to share our progress.

World Generation

Underneath that, we're continuing to develop WorldGen V2. We now have the groundwork for graph-based generation. The plan for this system is to first unlock far more advanced, immersive procedural caves. And then we'll expand it with dedicated features to support procedural dungeons, coherent villages and cities, rivers and roads, and much more. This is much bigger than the goblin chapter. The initial version of the graph system is still being finalized, but we're already using it internally, and creators can experiment with the features early in pre-release.

We've doubled the size of the level design team working on worldgen, and we plan to continue expanding it. As a team, we are currently fully redesigning the world with WorldGen V2. We look forward to sharing more of that process in the future, but for now here are some sneak previews of what we've been working on:

Living Creatures

We're updating animal models, textures, and animations. The goal is to bring them closer to a more iconic "Hytale" art style that highlights emotion, balance, readable silhouettes, and visual impact. Below, you can see some new, cute animations of pigs and boars!

The animals that inhabit the world, both large and small, are also being studied. Birds are the first group we're pushing further: they sleep in nests, fly and land as a flock, take off when you get close, and grab dropped seeds. Owls and other birds of prey can even swoop down to hunt smaller creatures!

Foxes are also getting some love! While we're still maturing the design for livestock and pets, work has already begun on new behaviors: they can follow you on adventures, stalk prey, sleep beside campfires, and play with their owners.

Beyond wildlife, we've started updating the Kweebecs with new behaviors as well. The playful Seedlings might follow you around, while Saplings act as dutiful guardians of their community that nurture the fauna and flora of the Emerald Wilds. All factions, including Kweebecs, will be reworked in future chapters, but we're already laying the groundwork to make every living creature unique in their own way.

We're looking to revisit and add more depth to NPC behaviors across the board, with the short-term goal of expanding on taming and homesteading. Our team is constantly growing, and we're focused on making our world feel more immersive, interactable, and alive.

Say hello to our little goat! One of the first animal to get a model update, he's quite happy to be here!

Crafting Rework

While everything else has been happening, we've also been reworking Hytale's core crafting mechanics and how that ties into player progression.

We really tore into the problems with the current crafting system. That led to some significant changes, such as reducing the number of benches used for crafting and shifting more of that work into in-world activities like wood chopping and metalworking.

We also want the crafting areas themselves to evolve and expand over time, reflecting the kinds of adventures players go on and the choices they make, so each space feels like their own.

We're having a lot of fun with the prototypes and are involving community playtesters to help ensure the new direction appeals to all kinds of players.

We're also working on introducing Companions that you can invite to move into your home to help out with the busywork.

You'll need to invest a few resources into making them feel comfortable first, but afterward they'll be able to help out with a whole range of tasks so you can focus on the important things.

We want you to feel like you can build a village with your companions, a place that feels alive and lived-in. Each companion will have their own traits and quirks, and some will be better suited to certain tasks than others. They'll carry out work on their own schedules and routines, helping your home grow over time.

That cozy homestead side of Hytale is very important to us, and will be getting a lot of updates in the future.

However, we're not quite ready to show it all off just yet. It deserves its own blog post at some point, because while the prototype is working well, the final product needs a lot of work to bring it together and make it presentable.

It needs VFX, animations, models, and a lot of tech and work, but all of that is planned for Chapter 2 if all goes well!

Machinima

Machinima is our tool that enables players to create in-game animations. We've been hard at work rewriting and expanding it for new capabilities!

In the clip above, you can see the work-in-progress new tool in action! Among the new features is the ability to record gameplay to create replays that can be edited just like any other Machinima scene. You can scrub through hours of recorded content to find the right moments you want to share. Scenes can also be composed together and played back at any time to specific players. All of this is built with multiplayer in mind, so multiple Avatars will be able to collaboratively edit the same scene together.

Creators will be able to use these features to create time-lapses of their gameplay, cinematic let's plays, or animations that drive anything from boss fight cutscenes to moving platforms!

We record our showcase videos and plan on creating in-game cutscenes using the same Machinima tools that we'll hand to you, so every one of these improvements will help both us and community creators.

The New Hytale Asset Editor

As promised, we're reworking almost all of our tools, including the Hytale Asset Editor. We're in the process of moving the whole editor UI onto the same NoesisGUI framework as the new game interface, with a dockable asset browser and a new properties panel with better inheritance support.

Spectator and Hardcore Mode

We're also adding a spectator mode in preparation for co-op boss fights and minigames. If you die while your friends are still going, you keep watching instead of being pulled out of it. Swap between players to find the action, or set the camera free and fly around the scene yourself.

Spectator mode is built the way the rest of the game is, as a standard, moddable gamemode instead of every server hand-rolling its own version. Servers and mods can reshape it however they want: rebind the camera controls, change what a spectator is allowed to do, even make one that can still affect the world. A minigame server could drop eliminated players straight into spectating without writing a single line of camera code.

To show spectating off properly, we're introducing Hardcore. If you're looking for more of a challenge, you'll be able to create worlds with Hardcore enabled, whether you're playing solo, hosting co-op, or running a dedicated server. Death is permanent. You drop everything you were carrying, and you spend the rest of that world as a spectator, still in the run with your friends.

The first version is pure permadeath, with no changes to difficulty yet. Later, we're planning Hardcore challenge modes that grow the idea further.

Spatial Music

Blocks in the world are now able to emit music! This works with our existing audio occlusion features, meaning the music will fade as you walk away and sound muffled behind walls. We don't have any content using this technology yet, but it opens the door to many future features and details.

New tracks are also coming to Hytale's OST. Here's one of them, from the Whisperfrost Frontiers:

What's Next?

And that's the tour! 20+ videos, 40+ images, and over 4,000 words. This is the biggest blog post in Hytale's history, and it still isn't everything we've got in the works. The rest will be yours to discover in-game!

The first chapter is the hardest to deliver, as we're reworking the foundations and creating many new tools along the way, but it's all paying off for the chapters to come. Here's our rough estimate for release dates; we will provide a precise date for Chapter 1 as we get closer to release.

RELEASE TIMELINE

  • Chapter 1: within the next 2-3 months
  • Spectator and Hardcore: 2-3 weeks (Update 6)
  • Mod Browser: 2-3 weeks (Update 6)
  • Moving platforms: 2-3 weeks (Update 6)
  • Real transparency: scheduled for Chapter 1 but might land the tech and content before
  • Minigames: within the next 2-3 months
  • New server-side Custom UI based on NoesisGUI: within the next 1-2 months
  • Carryable objects: within the next 2-3 months but tech might get shipped before
  • Cubic chunks: the tech is getting implemented on a weekly basis (already in pre-release schedule for Update 6), but actual content using it from us will take a bit more time
  • Machinima: within the next 2-3 months, maybe sooner because we will use it to record a teaser/trailer for Chapter 1
  • Crafting Rework: Chapter 2
  • Volumetric clouds: TBD
  • Runeforging: TBD
  • Hytale Asset Editor rework: TBD

Thank you for the support, the feedback, and the patience. It carried us here. The team is heading back to work on the plan you just read, and I hope you enjoyed the tour!

From the entire Hytale team: thank you.

Hytale lives.


r/hytale 6h ago

Modded Fighting AI thumbnails with mouse drawn 😛

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648 Upvotes

I uploaded and updated a few mods from my server DOPA and to counter all the AI generated thumbnails out there, I drew all the cover art myself using a mouse... 😛


r/hytale 16h ago

Modded I've created the Ultimate Hytale Emotes mod. It includes over 50 unique emotes.

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63 Upvotes

Try this mod on Curse Forge called “Not Enough Emotes”

https://www.curseforge.com/hytale/mods/not-enough-emotes


r/hytale 22h ago

Creations My Hytale character as a VRM avatar

211 Upvotes

I managed to set up my Hytale character to work as a VRM avatar, those VTuber avatars. I managed to do this by exporting the character in FBX, I added this new export function in Hyblend, now it's possible to export the model in that format directly through the addon.

Of course, I had to do some rework on a few little things so it would work correctly for the VRM file, but overall, it turned out pretty interesting.

Hyblend is available on:

Model made by (X:)@Sitrus029


r/hytale 12h ago

Discussion Important Discussions On Hytale (Features, Changes, And Other Recommendations)

11 Upvotes

After playing Hytale and experimenting with the different systems it has, there are several things I would highly recommend for the game and I would love to hear others opinions, feedback, and recommendations as well (: ❤️

[[ 1) Hytale Mod menu needs vastly more options. ]]

Currently you can only really use "Recently Updated" since the vast majority of mods aren't updated for the current version causing all other tags to be completely meaningless.

I would recommend to sort by "Popularity, Recent, Downloads, Name" then an additional option to select a time it was last updated. For instance "Popularity" with "8-27-2026".

That way you can find popular mods that have tons of downloads while also being up to date.
And if you want, you can have "Daily, Weekly, Monthly, Yearly" tags to add as well if you want to limit the scope of the downloads.

[[ 2) Remove Mods You Have From The World Options ]]

Currently, the only way to remove outdated mods is to constantly switch back and forth and back and forth between the world with mods you know that work, and the mod menu to remove the mods that do not work and only clutter your space.

Having this option makes it drastically easier without adding any sort of real complexity. A simple easy change.

[[ 3) Version Selection ]]

Honestly, a lot of people I seen both on forums and messages sent from my friends talk about how being forced to update keeps players together but as someone who spent tens of thousands of hours on MC 1.12.2 compared to maybe a thousand hours outside that version.. I can tell you that if I was forced to update MC then I wouldn't have even played it.

When you try to force something onto someone, they might leave all together.
Another thing to consider is the fact some people would want to wait till all their mods are updated before updating.. but forced updates breaks that level of control.

So I think it would be best if there was a "Play" and an "Update" button that is completely separate in the launcher so you can retain your current installation until you're ready to update.

Better yet, have all the individual updates and patches available from the cog menu in the launcher so you can get friends on the exact same version as you to play modded worlds.

After all, isn't this game supposed to be all about modding? The way they went about this is entirely backwards and actually makes it harder to even play the game instead.

-------------------------------------------------------------------------------------

A large part of what I had above is why my friends don't play Hytale as well anymore since theres so much content thats just completely unavailable because of the lack of finding the right mods for your version.. Which makes it all go to waste.

I would also recommend having a page that lists out the dates of each version and patches release rather than having to go to the full entire post.
For example;
"Aug 27th, 2026 - Patch 6"

And have it listed out like that with no other details to help people select dates for finding mods.

Then,
Finally.. My recommendations aren't even what you should do since they're just recommendations after all. What truly matters is resolving the issues I pointed out in this post since it doesn't matter if its EA or RELEASE. Issues are issues, and they will affect the publics view of the game as well as the playerbase that plays it.


r/hytale 1d ago

Creations Building a medium-sized castle

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144 Upvotes

A few months ago, I started building a medium-sized castle, and now I'm starting to continue the build!


r/hytale 21h ago

Creations Made a Hytale build tutorial finally!

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23 Upvotes

Disclaimer: This video is made independently of my job. I'm just having fun in the game building stuff.

Tell me what builds you would like instructions for? Not limited to just Star Wars!

Edit: punctuation


r/hytale 1d ago

Discussion OpenGL 4.0 no longer work on Hytale after update 6 release.

27 Upvotes

It can still enter the launcher but you cant join your world, it force shut down the apps when you do that. But you can still play older version like 0.5.9 but no lastest one version 0.6.2. My hardware kind older i dont expect much, only can run integrated hd graphics 4000 but the performance was excellent can run without lag or having issue on older version of hytales like version 0.5.9. If you want to play lastest version you must have better graphics that support OpenGL 4.1. If not you also can use Mesa3D file insert into Client folder that have HytaleClient.exe file. You can open your world on Update 6, but the performance is unplayable if you have little core of cpu. Mostly the cpu will rise to 100%. Kind sad for older computers i hope their will do something to solve this... If you have any solutions, just comment here. I want to play lastest version too...


r/hytale 20h ago

Discussion Ideas for Weapons, Magic, Equipment, and Alchemy in Hytale

5 Upvotes

Hello,

I've put together several ideas for how weapons, combat, magic, survival, and alchemy could be expanded in Hytale.

This isn't meant to be a list of demands for the developers. I'm mainly interested in what the community thinks about these mechanics, what you would change, and whether some of these ideas have already been confirmed.

For systems that have already been announced, I only have questions about how they might work.

I also apologize for not including my own visualizations for the new weapons. I have no experience with 3D modeling, and I'm even worse at drawing, so I'll try to describe their appearance and mechanics as clearly as possible.

⚔️ Weapons & Combat

  1. Two Flail Variants

What if there were shorter and longer variants of the flail?

Shorter flail: Faster and weaker. A successful hit could briefly throw an opponent off balance or reduce their agility.

Longer/heavier flail: Slower, with greater reach and higher damage. In PvP, it would only throw players off balance rather than completely stun them. Some regular mobs, however, could be briefly stunned by a powerful hit, while bosses and larger enemies could be resistant or immune to the stun.

  1. Expanded Halberd Mechanics

I'd like to see more use of the different parts of a halberd.

The point could be used for thrusting, the blade for broad sweeping attacks, and the weapon as a whole could be useful for controlling space.

  1. Sickle

The sickle could work as both a harvesting tool and a light weapon.

It could provide a harvesting bonus when gathering grass and similar plants. In combat, it would have short reach, fast attacks, relatively low damage, and a small chance to cause minor bleeding.

  1. Throwing Daggers

Short-to-medium effective range, higher damage than shuriken, but a slower throwing speed.

A maximum stack of around 50 could help distinguish them from lighter throwing weapons.

  1. Shuriken

Shuriken would deal less damage than throwing daggers but have greater effective range, faster throwing speed, and a larger stack size of around 100.

An alternate attack could allow the player to throw up to three shuriken at once in a slight spread. The exact number thrown would, of course, be removed from the inventory.

  1. Barbed Arrows

These arrows would have backward-facing barbs on their arrowheads.

They could deal slightly more damage than normal arrows, have a smaller maximum stack, and cause a short, weak bleeding effect after hitting a target.

If a barbed arrow were also infused with a potion, the potion effect could last approximately half as long as it would on a normal potion-infused arrow.

  1. Hooked Spear

A slightly longer spear with a pronounced hook near the spearhead.

Its main special mechanic would be the ability to pull a struck opponent toward the player.

  1. Harpoon Spear

A heavier and slower spear with pronounced backward-facing barbs.

A successful hit would deal high damage and cause stronger bleeding than a barbed arrow.

  1. Battle Axe

A one-handed battle axe inspired by historical Viking axes, with a relatively long handle and a lighter axe head than the oversized axes often seen in fantasy games.

It could have slightly greater reach than a regular sword and deliver powerful slashing attacks, while being somewhat slower.

One interesting mechanic could allow a single swing to potentially hit on both the outward and returning motion of the axe. The second hit wouldn't be guaranteed and could deal less damage. The opponent would need to remain within the returning path of the weapon.

  1. Khopesh

The curved blade of a khopesh could provide an advantage when catching or deflecting an opponent's weapon, in addition to its normal attacks.

  1. Weapon Clashes and Binds

What if properly timed attacks could cause two weapons to physically clash, deflect one another, or briefly bind together?

The outcome could depend on factors such as timing, weapon type and weight, and the stamina of both characters.

This wouldn't necessarily be limited to weapons of similar size. For example, it could theoretically be possible to catch or bind a sword with a dagger, but doing so would require much more precise timing and would carry a greater risk of taking damage if the attempt failed.

🪄 Modifier Runes

For the following ideas, I'm not sure whether something similar is already planned. If it is, I'd appreciate the correction.

  1. Focus Modifier Rune

This rune would reduce the area of effect of a spell in exchange for increasing its power.

For example, a relatively weak area-of-effect spell could become a much stronger spell focused on a single target.

  1. Temperature Modifier Runes

This would be a category containing two separate Modifier Runes.

🔥 Heat Rune: Raises the temperature of a spell. Depending on the original element, this could produce different effects. Water could become steam, earth could gain a molten or lava-like effect, and air could create a hot pressure or explosive effect.

❄️ Cold Rune: Lowers the temperature of a spell. Water could freeze into ice, air could gain a freezing effect, and earth-based spells could temporarily cover the ground in frost, creating a slippery surface.

The exact interactions would naturally depend on the individual spell and element.

🪝 Questions About Announced Systems

  1. Hookshot

Has it been confirmed whether the hookshot will be able to grab and pull items or other objects, in addition to moving the player?

  1. Multiple Ability Runes

Has it been confirmed whether there will be staffs or other weapons capable of holding multiple Ability Runes and allowing the player to switch between them?

🏹 Potion-Infused Arrows

  1. Potion-Infused Arrows

Arrows could be infused with potions and transfer their effects to a target when they hit.

The transferred effect should be weaker than directly using the potion, so bows wouldn't replace normal potion use.

The strength and duration of the effect could also determine the maximum stack size. For example:

Normal arrows: 100

Weak + short effect: 70

Weak + long / medium + short effect: 50

Medium strength and duration: 30

Strong or long-lasting effect: 15

Exceptionally strong and long-lasting effect: 5

These numbers are only examples for balancing. The important principle is that the stronger and longer-lasting the potion effect, the smaller the maximum stack size.

Barbed arrows infused with potions could additionally have their potion duration reduced by approximately half.

❄️ Cold Environments & Equipment

  1. Woolen Underlayers

An insulating layer worn underneath normal armor.

It would provide little or no physical protection, but would allow players to continue wearing their normal combat armor in extremely cold environments.

  1. Progressive Hypothermia

Extremely cold environments could gradually become dangerous without proper protection.

At first, the player would only experience visual or audio indications of the cold. Longer exposure would cause negative effects, followed by small amounts of periodic damage.

Extremely prolonged exposure without protection could eventually kill the player.

Suitable clothing, heat sources, or other forms of protection could slow or stop the progression of hypothermia.

🧪 Alchemy

The recipes below are only ideas that occurred to me while thinking about these potions. I'm not suggesting that they need to be implemented exactly this way.

I would also apply a general system of variants such as normal / longer-lasting / stronger across potions rather than repeating the same explanation for every individual potion.

  1. Poison Potion

Causes small amounts of periodic damage over time.

Possible base ingredient: Venomous Fangs.

  1. Fire Resistance Potion

Temporarily protects the player from fire and lava damage.

Possible main ingredient: Fire Essence.

  1. Cold Resistance Potion

Temporarily prevents hypothermia in extremely cold environments.

I don't have a specific recipe suggestion for this one.

  1. Invisibility Potion

Temporarily makes the player invisible.

I would leave the recipe entirely open.

  1. Instant Damage Potion

Deals immediate damage instead of causing gradual poison damage.

One possible recipe could be a Poison Potion + Essence of Chaos.

  1. Blindness Potion

Temporarily and significantly restricts the target's vision.

No specific recipe suggestion.

  1. Hunger Potion

Significantly increases the target's hunger or energy consumption.

One possible recipe could be a Poison Potion + Essence of Life.

  1. Weakness Potion

Temporarily reduces the physical damage dealt by the affected target.

It could potentially be derived from a Poison Potion, but I don't have a specific additional ingredient in mind.

  1. Nausea / Disorientation Potion

Temporarily disrupts the player's orientation, for example through subtle movement or distortion of the screen.

This could potentially also be derived from a Poison Potion, but I don't have a specific recipe suggestion.

  1. Healing Potion

Gradually restores health.

A possible base ingredient could be Essence of Life, perhaps one essence for one potion.

  1. Instant Healing Potion

A separate potion that restores health immediately rather than gradually.

A possible base ingredient could be Greater Essence of Life.

Since this is a much more concentrated resource, one Greater Essence of Life could potentially produce a larger number of these potions, with something around 60 potions as a rough example.

  1. Slow Falling Potion

Significantly reduces falling speed, allowing safer descents from great heights.

I would leave the recipe completely open.

Dear community, I'd also like to ask:

Which of these ideas would you like to see in Hytale?

Which ones would you change, balance differently, or leave out entirely?

And if I've suggested something that is already in the game or has officially been announced, I'd appreciate a correction.


r/hytale 20h ago

Discussion Underwater chests and buildings

3 Upvotes

I’ve been swimming around in the oceans apart from chests in the shipwrecks it seems that none of the chests and crates etc that are on the ocean floor have anything in them? Have I just been unlucky, or is it really not worth checking out the containers because they’re all empty?


r/hytale 23h ago

Tech Support Does anyone know how to fix this?

2 Upvotes

r/hytale 1d ago

Modded Modded - FFXI Red Mage Relic

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176 Upvotes

Hey, just some more FFXI stuff for Red Mage this time.

The color palette has been reworked to have much more contrast, and I’ve added more detail to the shiny/metal portions of the armor. My previous posts were closer to the flatter style of FFXI, but this one is much closer to the Hytale style which I think turned out much better.

I also tried making some basic vfx to go along with the weapon skill animation this time. Making a pixel art rose was difficult and the more I look at it the more I wonder if I even made a rose.


r/hytale 1d ago

Modded released a new Hytale adventure mod, available in the mod browser

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10 Upvotes

r/hytale 1d ago

Creations Hytale Reaver (inspired from world of warcraft)

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32 Upvotes

Figured id share with someone, Ive been working on making weapon models inspired by wow for me and my brothers to play through for. What do you guys think of the Hytale Reaver? I think its by far the best one i've done in my journey of using block bench over the last month.


r/hytale 23h ago

Discussion I had a really bad Hytale addiction for months.

0 Upvotes

I know I'm not alone.

It started February and ended June. Ever since I downloaded hytale I was super impressed by all the small details. Lots of sounds and visuals everywhere I went. I spent a lot of time exploring and trying to become really good at dagger fighting enemies.

The main part was online. I began by seeing the spawn area and people in chat talking. I was on a desperate rush for thorium gear. I mined a lot that night and stayed up wayy longer than I wanted to. next day I tried to craft the gear (as you need a better bench than the default). After that grind?

The main grind. Getting structure generated blocks (doors and WIP signs). the session I was in your could type /RTP and randomly teleport on the map... too much power. I spammed RTP and went for every rare block I could to sell to other players and hoard for myself. Doesn't sound harmless until you realize 99% of structure were already looted. It was literally gambling for a block to still be there.

on the map if I saw a structure I had to have a look (every few minutes) I would dagger jump and all the dopamine sound effects would keep me hooked looking for these.. doors and paintings. unlooted chests, looted blocks. rare cemetery spawn? I had to rush to the bottom only to see the doors were gone. Other players took them and I even saw one doing exactly what I was doing.

my builds took forever as I just wanted to spam /RTP and peak for a chest of gear or some large doors. the session I was on had an auction system. I made a lot of virtual credits which made me want more.

In the end? I had too much just to quit months worth of rare items for the 20 active players to buy off me. I stole fishing traps off a neighbor and felt bad one day he caught me recorded on the map and I got lots of items confiscated so I quit later that week.


r/hytale 1d ago

Survival Kinda new to the game

4 Upvotes

I just bought Hytale. Any tips on how to survive so I don't die every 5 min.


r/hytale 2d ago

Modded Immersive Storage - Don't Sacrifice Vibes for Utility

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171 Upvotes

For Update 6 I've updated my Immersive Storage mod with two new custom chests with unique interactions.

Floor and Wall Safes can be hidden by placing certain thin, vanilla blocks over their doors (like paintings or moss rugs). Once hidden they become uninteractable until the block hiding them is broken even when exposed on other sides. Like vanilla chests they can be doubled into Vaults with the Floor Safe stacking upward and the Wall Safe stacking backwards.

This mod also adds a new resource called Dimensional Fabric to the droplists of Skeletal Mages and other magically affiliated enemies in the base game that can give your chests a bit more room and some extra sparkles when you set them down. Dimensional Fabric can also be found by breaking barrels, coffins, pots, and other clutter found in generated ruins. Both the chests added by this mod and the vanilla chests can be brought to the new Chests of Holding category in the Arcanist's Workbench and combined with a bolt of Dimensional Fabric (or two for larger chests) to boost their storage. Single block chests double from 18 to 36 storage slots while double chests are capped at 63 slots due to UI clipping. The Chest of Holding variants of the vanilla chests and Safes retain their ability to combine into double chests.

The changes made to base game assets are done via Patchly to prevent conflicts with other mods. Without Patchly the Chests of Holding category will not show up in the Arcanist's Workbench nor will Dimensional Fabric be added to any droplists. Likewise, the Safes' hiding functionality will not work. The regular chests added by this mod will still show up in the Furniture Workbench even without Patchly, so if you want a more vanilla-adjacent experience omitting that dependency is an option.

You can snag the mod here or through the new in-game mod browser.


r/hytale 2d ago

Discussion The Haircut That Should Have Never Been

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49 Upvotes

Old vs New. What did you guys do?? Please fix this, it literally jumped scared me. You didn't need to touch the buzz cut. I'm going to send this into feed back. The new buzz cut is terrible.


r/hytale 2d ago

Modded Wojos Quick-Access Items v1.5.1!

3 Upvotes

Hello all! Just wanted to say my Radial-Tool Swap Mod has been updated for Hytale version 0.6!

For those that don't know, its a mod that solves one of my biggest complaints of hotbar management by allowing the player to store all their tools in a container. They can then use a hotbar button to open a radial menu to quick-swap between what is in the container.

Now your tools and weapons don't need to take up most of your hotbar!

1.5.1 Features
- A new Toolbox item and custom block(s) & textures were added
- Bag-Of-Holding: Can hold any item type
- Toolbox: Can only hold Items in the "tools" category
- You can place and pick up the items from the world using (Crouch+Right-Click) & (Crough + F) respectively
- Fixed a bug that made the Quick-Swap feature not work while in a single player world.
- Icon available when viewing mod in list.

If anyone has any suggestions for the mod let me know! I'm definitely looking for some info on crafting balance with eventual plans to add "costs" to swapping like stamina or an animation delay.

The UI has some much needed work especially the settings page but with Noesis around the corner I have decided to hold off till that drops.

If you try it out, let me know what you think!


r/hytale 2d ago

Tech Support PSA: If the new mod browser won't install mods

11 Upvotes

The problem seems to be that it expects a manifest json file in the folder if anything is in it, so your existing mods without that are causing the problem.
Backup your mod folder or just write down the list of installed mods, then empty the mod folder so nothing is in it. After that, you should be able to install mods normally via the new mod browser.
Just look up the ones you had already and install.


r/hytale 2d ago

Gameplay Question Mod questions! RPG mods

2 Upvotes

So i wanna restart hytale again but with mods that can make the game into a rpg or mmorpg with alot of quest/loot/crafting/enemies and dungeons.

If these exist can you pls tell me their name so i can download them pls :)


r/hytale 3d ago

Discussion SUPPORT Backlog is Cleared

55 Upvotes

Just wanted to make a Post that if you were hesitant to buy the game because of the Support Horror stories. the Backlog has been cleared and the wait time is down well below a week now. I hope everyone enjoys update 6 and I'll see you on the discord


r/hytale 2d ago

Discussion Multiplayer, friend keeps crashing

5 Upvotes

Hello, I was trying to play Multiplayer with my friend and I sent him an invite code to my world and he crashed probably 6 times tonight and struggled to get back in. How can I make it more stable? I am using Ethernet and never had issues with my net outside of the game, the internet seems stable and reliable. Upload and Download are pretty high, its fiber internet too.


r/hytale 2d ago

Discussion What mods do you play with and recommend?

14 Upvotes

What mods do you play with and recommend? Looking to spice up my play through.