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FoxNZ

@FoxDST

hi i'm a fox | Twitch Partner @Twitch_ANZ | #minecraft and #sonic enthusiast | [email protected]

Auckland, New Zealand Se unió Ekim 2016
186 Siguiendo332 Seguidores
FoxNZ retuiteado
Simon
Simon@Simon_Hypixel·
Roblox prioritizing shareholders over creators is not surprising at all; they are a public company, and that's their duty. If you want to understand the direction the company is heading, don’t look at the marketing aimed at creators. Read how they talk to investors vs how they talk to developers and artists. In investor communications, the focus is on scalability, efficiency, margins, and AI-driven growth. In creator-facing messaging, the word “AI” is often avoided entirely, replaced with vague buzzwords like “real-time dreaming” or “4D.” That disconnect is calculated. The strategy is clear, though: leverage developer and artist content to train their own AI labs and reduce dependence on human-created UGC over time. Whether that future arrives in 2 years or 10, the direction is obvious. At the end of the day, platforms under investor pressure look for ways to scale content creation without scaling payouts. It’s visible in earnings calls, investor decks, hiring patterns, and the language used, depending on the audience. Creators should pay attention because the story told to shareholders contrasts with the one told to them. What do I know? I've been on both sides: as a successful UGC creator and now as a UGC game/platform. I met with many of the big companies you can think of and was part of many discussions on monetization and business strategy for those businesses. I know this space from the core; I started from absolutely nothing and worked through every aspect of the business. But hey, that's just my personal opinion ;)
Roblox@Roblox

In our research lab, we are building “real-time dreaming” - the ability to generate fully playable video worlds prompted from any text or image. Our real-time, action conditioned world model (currently running internally at 16fps at 832x480p) is trained on a combination of data, including proprietary Roblox 3D avatar/world interaction data. World models are different from multiplayer engines in that they store state and memory in video latents. Roblox is multiplayer, and we are actively researching optimal ways to simultaneously store state for thousands of players, and keep them in sync with their environment. Our world model leverages database technology which stores all user interactions on Roblox in a vector format that can be used to re-render video and interaction from any camera angle. We see several immediate uses for our Roblox world model. We will use it side-by-side text, image and video prompts as a way to launch auto-generation of immersive worlds. In Roblox Studio, a creator could walk around and use prompts to “paint” a world and then convert it into a 3D representation or direct to Roblox native as a way for many people to play simultaneously. All of this comes alive as we explore the notion of a “Dream Theater” - where one user is dreaming, while others watch and prompt them. 2/4

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Hytale
Hytale@Hytale·
It's been almost one week since Early Access launch. This has been beyond our wildest dreams. We will continue to work hard for all of you. Thank you ❤️
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Technoblade
Technoblade@Technothepig·
@Simon_Hypixel "One day, we'll look back at where we started, and be amazed by how far we've come."
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Simon
Simon@Simon_Hypixel·
IMPORTANT We expect over 1 million players on the early access release day for Hytale (January 13). Please download the launcher today and log in now to help us significantly reduce launch-day stress. Let us know if you are having any issues. Download now: hytale.com/download
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Simon
Simon@Simon_Hypixel·
Friendly reminder! Interest in Hytale is growing exponentially right now, and I feel like I need to remind people that we only got the game 7 weeks ago and that we are launching an actual early access experience, with all the issues that come with it. In the long run, we will be fine, but the next few weeks will be chaos. The team is fantastic. I am beyond happy with how things are going; they will make Hytale the dream game we always wanted it to be. I am 100% sure of it. Please give us some time to launch, patch and work towards that dream. I suggest you don't take a day off work on launch day; we WILL have launch-day issues with the launcher, logins, downloads, and other areas that could go wrong. Rest assured, once you have downloaded and logged in once, you can be offline without issue. We received far more pre-purchases than we expected, and we are doing our best to welcome everyone as soon as possible.
Simon@Simon_Hypixel

We are delivering on our promise and releasing Hytale into Early Access on January 13, 2026, with all the consequences that come with that decision. In just a few weeks, we merged roughly 300 branches, modernized a four-year-old code & asset base, scaled the team from 8 people to 50 core developers plus ~250 helping hands, tracked close to 1,000 bugs and fixed hundreds of them, added Mac and Linux support, and built an Exploration Mode that simply did not exist before. When we started the mission to save Hytale, we made a clear promise: Launch without any delays, at any cost. We are keeping that promise, even though it is a herculean task. In an alternate timeline, the most intelligent production decision would be to delay launch by 3-4 months, complete the obvious work in front of us, and avoid the overhead and distractions of maintaining a live product. The game would objectively be better on day one. That is not what we are doing. Moving this fast also comes with very real downsides, and you have already seen them. We make visible progress every week, sometimes so much that key community members work overtime to keep up with the news - but you have also seen us drop the ball. Some concrete examples: 1- Name reservations were intended to reward longtime fans. Still, we lacked sufficient time and information to verify the email list's integrity, and some longtime fans were missing from it. 2- The username generator produced unintended results, and our name filters failed to catch some unacceptable cases. 3- The payment system continues to report issues. 4- Communication regarding avatar customization, Steam release, modding, and pricing was insufficiently detailed, leading to misinterpretation or confusion. 5- Blog posts and technical write-ups have landed on an unpredictable schedule. 6- Game server providers, server owners, creators, and business inquiries are not receiving responses as quickly as we would like or as they deserve. This is the tradeoff we all have to accept: You can’t make an omelette without breaking a few eggs. We wish we had more time to double-check every step and spend more time on communication, but that time comes at a steep opportunity cost. Extra polishing reduces the overall impression of Hytale on January 13. Our primary focus is the game. The team is in a constant release cycle. Every week until launch is tightly scheduled, and we are doing this with a core team of around 50 people assembled in weeks, not a massive AAA organization. That means we are taking hundreds of calculated risks every day. Most pay off. A small fraction doesn’t - and when they don’t, the impact is very evident. If I could ask for one thing from the community, it’s this: Please keep reminding each other what this pace implies - especially newer players who were not around for the #SaveHytale moment and may not know what the Early Access experience is meant to be for us. Some people will not be able to get their desired username. Some will run into payment issues. Some information will arrive later than it ideally should. This is not because we don’t know better; it’s because we are choosing to keep a promise. For us, Early Access success looks like this: you start a world, and the first impression and immersion leave you thinking, “This is much better than they said.” After more time, you also start to see the rough edges - and still end your first day thinking, “This game has a lot of potential. I’ll come back and keep up with updates,” or get you inspired to get into making maps, content, mods or a minigame server. As you will be playing through the first week of Hytale, we will already follow up with the first patch. We will release updates rapidly in the first few weeks, with pre-releases available more frequently. You start on the 4-year-old archeology project, but within months, you will find yourself in a flow of rapid development, previously unthinkable. We appreciate that the community has high expectations for Hytale, but please remember that we are fulfilling a promise we made early on: to release as soon as possible. That is what the core community asked for. Our biggest fear right now is not criticism - it’s that the story of #SaveHytale gets forgotten during Early Access, and the team ends up wishing we had simply delayed those extra four months instead of keeping our word.

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Progress Bar 2026
Progress Bar 2026@ProgressBar202_·
2026 is 0% complete.
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Greater Auckland
Greater Auckland@GreaterAKL·
Happy CRL opening year!
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FoxNZ@FoxDST·
reviewing 2026 atm... it's pretty wack
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FoxNZ
FoxNZ@FoxDST·
2025 is cringe ngl
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FoxNZ@FoxDST·
@_ConnorSharp "invest in infrastructure first" and I'm betting they'll make another article about the rates cap and why it's good
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Connor Sharp
Connor Sharp@_ConnorSharp·
Hold your crown Viv, another business association Chief Executive is coming for the worst transport takes title, this time saying we can't do congestion charging until we *checks notes* Widen the Northern Motorway to provide 'congestion relief'
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Simon
Simon@Simon_Hypixel·
Hytale early access date is now set for January 13, 2026. This is true early access, meaning it’s still very much unfinished and broken, but you have my and the team's commitment to make Hytale the game we’ve always wanted it to be. The game isn't good yet; eventually, it will be. If you don’t feel comfortable pre-ordering or participating in Early Access, please don’t. Hytale and Hypixel Studios are independent again, and we are returning to the original vision from the 2018 trailer. Because we went back to an older game build from 4 years ago that was now meant for prototyping, some parts of the game will feel behind, but our momentum is strong, and we’re working fast to make this into the game we all dreamed of. Modding and creative tools are in a decent state; however, they’re not where we want them long term. That being said, they’re ready for players who want to create content on day 1. This is a good moment for modders, server owners, and creators to step in early! They will play a significant role in Hytale’s future. The first impression will be rough, but the path ahead matters more. More details are coming soon. Follow our social channels for updates, and we hope to see you on January 13, 2026. Thank you, everyone, for your support. Hytale has been through a long journey, and soon, we will be home.
Hytale@Hytale

Hytale Early Access JANUARY 13, 2026

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FoxNZ retuiteado
Simon
Simon@Simon_Hypixel·
When I say Hytale is not good enough, I genuinely mean it. It's not some reverse psychology trick! Real talk: We are using a 4-year-old game build with over 300 versions (branches) of prototypes that we Frankenstein together in record time into a single branch. None of it was meant to be released this quickly and in this way. There are barely any game progression mechanics configured, and we have to implement them all in record time to make it somewhat enjoyable. Of course, I'm confident it's going to be "ok" for release. However, this is the current situation we are dealing with, on top of all the bug fixes, refactors, clean-ups and other ongoing issues that we are facing. We inherited a true hardcore engineering and design challenge, and we are on the clock to deliver early access. The exploration of the game is fun, don't get me wrong, but man, I wish we had more time to get a few more features or configurations in to enhance that experience, but no, we break the curse of release and fix later. This will come at a significant cost; some people will be permanently convinced the game is doomed to remain in this state, unaware that this is an authentic early access experience. I hope that people who share the game will explain the situation we are in and how we got here. Keep in mind, the gameplay video doesn't show much of the gameloop because, well, there isn't much of it. Combat, game vibe, and exploration are great fun, but there needs to be mechanics to keep it going over time. One thing I have learned over time is to enjoy the painful feedback. It is the most critical part of making games and improving yourself as a game designer. Of course, you have to be filtering out the ones that want to steer you in their own vision of what the game should be, so it's a balancing act. When I read negative feedback on the gameplay video, I don't get defensive or hurt. I'm literally like, "Yep, they are not wrong" or "Why do they think like this? How can I solve their problem?" This has taken me years to get to that point. Our community, over the last 14 years on MC, has not been shy about giving us their feedback. The one thing I can promise is that the game is owned by someone who cares and understands the situation, and I will do my best to empower my team to make a great game, however long it takes. This time, with all of you along for the ride, if you wish to be a part of it.
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