DevSlashNull (Eli)

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DevSlashNull (Eli)

DevSlashNull (Eli)

@DevSlashNulled

Working to bring you @Hytale Former: NOC @HypixelNetwork, Executive Director @MCProHosting

/dev/null Katılım Kasım 2014
1.4K Takip Edilen8.2K Takipçiler
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DevSlashNull (Eli)
DevSlashNull (Eli)@DevSlashNulled·
The Hytale community is like no other, we all appreciate your love and support. The future is looking bright.
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Slikey
Slikey@slikey·
Also adding multiple updates into your launcher so you can play previous updates for longer and also switching to SemVer versioning where update 5 while become 0.5.0. Can't wait to put our sights on Update 6 and establish more of the things that will become the Hytale ecosystem so that when Chapter 1 is ready, we have people return to a thriving ecosystem 🤩
Hytale@Hytale

📢 Update 5 releases MAY 26th! 📢 - New Community Server Discovery is in - The Friends List makes its first appearance - Controller support arrives in its first iteration (more polish coming) - New emotes - Trigger Volumes for no-code scripted encounters - Prefab 3D previews - and a lot more across creator tools, audio, and QoL Be sure to check out @Simon_Hypixel's tweet for more details!

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CanadianFlash
CanadianFlash@flash_canadian·
Americans is this good??
Made In Canada@MadelnCanada

#NEWS: U.S. cafe chain Dunkin' Donuts is returning to Canada through agreement with Foodtastic and set to open hundreds of locations across Canada by 2027. 🇨🇦 🍩

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Chayzur
Chayzur@Chayzur·
@flash_canadian it’s aight but realistically doesn’t hold a candle to timmy’s
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GINCo
GINCo@gincogg·
Thanks to everyone that voted for us in the #hytale new worlds modding contest, we here are GINCo can barely believe we've won BOTH the jury and community votes!
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Doctor Panda
Doctor Panda@DoctorPand17093·
@Simon_Hypixel Hello. I have submitted a ticket and havent heard anything. When trying to sign in, it redirects me to an account creation page and says that my account already exists, making it impossible to sign in for about a month now. Is there nothing I can do? I won't be able to see the t-
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Simon
Simon@Simon_Hypixel·
Update 5 release lands Tuesday, May 26. Two weeks out, and more is still landing between now and then! A new Community Server Discovery is in. The friends list makes its first appearance on release. Controllers are in too (first iteration, more polish coming). There are new emotes, Trigger Volumes for no-code scripted encounters, prefab 3D previews, and a lot more across creator tools, audio, and QoL. Starting with Update 5, we're adding launcher version selection. Update 4 stays available for a few months, so modders and servers have runway to adapt beyond launch day. Full pre-release patch notes for everything that's landed so far (more to come!): hytale.com/news/2026/4/hy… Modders and server operators: read the Modders Warning section at the bottom of those patch notes. That's your migration map. A new Semver mod compatibility model is on the way too. With Update 5 wrapping up, we're moving more and more developers onto content. We're also hiring aggressively, and the team is now entering full production on Chapters and major features that will reshape the game's future. Job postings go live this week!
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Mew
Mew@MewSoul·
Time for some Hytale gameplay/accessibility news, gamepad support drops in pre-release tomorrow! This is the first iteration, we know some things are a bit finicky with it, but it's in a good enough place that we feel okay releasing this to the public! It supports most of the existing controllers (if not all - we rely on SDL3, but I know some of you will have some obscure controllers :p). Hytale features a lot of different keybinds, it was quite a challenge to try to fit most of them on a controller. We came up with an initial layout that we believe covers the most critical aspects of the game. But if you find something that suits you better, you'll be able to rebind controller input actions to what suits you best! As we move to Noesis for the in-game UI, the UI navigation by controller will improve. We had to implement a custom navigation for our current framework UI since it didn't support controller navigation at all. We'll improve it over time, and we'll rely on your feedback as well (you can use the in-game report for that)!
Mew tweet mediaMew tweet media
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DevSlashNull (Eli)
DevSlashNull (Eli)@DevSlashNulled·
@Josh420TTV We haven't started reviewing the queue yet, all pending submissions will be reviewed before launch of update 5 along with instructions and the unlocking of the discovery token generation.
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Joshua Galhardo
Joshua Galhardo@Josh420TTV·
@DevSlashNulled Hey, I just wanted to reach out because I registered our server HyLegend a few days back and it's still awaiting review (not sure if the process has started yet). I am starting to get worried we won't get reviewed before the update.
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DevSlashNull (Eli)
DevSlashNull (Eli)@DevSlashNulled·
Server Discovery is coming to Hytale. An in-game browser for community servers, launching with update 5. Server operator listing tools are open today so servers can get verified, reviewed, and ready for players in the upcoming update. hytale.com/news/2026/4/of…
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DevSlashNull (Eli)
DevSlashNull (Eli)@DevSlashNulled·
@Draacoun There are a few issues with both privacy and performance if the server is having to constantly record/transcribe audio. This is something we'll look into more for further revisions.
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Simon
Simon@Simon_Hypixel·
I want to talk about the in-game mod browser and monetization, but first: this is not a final answer or a locked policy! I'm brainstorming with the community because this is one of those decisions that can shape the game's future, and I want feedback before we commit to the exact model. I've had people in DMs tell me Hytale needs paid mods, because modders put real work into their creations and should be able to earn from them. I've also had people tell me paid mods would destroy the ecosystem, because the mod browser would stop feeling like a place to explore and start feeling like a store. Both sides have a point, and I don't think you have to pick one or the other. The model I keep coming back to is a hybrid that hasn't really been tried before: protect the player experience in-game while giving creators strong ways to earn player support. Important note: none of these changes the EULA. This is not about taking away what modders can do outside the game. It's about what we choose to show and promote inside the in-game mod browser. Here's my thinking: I want players to open the mod browser and feel like they're walking into a community library of cool things to try, not a shopping mall. That doesn't mean I think modders shouldn't make money. Quite the opposite. I bring years of experience in modding and monetization, and I know the scene has evolved a lot. Creators put serious time into their work, and great modders should be able to build an audience, earn support, and make a living from what they create. But there is a real cost when the first thing players see in a mod browser is price tags everywhere. Mods are most magical when trying them is easy. You see something weird, useful, funny, beautiful, or ambitious, and you install it because there's no friction. That sense of discovery matters a lot to me. There's also a deeper problem with paid mods that people don't talk about enough: the incentive structure between the game developer and the modder. Imagine a creator makes an amazing fishing mod and sells it for $5. It gets huge. Later, the game team decides that fishing should be part of the base game. Suddenly, there's tension where there shouldn't be any. The creator feels like the game is stepping on their work, and if the studio is taking a cut from mod sales, it now has a financial incentive to leave feature gaps rather than fill them. Why add fishing to the base game if you're making money from someone else's fishing mod? I really don't want that relationship. Our goal is to make a great game, give creators powerful tools, and let the whole ecosystem grow around that, not to leave holes for modders to fill and monetize. So the direction is: mods in the in-game browser are free to install. No price tags in the browsing experience. No paywall as the default relationship between player and modder. But creator support should be real. We will give players ways to support their favorite creators, make creator profiles matter, highlight great work, and offer Hytale-side rewards for supporting modders: badges, titles, cosmetics, and so on. For example, if a player supports several creators, they get a special reward from us, not because they bought a mod, but because they supported the people building the ecosystem. Longer term, there's room for something closer to an in-game Patreon-style system: support a creator, get early access to experimental builds or extra creator updates, while the mod itself stays free to browse and try. That part needs careful design, and I don't want to overpromise the exact shape today. The principle is what matters: support should be pull, not push. Players should feel invited to support creators they love, not pressured every time they browse. We make money when people buy the game and through optional cosmetics. That gives us a cleaner incentive structure: make Hytale better, invest in player experience, and help creators earn because players genuinely value their work. BTW, if we ever handle creator payments directly, the only reason to take a cut would be to cover transaction and operational costs. We're not designing this around taking a percentage from modders. This is not the obvious business-maximizing route. I know that. But I think it's the right one for players. I believe that if we are players first, we will do great in the long term. I'd rather have a modding ecosystem that feels open, generous, creative, and alive than one where every cool idea immediately becomes another checkout screen. I believe we can help modders make great money while giving players a much better experience than a storefront-first model! It will take time to get right, and some details will change as we build it. We'll share more as the mod browser takes shape, and I genuinely want to hear what players and modders think about this direction.
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Slikey
Slikey@slikey·
We know there is a lot of documentation missing here due to it actually not existing but over time documentation coverage should increase. Next stop is shared source via Github. The javadocs published here are an intermediate step between usage documentation such as @HytaleModding and the full source which will be available on Github.
DevSlashNull (Eli)@DevSlashNulled

As promised, here are the Java server docs: Prerelease: prerelease.server.docs.hytale.com Release: release.server.docs.hytale.com These will be updated automatically as we ship updates to these patchlines. Keep your eyes peeled later this upcoming week for more info on server discovery!

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DevSlashNull (Eli)
DevSlashNull (Eli)@DevSlashNulled·
@oskarscot Don't want to give any firm timelines just yet as we're still waiting on legal stuff to be finalized, but we have a hard push for it internally.
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Simon
Simon@Simon_Hypixel·
Pre-Release Patch Notes (April 30, 2026) Update 5 (Part 6) Enable via Launcher → Settings → Pre-Release Small note on Update 5: we’re giving this one a bit more time on purpose! There’s a lot of backend/social/creator tech in this batch, including friends list work, server discovery, Trigger Volumes, creative tools, audio/music work, and modding changes. We also want to align it with better mod versioning, so modders, server owners, and players have a better experience when we update. This will continue to improve drastically over time, but the TLDR is: you will be able to go back to some previous major versions from the launcher. So when we update the game, modders and players have more time to transition over to the latest version. Patch notes for Part 1, 2, 3, 4, 5, and 6: hytale.com/news/2026/4/hy…
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