Yetr

115 posts

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Yetr

Yetr

@HeyImYetr

I make posts online.

Katılım Nisan 2019
230 Takip Edilen6.2K Takipçiler
sam
sam@samgrows·
what do people use for voiceovers?
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Yetr
Yetr@HeyImYetr·
@MrBeast Numbers like 2-5-26 + that long sequence (6502839795480234354) act as a book cipher on the transcript, pulling B-L-I-N-K. All the whiteboards, barcodes, playlist puzzles, and visual hints build to it.
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Yetr
Yetr@HeyImYetr·
@MrBeast yo @MrBeast the code is blink found it through all the doctor who / weeping angels stuff + the don’t blink theme + the cipher numbers lining up with the transcript fingers crossed 🤞
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Yetr
Yetr@HeyImYetr·
@salesforce @MrBeast yo @MrBeast the code is blink found it through all the doctor who / weeping angels stuff + the don’t blink theme + the cipher numbers lining up with the transcript fingers crossed 🤞
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Salesforce
Salesforce@salesforce·
Solve puzzle. Slack @MrBeast the answer first. Win a million bucks. 🤑
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Yetr
Yetr@HeyImYetr·
@Simon_Hypixel @Fluxty Add minigames category like Roblox and also like Roblox Verified Checkmark for creators 👍
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Simon
Simon@Simon_Hypixel·
Hytale is not an entrepreneur's project; it's a game dev project. Profits mean you can weather the bad times and make future investments without needing loans or investors' money that takes control over the years. Or worse for the players, go IPO. In the gaming industry, it's critical. Look at great games out there like Stardew and others, fantastic profitable businesses, no corporate crap getting in the way for the sake of the "entrepreneurial mindset" that you are talking about here. I would rather have a profitable company with a good game and team than a high-rev, 3000+-person company that is always burning cash and min/maxing everything, at the expense of players.
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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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Simon
Simon@Simon_Hypixel·
I got one thing that Roblox never had: profits
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Luar
Luar@LuarArts·
if you want Free Header ✅Drop Your Name ✅Select platform (Kick-Twitch-Rumble)
Luar tweet media
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Zeusley
Zeusley@Zeusley·
We’ll probably never know how many players Hytale had on launch day because of that fake photo that showed up on Reddit saying the peak concurrent players were 2.8 million :/
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Simon
Simon@Simon_Hypixel·
Community asks? Community receives! New upcoming feature: ability to hide helm/armor! Will be configurable on the server config for PvP/immersion purposes. Hytale Update 2 pre-release coming up this week! Thank you for your constant feedback and suggestions. We have a lot more QoL improvements, fixes, and features coming up!
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Simon
Simon@Simon_Hypixel·
We are seeing a VERY HIGH rate of new Hytale players; there might be issues with login/emails. It's slowly catching up!
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Yetr
Yetr@HeyImYetr·
Hytale has just hit 2.5 MILLION concurrent players in Early Access In early access alone, Hytale reached 2.5M players online at once, making it the most-played game this year and breaking the record for highest concurrent players.
Yetr tweet mediaYetr tweet mediaYetr tweet media
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Hytale
Hytale@Hytale·
We need your help! To stress test our back end systems and get ready for the 13th we enabled downloads of the launcher. You can download and sign in to get ready now! accounts.hytale.com/download Thank you, and we look forward to having you in game soon! #Hytale
Hytale tweet media
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Yetr
Yetr@HeyImYetr·
@Hytale This already feels like home 😭 Can’t wait to start building day one. ⚒️
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Hytale
Hytale@Hytale·
One of our level designers created this cozy, yet fortified build. We can’t wait to see what everyone is planning to build in their first week! ⚒️ #Hytale
Hytale tweet media
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Yetr
Yetr@HeyImYetr·
@Simon_Hypixel Appreciate the honesty and transparency, Simon. Early Access is about iteration, not perfection. Excited to finally jump in on Jan 13 and grow with the game. 💚
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Simon
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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Yetr
Yetr@HeyImYetr·
@Simon_Hypixel Hi Simon. Please let me have a creator code. I am a streamer and part-time creator.
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Simon
Simon@Simon_Hypixel·
Alright, everyone voted against posting the full video (including myself), so I'll post a heavily edited version and give some context.
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Simon
Simon@Simon_Hypixel·
I just watched the most disburbing Hytale video I have ever seen lmao, posting tomorrow 10AM EST. It can't go on the official account... You will understand👀 Don't miss it. Tomorrow, 10 AM EST
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Simon
Simon@Simon_Hypixel·
If you created your Hytale account yesterday, you’ll start getting your username token in the coming hours as emails roll out! We’re sending them in the order of account creation. Thanks for your patience!
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DevSlashNull (Eli)
DevSlashNull (Eli)@DevSlashNulled·
Help us test our accounts system for Hytale by making an account here: accounts.hytale.com Tokens for reserving your name will be coming out in the next couple days, keep your eyes peeled for that! Having your account ready to go will make you 1 step quicker to getting your name reserved.
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