HytaleCorner

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HytaleCorner

HytaleCorner

@HytaleCorner

📄 Web: https://t.co/0entSjcUQ0 💬 Discord: https://t.co/Eql1yZceZF 🎥 TikTok: https://t.co/xosDJuTqg0

Katılım Kasım 2025
45 Takip Edilen67 Takipçiler
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HytaleCorner
HytaleCorner@HytaleCorner·
‼️Any Hytale developers, builders or server owners. Message us, we may have an opportunity for you ☺️
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HytaleCorner
HytaleCorner@HytaleCorner·
@Anime__barrel I’ve just posted an announcement on our discord server as well. A couple more details can be found there, will update you as we go of course…
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Barrel
Barrel@Anime__barrel·
@HytaleCorner Nice. I'm intrigued. Any more details regarding this?
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HytaleCorner
HytaleCorner@HytaleCorner·
Hytale Corner will be working on its first competitive dueling game mode with an Elo system that links directly to our website. Here, we will be hosting constant tournaments for prize pools and exclusive titles for your winnings. Stay tuned! We are a couple of days away…
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Simon
Simon@Simon_Hypixel·
Gave the go-ahead to some Hytale modders who were testing with us over the past few weeks to post; you will see a lot of screenshots/videos pop up in the coming hours and days.
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Hytale
Hytale@Hytale·
✨ 6 DAYS ✨ until Early Access release!! #Hytale
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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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Hytale
Hytale@Hytale·
In today’s exciting new blog post, Dan and Amber dive deep into the future of Hytale’s world generation! Discover the incredible new features, capabilities, and potential for both our players and creators. Screenshots, videos and more! hytale.com/news/2026/1/th…
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Simon
Simon@Simon_Hypixel·
The following video showcases a server-side Hytale mod created by a Hytale team member in their spare time. It’s intended purely as inspiration for how different genres could be realized within Hytale! The gameplay shown represents only a small subset of our modding capabilities and was used to build a simple, survivor-like experience. This mod is not planned for release as part of the game.
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Simon
Simon@Simon_Hypixel·
We’re finishing up the World Gen V2 blog post now. It should be ready today or tomorrow, and will go live by Monday at the latest. With the release coming up in 10 days, things are a bit hectic, so blog ETAs may shift slightly. Thanks for your patience!
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HytaleCorner
HytaleCorner@HytaleCorner·
@Simon_Hypixel Already looks really good even with all those missing features. Cant wait to see people PvP on HytaleCorner…
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Simon
Simon@Simon_Hypixel·
The video is live on YouTube - go look it up! Here are some of my notes; 1- We are missing knockback, player/NPC collision and other core features. 2- You can adjust FoV. 3- Lots of the weapons are "op" with mobility, but it's fine and fun for early access! 4- None of the weapons are balanced yet, obviously! 5- Player health bars can be turned off client-side; we will add an option for servers to force them off as well. 6- Player health bars are rendering incorrectly and will be fixed after launch. They don't scale properly and appear too far away. They need a complete rework; they don't look great, and they should be more minimalist. 7- Combat might feel a bit floaty at times, but it's getting better as we progress. Controls are feeling good, though. 8- Blocking mechanisms are not done yet; you can block a full signature hit with low stam with daggers. And the list goes on and on and on! Told you guys this is early access! However, we are AWARE and will fix it all over time. Give us a couple of months, and you will get some very good PvP in Hytale. We love playing the game and will keep at it for years to come!
Simon@Simon_Hypixel

Happy New Year! Recorded a short Hytale PVP test video, will publish at 2 PM EST, January 1st.

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Simon
Simon@Simon_Hypixel·
People ask me how I feel about getting Hytale back and getting closer to release. Honestly, the transparent answer is anger. The game has insane potential, but four years of engineering went into rebuilding the engine rather than gameplay features. That leaves us with a four-year gap and a lot of catching up to do, and that rebuilt engine is never gonna be used. When you don’t invest in gameplay, you don’t just lose time. You lose momentum, iteration, and player feedback. Now the focus has to be on gameplay first and rebuilding trust by actually shipping things at a rapid pace. It’s a damn miracle we were able to salvage Hytale. It was barely playable. All basics were broken. Camera, movement, combat, crafting, building, gameloop, sounds, rendering. Everything, everything was wrong. It should have taken years to fix, but within weeks, we got the game into a playable, fun state. And now, instead of slowing down or celebrating a release, we have to keep pushing for years to make up for the time that was lost. So yes, I feel anger. And I’m turning that into focus and execution. I’m committing more money, more time, and personal sacrifice to deliver the game this vision deserves.
Slikey@slikey

Keep seeing comments and posts about people speculating when we pick up the "new engine" again: We will not. It is 100% abandoned and archived. The "legacy" engine is just the engine now and it will stay the engine. We can achieve our multi-platforms goals using this engine in the years to come and there no reason for us to drop our engine. We may refactor things here and rewrite smaller features / modules there - but we are never going to change the engine again and there will be no second engine / engine split in the future. Hytale runs on the Hytale Engine and that it is for the future. Modders don't have to be afraid of their work being invalidated and our community will not be fragmented across 2 versions of the game.

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HytaleCorner
HytaleCorner@HytaleCorner·
Here are some sketches from our new art work / graphics. Really happy with how it came out. Our website is nearly complete, if you're a Hytale fan you should join our community! 👾Discord: discord.gg/HytaleCorner
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Hytale
Hytale@Hytale·
Wishing everyone a very happy holidays from the Hytale team! ❄️✨
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