@RenAdraVT@KitoWasHere@RuneteriaServer Umm… did someone miss the whole crypt dungeon? Or the floaty resource island? Or the whole player shop system which is backed by coin economy?
Man they even started testing the pets a fee days ago. Well if you are looking for WOW level content then please wait a few years.
@KitoWasHere@RuneteriaServer That's because things take quite a lot of time to make and implement. Games been out for just two months, everyones starting square one and have to develop their own systems and such.
@Simon_Hypixel There should be a chance of obtaining different grimores when salvaging the book piles and stuff made by goblins. As you get a chance of some of those books being valuable.
Pre-Release Patch Notes (Feb 26, 2026)
Update 4 (Part 2)
Enable via Launcher → Settings → Pre-Release
Headline Features
- Added an Emote Wheel! Express yourself in-game by holding down the ‘X’ key. This keybinding can be changed in the Settings menu.
- Added a new Creative Tool: Revolve. This new tool allows you to paste rotations of your current selection any number of times or fully around a center point.
- Overhauled the /replace command:
- Moved swap and regex from flags into subcommands, allowing each variant to use arguments without conflicts
- Added block mask support to the ‘from’ argument, enabling spatial mask syntax like >Block or !Block
- Added additional validation.
- Black and white wolves will now fight as a pack, periodically attempting to flank their prey and attempting to retreat when injured.
- Implemented dual source blending with a center source to improve the audio experience with the Headphones (Stereo) setting. Positional audio should now feel less in one ear.
Avatar & Cosmetics
- The player Avatar will now face the camera when using free camera or third person camera modes.
- The player Avatar will now animate differently when falling from a great height.
- Added the ‘Chicken’, ‘Kill’, ‘Laugh’, ‘Punch’ and ‘Tongue’ emotes.
- Added the ability for some emotes to loop.
Items & Equipment
- Numerous changes to how Watering Cans function:
- They now use a Template parent and have configurable width and depth for area of effect watering
- They can now be charged to water a 3x3 area
- Their capacity has increased from 20 to 50
- They can be placed on the ground when crouching, returning empty Watering Cans if broken
- They now water exclusively with the Secondary interaction key for consistency with the Hoe.
- The Builder’s Workbench has had its crafting time reduced from 2 seconds to instant.
- The Campfire, Crude Bedroll and Wooden Chest have had their crafting time reduced from 1 second to instant.
- The Crude Torch has had its crafting time reduced from 0.5 seconds to instant.
- ‘Seaweed - Middle’ is now referred to as ‘Stacked Seaweed’.
- ‘Red Cobble Blocks’ are now referred to as ‘Red Sandstone Cobble Blocks’.
- ‘White Cobble Blocks’ are now referred to as ‘White Sandstone Cobble Blocks’.
- The previews for the ‘Crude Bed’, ‘Crude Repair Kit’ and ‘Iron Repair Kit’ have been updated.
- The entity stat MagicCharges has been hidden from item tooltips.
World & Blocks
- Improved handling of extreme coordinates.
- Reworked item containers to block components, reducing lag and preventing issues with chests when unloading.
- Workbenches will now continue processing items even if their chunks are unloaded.
- Workbenches will now resume processing items if their full output slot is emptied.
- Workbenches will now use the world game for their calculations instead of real time.
- Workbench assets are now configured to have a BenchBlock component, rather than exist with a ‘crafting’ state.
NPCs & Encounters
- Reduced the number of checks required to be performed whether an NPC was able to breathe.
- Skrill can now lay eggs.
Audio
- Recording and restoring memories now plays sound effects.
- Zone 1 mountain ambience will now differ based on the player’s altitude.
- Placeholder music and ambience has been added to Zone 4 caves and sewers.
UI & Quality of Life
- Implemented support for CJK fonts.
- Added localization support for the Machinima tool.
- Personal, shared and player markers will now always be visible on the Map.
- The backpack in the Player Inventory now shows how many item slots are currently being used.
- Moved the Noesis UI folder from Game/ to Shared/
- Moved the Fonts/ folder into the Noesis UI project folder UI/
Modding & Tools
- Error messaging has been added to the /copy command for when too many blocks are selected.
- Added the ‘/pedit back’ command to quickly alternate to and from the prefab editor world.
- Empty brush and tool edits no longer get registered to the tool history, or trigger notifications.
- The deselect command will now be registered to the tool history.
- Fluid changes now contribute towards the block count when saving Creative Tool edits to history.
- The Laser Pointer tool may now be used to direct others’ attention towards the sky.
- The Selection Tool will now allow you to select a region without holding down the left mouse button.
- Updated the Selection Tool’s Rotation Gizmo to make rotating selections more intuitive.
- Updated the size scaling and made it easier to select various Creative Tool Gizmos.
- The ‘.mach speed’ command will now only target the active actor.
- Added ‘Time of Day’ and ‘Weather’ to the Creative Mode Quick Settings menu that will adjust the environment for the client only.
- Added a ‘Reset Environment’ button to the Creative Mode Quick Settings menu that resync’s the client and server’s environmental settings.
- Added PlayerRemovedFromWorldEvent that allows plugin developers to create customisable, optional messages that can be broadcast when someone leaves the world.
- Added ‘Spawn’ settings to the PortalType asset, including SpawnProviderOverride, allowing developers to specify where a return portal is placed.
- Started work to move the server to use the JOML math library.
- You can now use any unique substring of a command argument to access that command argument. For instance, if there are only the arguments ‘--cat’ and --dog’, ‘--at’ will return the former.
- Players can now select which mods folder to create their asset pack in.
- Added item HUD UI support, allowing for Custom UIs to be created for all items.
- Significantly improved the performance of the Creative Tool’s previews.
Accessibility
- Implemented support for Windows ClickLock feature.
Bug Fixes
Combat & Item Fixes
- Wheat is no longer edible.
- Stacked Seaweed can no longer be eaten to cause a missing interaction error.
- Placed Cane Ornaments are no longer unbreakable.
- Ammo is no longer consumed in Creative Mode.
World & Block Fixes
- All half blocks should now stack correctly and drop the correct number of items when broken.
- Fixed Tamed Chickens not being recognised by Chicken Coops, they will now lay eggs in them just like their untamed counterparts.
- Fixed a NPE that can occur when a Crafting Bench is broken whilst in use.
- Mounts will no longer be able to sprint indefinitely in fluids.
- NPCs will no longer follow items at an infinite range.
- Gravel blocks made up of two vertical Gravel slabs will no longer unexpectedly break if adjacent blocks are broken.
- Player avatars will now enter Minecarts instead of Minecarts teleporting under the player.
- Fixed a bug where some encounters did not properly inherit the weather of surrounding areas.
- Chunks will now correctly generate cave networks within Zone 4.
- Lava will now correctly burn entities as entity effects no longer incorrectly overwrite themselves.
- Portal devices will now refund fragments if the portal worlds fail to generate.
- Decayed tilled soil will now update correctly once it has fully decayed.
Creative Tool, Modding & Plugin Fixes
- Fixed a crash that could occur when attempting to use Creative Tools with invalid or missing data.
- Fixed a bug causing players to die in the Crossroads if the player exited out of the prefab editor.
- Fixed a bug with the prefab editor menus causing players to sometimes be teleported to the wrong location.
- Fixed a bug causing prefab anchors to incorrectly despawn.
- Players can no longer find themselves rotated and translated with the Selection Tool.
- Fixed interpolation issues with the Brush tool on the axis plane.
- The Selection Tool’s selection box will now remain stationary when rotating its contents.
- The Selection Tool’s Rotation Gizmo position will now correctly reset to center after undoing an action.
- Fixed a bug where incorrect blocks would appear when rotating or translating fluids.
- Fixed a bug with Single Player worlds and image importing permissions.
- Fixed a bug preventing the .mach speed command from applying to the whole scene.
- Fixed a bug preventing NPC scaling with the Entity Tool.
UI & Display Fixes
- Fixed a crash that could occur with nameless map markers.
- Fixed a crash that can occur with Entity UI elements.
- The Player Backpack is now hidden in Creative Mode.
- Fixed various issues with localized text extending outside of the default UI.
- Fixed plural localization for mod and asset packs that failed to load or are outdated.
- Fixed map markers sometimes not appearing on the compass.
- Cleared first person animations when mounting NPCs.
- Fixed an issue where certain inputs could result in item stacks being dropped from the inventory rather than single items.
- Fixed an issue with the Utility item wheel being offset when dragging and dropping stacks within the wheel.
- Fixed an issue where player marker toggle settings didn’t persist across sessions.
@RuneteriaServer Couldn’t join you guys in the meeting as it was 2am for me but love to see your WIP stuff. Have been waiting for content for a while and love to see rpg mechanics
@Simon_Hypixel@ThinkSludge@slikey Like a weapon rack that can house 5 weapons or a armor stand to place a full set and then use you can place a barrel and just toss in randon equipment and tools. This could reduce the generic chest monster by separating stuff.
@Simon_Hypixel@ThinkSludge@slikey Hey @Simon_Hypixel , just a thought if you could look into the inventory system used in DayZ? It’s a cool system where the size of item dictates its space taken and you can use different types of storages which house different stuff more efficiently.
#Hytale If anyone is getting the 'index array' crash when playing on servers or on your own game, then turn off 'Show damage numbers' in your game settings.
8 People who were getting it that I know have tested this, and have not got this crash in 3 days. This MAY not fix it for everyone, but everyone I know has had it fixed with that!
@not_mynes You should look into multiplayer too man. There is some good stuff there like what @RuneteriaServer , Zhorde , @AresRPG and everland is doing.
Words cant describe how much I hate the current state of Hytale YouTube. It's just Minecraft people coming over and doing A SINGLE FORMAT. There is ZERO originality and all of these videos are the exact same.
The worst part is that they're all like 2-3 hours. Excuse me?
@RuneteriaServer They did a really good job with both the kweebec village and trork camp as you feel that even though both tribes are enemies they share the same origin from Emerald Wilds.
Huge congratulations to @RuneteriaServer on being the first server on #Hytale Charts to hit 10,000 total votes! What an incredible community 🎉
Vote for your favourite server here : hytalecharts.com
@Simon_Hypixel Can you somehow reduce world storage sizes? My main world which i am currently playing is over 5gb on disk. If it continues like this it can easily surpass double digits.
Pre-Release Patch Notes - January 29, 2026
Enable via Launcher → Settings → Pre-Release
MAP & NAVIGATION
- User-placed Map Markers have been added!
- Create custom markers anywhere on your map with customizable names, icons, and colors
- Share markers with other players in multiplayer
- New gameplay settings to toggle marker visibility on map and compass
- Delete markers via the map context menu
- Updated map marker icons and improved their display resolution
- Player names are now always rendered on the map and are more readable when zoomed in
- Compass now shows different icons based on vertical distance (above/below you)
- Teleport option is now hidden for map markers when in Adventure gamemode
COSMETICS & CUSTOMIZATION
- New Avatar customization options:
- New Hat: Tweed Hat
- New Overtop: Mage Shirt
- New Shoes: Styled Flats, Wedge Shoes
- New color variations for Fashionable Shoes
- New haircut added
- Updated visuals for the Morning haircut
- Added Construction Hard Hat
COMBAT & ITEMS
- Weapon Adjustments & Fixes:
- Adjusted damage value inconsistencies and upgrade differences across some weapon tiers
- Adjusted the guarding stamina costs that were previously misconfigured for certain drop-only weapons
- All spear types should now consistently stack up to 5 and be throwable
- Necromancy Grimoire Improvements:
- Summons no longer take damage from their summoner (and vice versa)
- Summons now respond when the player is attacked, not just when attacking
- Summons are faster and more aggressive
- Added variety to the types of skeletal minions that are raised, including a ranged variant
- Misc:
- Improved in-hand positioning for Ingots and Sticks
GAMEPLAY
- Doors no longer close when blocked by entities or players
- Teleporters now require you to clear a short distance before re-use
- Sort keybind now works in the player's inventory
- Added "Take All" functionality for processing bench output items
- Shift-dragging now quickly transfers items between inventories
- Minecarts no longer move when stuck
- Reduced farming bench tier requirement for Chicken Coop from 5 to 3
- Large Kweebec Chests now support placing blocks on top
- Fixed NPCs in a Coop transforming into other NPCs
- Fixed being able to capture a dead NPC with the Capture Crate
- Reworked utility wheel quick swap to include the inactive slot
BLOCKS & WORLD
- Re-added Incandescent Volcanic Rock
- New block textures and variants:
- Thorium Cracks
- Basalt Cracks
- Magma Cracks
- Mud Dry Cracks
- Updated crack variants for 4 Ore blocks
- Updated Cobalt texture
- Fixed Magma Adamantite block tiling
- Added Default_Flat and Default_Void weather configurations for their respective world instances
AUDIO
- Fixed water emitter radius so audio plays properly in stereo instead of just the left ear
- Fixed audio emitter entities not playing correctly
- Fixed fluid ambient effects not triggering properly
- Updated sword swing and impact sounds
UI & QUALITY OF LIFE
- Moved container action keybind indicators to a better position
- Fixed chest/bench keybind tooltips when keybinds are unassigned
- Updated workbench chest connection radius text to be clearer
SECURITY
- Fixed a permissions bypass in the Asset Editor that allowed unauthorized JSON asset modifications to non-standard asset packs (already patched in release builds)
STABILITY & BUG FIXES
- Improved world generation performance
- Fixed filler blocks not breaking in some cases (e.g. large doors)
- Fixed block placement mis-predictions
- Fixed issues when changing worlds while mounted:
- Fixed minecart mount state not being removed correctly
- Fixed horse mount state not clearing correctly
- Fixed screen fade issues that could occur during world transfers
- Fixed an issue that could cause chunk saving to deadlock when removing a world
@FRareDomm@KweebecCorner The updates will be constant for a while; we have too much to do.
We are not cross-platform or have any side quests going; our entire focus is pure production to make the dream game.
To speed up production, here’s how Hytale updates will work going forward!
TL;DR
• Pre-release updates go out weekly
• Pre-release to get features earlier for feedback & bug reports
• Releases ship when pre-release is in a good state (every ~2–6 weeks)
• More time for modders and servers to adapt
• Our developers spend more time building, less time shipping
• Hotfixes can still ship at any time to both pre and release
Going forward, we’ll use the pre-release patchline to be a bit more adventurous. It will be updated weekly and may be unstable by design; this is where new features, larger changes, and iterations happen.
FYI, we might skip a week from time to time for holidays, PTO, or other reasons.
Pre-release instability will be clearly communicated in-game. As you might have noticed, we have automated world backups, but always back up your own data if you plan to keep using the same worlds in pre-release patchline!
Once we’re comfortable with the pre-release state (can be a result of one or several updates), we’ll schedule it to release and communicate to everyone.
As for this week, don't expect anything major for pre-release, we are getting into the rhythm of things and need to off-set the cadence.
To clarify, if we update the pre-release with like 5 updates, the release will contain those 5 updates.
If we are aiming for a release week, we will make the call publicly and tell people to prepare their mods/servers a few days beforehand.