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Jazt
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Genuinamente si termina así, sería mucho más hype que el propio final de la serie y alabaría a esta serie por el resto de mi vida
Palytra Production@palytraprod
Thats how TADC episode 9 movie credits should look like! #TADC #DigitalCircus #Caine #Jax #Pomni #Kinger Original idea by @MigulOfHearts
Español

@skullnbonesgame Why does “Skull and Bones” still look better in 2017–2018 than the version released in 2024? 🫤


English

@Aliyanomoodking @chippygamingyt The mods are created by the community, not the studio. Simon has said that they are currently focusing on reworking progression and crafting for Chapter 1, which will involve major updates and include the Early Access lore (Cursebreakers). They are also working on World Gen V2
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@chippygamingyt This game is basically nothing at this point. All they add is mods, and they don't focus on where the should be going. Whats going on here
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Jazt retweetledi


Très bonne vidéo! Ce qui est différent dans mon cas, c’est que j’adore les haters 😅! Ça me motive, et j’ai assez de fonds pour continuer pendant plusieurs années, donc ils vont dépenser beaucoup d’énergie que je vais utiliser!
Le jeu s’en va dans une direction tellement différente de celle de Minecraft. Ce qu’Hytale est présentement est très basique. Je ne recommande pas tout de suite. Pleins de tech unlocks à venir du genre: hauteur de monde infinie, automations, systèmes en ligne, etc. Ça va être complètement fou côté aventure et survie. Des innovations jamais vues dans ce style de jeu arrivent.
Beaucoup de jeux meurent parce que les devs ou les studios passent à autre chose. Dans mon cas, je vois Hytale comme le jeu de plateforme qui me permet de faire ce que je veux. Si j’ai envie de faire un extraction PvPvE, je peux le faire avec les minigames, etc. C’est aussi très dispendieux de faire tourner une équipe pour ce type de jeu et de rester compétitif. Ça prend de l’argent, oui, mais aussi une mentalité du style « même si je perds cet argent, ce n’est pas grave ». Certaines personnes à la retraite achètent des yachts, moi je dev Hytale lol.
PTI : Quand j’ai vendu Hytale en 2020, c’était pendant le crash boursier du COVID, donc j’ai tout mis dans des titres tech, et ça m’a permis de racheter Hytale et de sécuriser les 10 prochaines années de développement. En plus des bonnes ventes et du profit continu, on est vraiment dans une bonne lancée. On a beaucoup de potentiel pour relancer le viral avec Steam et la sortie officielle.
On embauche sans arrêt ; il faut juste être patient pour que le gameplay soit bon!
Français

2,8M joueurs en 24h. #1 Twitch. Et des milliers qui crient à l'arnaque sans même y avoir joué.
L'histoire de Hytale en 10 points 🧵
1️⃣ 2014 : Hypixel est le plus grand serveur Minecraft (200K joueurs simultanés). Mojang change ses règles. Du jour au lendemain, Hypixel perd 80% de ses revenus.
2️⃣ 2015 : Simon Colin-Laflamme a 3 choix : fermer, survivre... ou construire son propre terrain. Il crée Hypixel Studio pour développer Hytale.
3️⃣ 2018 : Trailer Hytale → 63M vues (l'un des trailers de jeu les plus vus de l'histoire). Pour des milliers de joueurs, Hytale devient plus qu'un jeu à venir. Ça devient une promesse.
4️⃣ 2020 : Riot Games rachète Hypixel Studio. Vision : cross-platform (PC/console/mobile). Problème : le moteur original ne supporte pas. Solution : tout réécrire en C++.
5️⃣ 2022-2025 : 4 ans de réécriture. Résultat : 100M$ dépensés, le jeu est MOINS avancé qu'avant. Ingérable.
6️⃣ Juin 2025 : Riot annule Hytale après 10 ans de développement. "Après plus de 10 ans de développement, nous avons pris la difficile décision d'arrêter Hytale."
7️⃣ Novembre 2025 : Simon (40 ans, famille, enfants) avait vendu Hytale. Il pouvait ne plus jamais y repenser. Il est revenu. Il a racheté le projet à Riot. 10 ans de financement garanti sur fonds propres. Zéro investisseur externe. 20$ le jeu.
8️⃣ 8 semaines pour préparer l'early access. Fusion de centaines de branches de code, milliers de bugs résolus.
9️⃣ Janvier 2026 : Lancement. 2,8M joueurs, #1 Twitch. Et des milliers qui disent "arnaque" sans y avoir joué. Pourquoi ? Parce que Hytale arrive comme un miroir. Mods server-side, outils natifs, scripting visuel... tout ce que Minecraft aurait pu faire depuis longtemps. La question inconfortable : "Est-ce que le jeu que je défends depuis 15 ans aurait pu faire ça ?" Les miroirs font peur.
🔟 Octobre 2025 (2 mois avant Hytale) : Mojang annonce que Minecraft Java ne sera plus obfusqué. 16 ans qu'ils maintiennent cette pratique. Le timing ? Suspect. La compétition force l'innovation.
Hytale va peut-être mourir. Ou devenir une référence. Mais la partie intéressante est déjà jouée : Mojang a agi après 16 ans. Pas par générosité, mais par compétition.
Les gens qui espèrent qu'Hytale meurt contribuent à sauver Minecraft.
🎥 Histoire complète sur ma chaîne : youtu.be/UYP-SAbl3Hc

YouTube

Français

@Curious_one313 Incluso los hispanos no entendemos por que hace eso, no tengo ni idea de quien la dirige XD, nos esta dando mala imagen 🥲
Español

This has been addressed by Hytale team before.
This period in time is going to be like this.
There's a good reason for it.
I can totally understand that maintaining a mod/server may be too much now, but let's not call for the development of the game to stop or slow down because of it.
I have not started building my mod for that exact reason. I just don't want to be stuck in the bug fixing loop.
Instead I'm focused on learning the tools. Once the game is in somewhat stable state, that will be the time to start building.
English
Jazt retweetledi

Next up for Hytale: friend lists and server discovery!
Friend lists are coming to pre-release this week: you'll be able to see when your friends are online, jump into their world, invite them, or join the server they're playing on.
A few days later, we'll open applications for servers to be listed in a new in-game server browser. It's been about 3 months, and some great community servers have already come together nicely! FYI, we've been working on the server's performance and will keep at it, but now feels like the right time to start letting players find these servers in-game! A blog post is coming that will lay out how server discovery will work going forward.
Note that update 5 isn't a big gameplay content drop, but there's a lot happening under the hood. We're deep in engine work, performance, overhauling crafting and progression, and part of the team is also working on our first major content update, Chapter 1. And there's a lot of cool stuff we're working on beyond these updates. We'll share more in the coming weeks!
As a sidenote, the team is growing, and we will be hiring a lot in the coming months! We have a lot of work to do for years to come. BTW, the next wave of hires is going to heavily focus on adventure content: World Gen / NPC / Dungeons, and so on. Lots to do before the game leaves early access!
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Welcome to the Aeralith Plateaus | Neymeros project
After the amazing feedback on the first biome, we’re excited to reveal this new environment.
This one is definitely my favorite so far.
With @nepertunity and @MedianiSamuel
#Hytale #HytaleModding


English

🔥 MASIVAS NOTICIAS de Hytale
Los CREADORES del CREATE MOD han sido CONTRATADOS por el equipo para ayudarles en el diseño del juego para crear NUEVAS MECÁNICAS
Aclaran: "Create no va a migrar a Hytale. Nuestra función allí es mejorar primero el juego básico. Todavía queda trabajo fundamental por hacer antes de que se pueda siquiera plantearse algo como sistemas mecánicos animados. (Haré todo lo posible por convencerlos)."

Español

@Simon_Hypixel @NotPixel86 Simon, following the Q&A session about Hytale’s story, several people I spoke with expressed concern about the direction the story is taking and how it will be presented in the game. Could you give us more details on this? Are you planning a blog post about it? 🧐👀Thank you!!
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@NotPixel86 True. They're fully part of our core design team now, shaping the game at a foundational level. Getting that right is what eventually opens the door to automation and a whole lot more! The future of Hytale is looking really good.
Just gotta let us cook for a bit 😎
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@Erikvirey @elgranqenk Si NMS esta bien, pero también te recomiendo que le des una ojeada a Squadron42 que es el modo campaña de Star citizen que sale este año
GIF
Español

@elgranqenk No he jugado ninguno y le he llevado ganas al no man's sky, lo recomiendan sobre los otros?
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@LEGGENDxD Los directos contactando con divinidades, tweets de Simon, investigaciones en los dominios y documentos legales… piel de gallina
Español


@darthcastle1 @Simon_Hypixel La comunidad se esta encargando de la traducción oficial, puedes aportar si quieres! crowdin.com/project/hytale…
Español

@Simon_Hypixel Hi Simon, I wanted to ask if the game will have Spanish language support (Spain/Latin America) in the future.
English

Pre-Release Patch Notes (Mar 26, 2026)
Update 5 (Part 1)
Enable via Launcher → Settings → Pre-Release
Update 5 Part 1 went live yesterday on pre-release, while we launched Update 4 for release. This one's on the smaller side, so don't expect too much, but we're working on some big, fun updates!
𝗜𝗧𝗘𝗠𝗦 & 𝗘𝗤𝗨𝗜𝗣𝗠𝗘𝗡𝗧
- All chest stack sizes have increased from 10 to 25.
- The icons for Bronze Pipes and Zinc blocks have been updated.
- Watering cans and fertilizer can no longer be repaired.
- Copper, Iron, and Rusty Steel Sickles can now be salvaged at the Salvager's Workbench.
𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞𝗦
- Goldenwood is now found more often throughout Zone 4, including within some cities and villages.
- FlammabilityConfigs for the Fire fluid ticker can now change block states upon burning blocks.
𝗔𝗨𝗗𝗜𝗢
- Sounds may now play differently depending on whether the player is in first or third person.
- In third person, sounds now play at the player entity position and are thus spatialised in 3D as if they were playing for a remote player.
- In first person, held items with ambient loops, such as torches, now play the sound offset to their position.
𝗨𝗜 & 𝗤𝗨𝗔𝗟𝗜𝗧𝗬 𝗢𝗙 𝗟𝗜𝗙𝗘
- The input system now accounts for action context when resolving input conflicts.
- Improved item container operations performance through better data structures.
- Improved upon back-end systems to support further localization.
- Improved upon back-end systems to enhance performance.
𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗧𝗢𝗢𝗟𝗦
- Added world-gen-v1 mod event hooks and asset types for modifying biome content.
- Updated a number of keybindings for Creative Tools.
- Added interpolation type support for BlockyAnimation.
- ProjectileComponent#getCreatorUuid has been exposed, allowing plugins to determine the creator of a ProjectileComponent.
- Improved the Creative Inventory search sorting.
- Migrated custom Vector types to JOML equivalents.
𝗡𝗔𝗠𝗜𝗡𝗚 & 𝗖𝗔𝗧𝗘𝗚𝗢𝗥𝗜𝗭𝗔𝗧𝗜𝗢𝗡
- The 'Stone Brazier' is now referred to as an 'Earth Brazier'.
- All instances of 'Grey' in block names have been renamed to 'Gray'.
- This affects 'Light Grey', 'Grey', and 'Dark Grey' items.
- 'Aqua - Beam' is now referred to as 'Aqua Stone - Beam'.
- 'Aqua - Stairs' is now referred to as 'Aqua Stone - Stairs'.
- 'Aqua - Half Slab' is now referred to as 'Aqua Stone - Half Slab'.
- 'Volcanic - Stairs' is now referred to as 'Volcanic Stone - Stairs'.
- 'Wooden - Fence' is now referred to as 'Wooden Fence'.
- 'Black Build Pipe Corner' is now referred to as 'Black Build Pipe - Corner'.
- 'White Build Pipe Corner' is now referred to as 'White Build Pipe - Corner'.
- 'Iridescent Processed - Decorative' is now referred to as 'Iridescent Processed Brick - Decorative'.
- 'Iridescent Processed - Ornate' is now referred to as 'Iridescent Processed Brick - Ornate'.
- 'Iridescent Processed Ornate - Corner' is now referred to as 'Iridescent Processed Brick - Ornate Corner'.
- 'Iridescent Processed Ornate - Half Slab' is now referred to as 'Iridescent Processed Brick - Ornate Half Slab'.
- 'Iridescent Processed Ornate - Horizontal' is now referred to as 'Iridescent Processed Brick - Ornate Horizontal'.
- 'Iridescent Processed Ornate - Stairs' is now referred to as 'Iridescent Processed Brick - Ornate Stairs'.
- The shorter 'Apple Branch' is now referred to as 'Apple Branch - Short'.
- The longer 'Apple Branch' is now referred to as 'Apple Branch - Long'.
- 'Wisteria Branch - Corner' is now referred to as 'Wild Wisteria Branch - Corner'.
- 'Wisteria Branch - Long' is now referred to as 'Wild Wisteria Branch - Long'.
- 'Wisteria Branch - Short' is now referred to as 'Wild Wisteria Branch - Short'.
- 'Wisteria Roots' is now referred to as 'Wild Wisteria Roots'.
- 'Wisteria Tree Trunk' is now referred to as 'Wild Wisteria Tree Trunk'.
- The big 'Wet Fern' is now referred to as 'Big Wet Fern'.
𝗕𝗨𝗚 𝗙𝗜𝗫𝗘𝗦
𝗖𝗢𝗠𝗕𝗔𝗧, 𝗘𝗡𝗧𝗜𝗧𝗬 & 𝗜𝗧𝗘𝗠 𝗙𝗜𝗫𝗘𝗦
- Fixed a crash that could occur when an entity is removed on the same tick its combined inventory was added.
𝗪𝗢𝗥𝗟𝗗 & 𝗕𝗟𝗢𝗖𝗞 𝗙𝗜𝗫𝗘𝗦
- Fixed a crash that could occur when a crafting recipe's primary output was empty.
- Implemented changes to prevent a number of ways that concurrent writes could happen with reads from backups.
- Half slabs no longer cause an unexpected delay when placed.
- Modern Cloth Roof Corner blocks should no longer appear inverted.
- Lighting no longer applies incorrectly to blocks with tint masks.
- Fixed spawn-point rotation handling.
- Removed references to non-existent item descriptions.
- Attempting to teleport via the world map without having permission to do so will no longer kick the player from the server.
𝗖𝗥𝗘𝗔𝗧𝗜𝗩𝗘 𝗧𝗢𝗢𝗟, 𝗠𝗢𝗗𝗗𝗜𝗡𝗚 & 𝗣𝗟𝗨𝗚𝗜𝗡 𝗙𝗜𝗫𝗘𝗦
- Fixed an exception error that would occur with the /pedit command if the previous world was the Creative Hub.
- Creative Hub instances will now be deleted when leaving the instance.
- Fixed a number of community-reported issues related to lang key and UI errors.
- Changed density minimums for the Decoration Brush to be 0.
𝗨𝗜 & 𝗗𝗜𝗦𝗣𝗟𝗔𝗬 𝗙𝗜𝗫𝗘𝗦
- Fixed a crash when changing worlds while interacting with the world map.
- Fixed a crash when selecting the 'Return to Crossroads' button in Creative Play.
- Fixed a crash that could be caused by an invalid change in ActionInventory.
- Removed per-frame allocations in interaction tick and entity UI animations to improve performance.
- Fishing Traps now prompt the player to inspect them, rather than harvest them.
English
Jazt retweetledi
Jazt retweetledi

Hytale foundation work is going really well, and we're shipping updates at a high rate! Early access is exactly the kind of development I enjoy: move fast, break things, iterate. This is way more fun than I expected! Needless to say, it was a very good investment to save Hytale.
FYI, we've got a hiring push coming after the contest wraps up, and you can expect updates to come even faster in the months ahead. The team will be about 100 members, with very few management/producer roles. Organized chaos.
Once the foundation is further along, we'll be moving into dungeons, boss fights, progression, and a ton of exciting content. We have a ton of surprises in the works that have never been done in any sandbox/survival games! Hard engineering challenges ahead ;)
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