Zarpyk

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Zarpyk

Zarpyk

@Zarpyk

https://t.co/oor5CrlxrP

Katılım Mart 2016
114 Takip Edilen37 Takipçiler
Zarpyk
Zarpyk@Zarpyk·
@RaulMdev @HeyNau Supongo que depende de que razon dan para hacer refund, yo he devuelto el aoe 4 con mas de 2h porque cuando lo queriamos dejar ahi ese dia, no se podia guardar las partidas. O New World en su momento con muchisimas horas porque casi todas las horas era de hacer cola para entrar.
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HeyNau
HeyNau@HeyNau·
This should not be possible #Steam Would be cool if you could finally do something about your refund policy... Got dozens of reviews like that and 14% refund rate even though the Reviews are 97% overwhelming positive... Thats thousands of Refunds btw...
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poupapitas
poupapitas@JesusAbraham321·
@HytaleModding What is the advantage of rebuilding the server in C#. Is it planned for it to be moved to C# officially in the future?
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HytaleModding
HytaleModding@HytaleModding·
Introducing Shard Shard is a community project to build a Hytale server from scratch in C#, separate from the official Java server. It's still very early (proof-of-concept), but we've achieved our first goal: getting a player into the world & standing on a generated world. We will be communicating with the community about this project via Devlogs published on the HytaleModding website. We've written the first blog explaining what the project is & our future plans. Read more about it in the blog post: hytalemodding.dev/news/2026/07/i…
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Zarpyk
Zarpyk@Zarpyk·
@HeyNau Pues al parecer desde Wukong, mucha mas gente lo usa ahi, son el 50% de los usuarios en steam, aunque supongo que sera mucho papeleo eso si
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HeyNau
HeyNau@HeyNau·
@Zarpyk No se recomienda publicarlo ahí, me lo han dicho tanto publishers como jugadores. La gente que lo usa es menos del 5% y requiere muchos papeleos burocráticos
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HeyNau
HeyNau@HeyNau·
🫠
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Zarpyk
Zarpyk@Zarpyk·
@IFaiden @lotmsarvin93142 Según he visto es mucho mas gacha que mmorpg, es como un where winds meet (al parecer mas bien sword of justice, dicen que no llega al nivel de wwm) pero con skin de lotm pero sin respetarlo mucho y cambiando cosas. Otro juego que me hizo parecido es el Blue Protocol, que es...
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lotmsarvin
lotmsarvin@lotmsarvin93142·
‼️The Lord of Mysteries game will officially release on August 21, 2026.
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Zarpyk
Zarpyk@Zarpyk·
@GiusCaminiti Pues acabo de ir a ver lo del calendario y es un peligro... para la cartera xD, hay varios juegos que me interesan, peeeeeero, no los comprare, tengo demasiados juegos pendientes...
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Gius Caminiti | Tower Factory OUT NOW! ⚔
No tengo una bola de cristal para saber qué pasará con estos cambios, pero después de sacar 2 juegos en Steam, esta es mi lectura: La sección de popular upcoming nunca marcó la diferencia entre el éxito y el fracaso de un juego. Mi primer juego llegó ahí con 10k wishlists y consiguió unas 1500 más en el día y medio que estuvo ahí. Pese a todo, vendió poco, y seguramente hubiese vendido prácticamente lo mismo sin esas 1500 wishlists adicionales. Mi segundo juego llegó con 100.000 wishlists y consiguió unas 10k más. Otra vez, no hubiese sido un fracaso aunque no hubiese estado ahí. Con esto quiero decir que todo el trabajo de márketing del juego depende MUCHO más de otras cosas (demo, algoritmo, creadors de conenitdo, festivales de Steam...). Esa sección, aunque te da algo de visibilidad (y hace ilusión ver tu juego ahí) realmente no marca ninguna diferencia. Sin embargo, para juegos muy grandes sí se puede notar algo más la diferencia, ya que funciona como un multiplicador (2x10 es 10 veces más que 2x1 y esas cosas...) Por ejemplo, 50k visitas en un vídeo de YouTube de mi primer juego suponen unas 10 ventas, mientras que el mismo número de visitas para mi segundo juego pueden llegar a ser tranquilamente cientos de ventas. Creo, que en lugar de centrarnos en esto como negativo, deberíamos ver las novedades positivas como el nuevo calendario de lanzamientos personalizado. Esta herramienta SÍ es muy interesante y creo que puede traer venta a los juegos indies, ya que se personaliza en base a los gustos de cada jugador. Es decir, la gente que vea tu juego son tu target y no gente a la que seguramente no le interese tu juego aunque se lo pongas delante de la nariz 20 veces. Conclusión: dejemos que Steam haga su trabajo y esperemos los resultados para saber si fue un acierto o un error. Steam nunca quiso fastidiar a los indies, y eso no ha cambiado. Tristemente, mucho juegos fracasan, pero eso no depende de Steam (ni para salvarlos ni para condenarlos).
RegisKillbin@RegisKillbin

Steam just made a change that's really gonna hurt future indie games. The Popular Upcoming page used to list games chronologically by release time. As long as you had enough wishlists to make the cut (~6k to 7k), you'd get some time at the top of the list for people to discover your game. Now it's listed algorithmically, with far more large games from major companies and publishers on the list, even those releasing two weeks away. The lowest wishlist count on there right now is 80k, when before it would've been 10 indie games as low as 6k wishlists. Feeling very lucky our game's early access release barely made it out before this changed. It was worth probably 1k wishlists for us, and we had some really unfortunate timing/positioning too. It can be worth thousands of wishlists and sales for smaller games. Steam is more heavily prioritizing larger games, with the budget and time to grow to enormous wishlist totals, or the rare indie viral hit. The small to mid-sized games just lost a way to find players. Steam players lost a tool to discover cool smaller games.

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KaidSen
KaidSen@KaidSen·
@Zarpyk @Simon_Hypixel Entonces estamos en las mismas, si tardan en revisarlo va a salir antes el Xhosa que el español 🤣
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Zarpyk
Zarpyk@Zarpyk·
@KaidSen @Simon_Hypixel Ya esta traducido (excepto 1200 textos) pero le falta la mitad por aprobarse (30k textos de 65k)
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KaidSen
KaidSen@KaidSen·
@Simon_Hypixel Good news! By the way, I have a question, Simon: when will Spanish be available? I'm surprised that, being one of the most spoken languages ​​in the world, it's not yet implemented, while Russian and Ukrainian are.
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Zarpyk
Zarpyk@Zarpyk·
@Simon_Hypixel @PowerlessFony Without an incentive (whether it's early access, cosmetics, or whatever), I doubt many people will support modders, and if they do, it will be very, very few peoples.
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Simon
Simon@Simon_Hypixel·
@PowerlessFony Its what I basically said but we would also give incentives to players to support modders. Like get a special cape if you donate to 3 modders.
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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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Zarpyk
Zarpyk@Zarpyk·
@Charditronic Yo lo que hacia era un menu debajo del inspector con utilidades tipo ir a escenas o empezar la partida con algo especial, ponerme cosas, etc.
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Chardi
Chardi@Charditronic·
Script para poner una barrita con las escenas que quieras. (Para navegar mas rapido entre escenas). Lo comparto porque me va muy bien, la verdad.
KAMOTACHI | Nostalgic Joe - Wishlist on STEAM!@kamotachi

Leaving it here in case anyone wants to use it: 🔗 pastebin.com/4H9kBuyx In my project, Nostalgic Joe, I need to switch between scenes all the time… and digging through folders was slowing me down 😅 So I made this script: you just drag the scenes you want and get a quick access bar to switch between them instantly🚀 (You can see it at the bottom in the image, but you can place it anywhere) If you’re into tools like this, RT and I’ll share more 🔁 #gamedev #indieDev

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Zarpyk
Zarpyk@Zarpyk·
@slikey I just discovered this:
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Slikey
Slikey@slikey·
We have identified a bug that makes animals captured with the capture crate evolve against Darwin's laws. Apparently chickens turns into cows, camels, turkeys and we have even seen a report of a T-Rex. We received a very angry ticket from Charles Darwin and we'll get that fixed.
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Zarpyk
Zarpyk@Zarpyk·
@MewSoul And going down you have to be very careful or you won't be able to hold the ladder
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Zarpyk
Zarpyk@Zarpyk·
@MewSoul This is even worse when you're in third person.
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Mew
Mew@MewSoul·
I'm looking to improve ladder climbing in Hytale, so I'd like feedback from you all! I want to understand the exact pain points you're experiencing with it, in which situations you find it annoying, so I can find solutions! We also have a setting to try a different control.
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Zarpyk retweetledi
Hytale
Hytale@Hytale·
Hytale Early Access AVAILABLE NOW! #Hytale
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Zarpyk
Zarpyk@Zarpyk·
@kakytronco Es que la cámara criogénica te ha cambiado de linea de tiempo, antes estabas en uno donde estaria en desarrollo 20 años y luego lo cancelan y ahora estas en una linea de tiempo que sale en 3h...
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kakytron
kakytron@kakytronco·
Cómo que ya sale Hytale? acabo de salir de la cámara criogénica y me encuentro con esta noticia?
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Zarpyk
Zarpyk@Zarpyk·
Hi @slikey, this is an error or it will be release later? The CLI downloader doesn't contain the arm version
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Zarpyk
Zarpyk@Zarpyk·
@EsVandal Un tipo que se llama EsRich me obligo a poner su codigo, ya no podre usar el codigo de ElVandalMC en Hytale 😞
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EsVandal
EsVandal@EsVandal·
🗣CODIGO "EsVandal" EN LA TIENDA DE HYTALE Tenemos código de creador gente ^^
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