

Finalizo 2024 con: + 12.638 subs + 299 videos (borre shorts) + Vídeo más popular: 55'7k (Hytale enseñó NUEVO GAMEPLAY y es HORRIBLE…) El 1 de enero de 2026 cito esto con las nuevas stats.
Nerwi
9.1K posts

@nerwi_
Creador de contenido de @Hytale 🍃 | Código Nerwi en la tienda de Hytale! #HytalePartner | Orbis Brother de @OrbisPodcast_ 🐒💵


Finalizo 2024 con: + 12.638 subs + 299 videos (borre shorts) + Vídeo más popular: 55'7k (Hytale enseñó NUEVO GAMEPLAY y es HORRIBLE…) El 1 de enero de 2026 cito esto con las nuevas stats.






Han metido lista de amigos en Minecraft en una snapshot histórica... ¿raro no? 👀 O sea, justamente los de Hytale sacaron lista de amigos hace nada e inmediatamente después lo hacen ellos Muchos dicen que MC no ve a Hytale como un peligro, pero yo no lo veo así 🔥🛡


📢 Update 5 releases MAY 26th! 📢 - New Community Server Discovery is in - The Friends List makes its first appearance - Controller support arrives in its first iteration (more polish coming) - New emotes - Trigger Volumes for no-code scripted encounters - Prefab 3D previews - and a lot more across creator tools, audio, and QoL Be sure to check out @Simon_Hypixel's tweet for more details!



My vision for the minigames tab (which would come after the mods tab): our own official Hytale minigames, with community-made games sitting right alongside us. That means the community would be part of the big 3: Minigames, Mods, and Servers. It's important that we don't see the great minigames getting lost in the noise. The bar for putting a game on the tab will be higher than for other tabs, as you might imagine. Think the classic Halo custom games scene: a small set of deep, replayable minigames that talented authors built right inside the game (Infection, etc), the kind of stuff people came back to for years. DotA literally started as a Warcraft 3 custom map. Whole genres can emerge from community modders when the right tools are in place, and players can just jump in with their friends. The recent contest made me realize we have a problem with current minigame mods; they're a bit complicated to just jump in and play. It should be super simple. We'll fix that with the minigame tab and other changes to the in-game mods browser page. The idea is that you don't need a team. You don't need infrastructure. You could build a fun minigame or a short adventure over the weekend, hand it to us, and it will go to players if it's approved. Players would be able to support the creators behind the games they love, so if your thing pops off, that's a real win for you. No servers to rent, no ops to babysit. No paywall or monetization in the face of players, just optional support for official cosmetics at our cost, that's all. No need for modders to think about it, they just focus on making fun minigames. This can greatly help community servers too. A server team can drop a polished minigame into the tab as a gift to players and as a doorway back to their full server for anyone who wants more (progression, community, etc). Build it once, ship it through us, let the players come to you. How players hop in: peer-to-peer with friends in one click for instant casual play, or in a session we host and manage the queue for players. Same Play button, two lanes underneath as options. A few notes: - This is the direction, not a release date. Specifics when they're locked. It will take a while to get there. - Quick session-based games live on the minigame tab. Persistent worlds and progression-heavy experiences live in the Server Browser. Different surfaces. - Curation matters. I'd rather ship a few great minigames than 10,000 forgotten ones. Let me know your suggestions!




@breadleyishere @Alien37680 @GhoulishhGF I think Chapter 3 will blow people mind if we can get the tech in time :)



It's a bit of a mix in terms of production and chapters, we will spend a bit more time on Zone 1 initially (maybe for the first 3 chapters), as we want to establish the "template" of what feels great, then the others will follow up quite quickly. Needless to say, we will create a lot of endgame content, even with Zone 1 (WG2), we can go very far with it: dungeons, events, and much more. We also need to keep the old world gen relevant until all is done, so even tho you might not visit Zone 4 in WG2 for a while, you might need to go to Zone 4 WG1 a few times. I know it's a bit confusing in a message like this, but it will all make sense by Chapter 2 and the lore behind it. We will aim for 2 to 3 biomes per world visit, but we may open up a full zone at some point. The reason we are using these temporary world visits is that wgv2 is constantly getting updated, so it's best for us to have people revisit between chapters and so on. Our goal for the world gen v2 full release is to eventually let you choose where you want to spawn to some degree, so everyone can have a different experience / challenges early on. A bit like Rimworld. No promises, but that's the long-term goal. Balancing the game around 3 entirely different spawn zones and ensuring progression is not easy! The fun part is that each zone would come with its own set of challenges.







