We are back in development! 

2025/11/20

Closed alpha testing has started!

2025/12/21

Public Beta January 10th @ 10AM EST

2026/01/10

Want a recap? Click the button below to view the recap!

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Question 1

Q: How will mod publishing work in Hytale?

A (Dev team): We will let the community handle this. You will be able to use CurseForge, Modrinth and similar platforms to discover and publish mods. The goal is to bring mod discovery into the game itself in the future, but that needs more time. We do not want to launch with an ingame walled garden on day one.

Question 2

Q: How soon after the game’s release can we expect documentation on the server network protocol so people can build fully custom servers? I know the server source will not be public right away. I am also assuming it uses TCP?

A (Slikey): We plan to release a public GitBook for documentation. You will also be able to browse our source code directly. Documentation will be sparse at the beginning because a lot of it was not maintained over the years, and we have to catch up, but we are working on it.

A (Zero): The protocol uses QUIC, not TCP. The current data layer runs on an older custom serialization format that we are not happy with and plan to replace after launch. We do not have protocol docs we can share yet. Those will arrive later when we release the shared server source.

Question 3

Q: Will there be a way to use ingame commands in files, similar to datapacks or Skript? Also, without client side code, how do you see VR working?

A (Slikey): We are not planning to have command blocks. Visual Scripting will be our way to replace commands. We want something accessible like visual scripts for asset packs instead of text commands in files. As for VR, that is a limitation we will not be able to overcome any time soon, especially without client side code.

Question 4

Q: Do plugins or server mods affect client code? When you join a server and it automatically downloads mods, what exactly is being put on the client, if anything? Can the client do more than just read data?

A (Slikey): You will not download code. We really want to avoid exposing the community to remote code execution exploits. It is sandboxed. Right now all you download is configuration and assets. We plan to handle logic through visual scripts, which are fully sandboxed.

Question 5

Q: Will it be possible in the future to invite your friends to your own Orbis world, like playing together on your single player world, without needing external hosting websites or servers?

A (Slikey): Yes. We are working on a system so you can join the single player world of your friend.

Question 6

Q: For people who want to act as professional creators, how will mod publishing and monetization work?

A (Dev team): We will let the community handle distribution and monetization at first through established platforms like CurseForge and Modrinth. We need to learn more here and we do not want to create an ingame walled garden on day one. Long term, there will be more integration, but not at launch.

Question 7

Q: Will dedicated servers be available when early access starts?

A (Slikey): Yes. From day one. You can host them yourself or use game server providers like Nitrado.

Question 8

Q: If I buy one edition of the game, like the supporter edition, will I be able to upgrade to the next tier (for example Cursebreaker) by paying only the price difference, or do I have to pay the full higher price?

A (Slikey): Yes, you will be able to upgrade by paying the difference.

Question 9

Q: Will there be a hunger system in Hytale?

A (Slikey): We use stamina, not a classic hunger bar, but you could add a hunger system with a mod if you want one.

Question 10

Q: What happened to Hytale Model Maker? Will we get official tools, and will there be Blockbench support?

A (Slikey): We abandoned Hytale Model Maker. Blockbench has become the de facto standard everyone is using. We partnered with Jannis, the creator of Blockbench, to bring you a high quality Blockbench plugin, which we also use internally.

Q (follow up): When will the Blockbench plugin release?

A (Slikey): If it is ready before the game launches, we will release it ahead of the game. The latest it would come out is with the launch of the game.

Question 11

Q: Will we get officelike scripting or API documentation, similar to how languages like PHP or JavaScript are documented, or like a Minecraft scripting API?

A (Slikey): We are planning to release a public GitBook that will hold documentation. You will also be able to browse our source code directly. Documentation will be sparse at first, but we are working to fill it out. A lot of it was not maintained during development and we are catching up.

Question 12

Q: Will there be documentation just for the server API, and when?

A (Slikey): That will probably come when the server source code is shared shortly after the launch of the game.

Question 13

Q: Can you explain the difference between “asset packs” and server “plugins” and what each will be able to do?

A (Dev team): Asset packs are data driven. You work with JSON, models, animations, prefabs and visual scripts to add content like NPCs, blocks, items, recipes, abilities and so on. You can do a lot without writing Java.

Server plugins are Java code. They can do anything Java can do: connect to databases, make web requests, integrate external APIs, manage economies, and expose commands or additional systems to asset packs. You can also build your own Java libraries and frameworks on top of the server.

Question 14

Q: How much depth is there for modders? Can we basically rewrite the game, like replace Orbis with something completely different?

A (Slikey): Most of our core game is changeable. You can make your own version of Orbis with custom world generation, NPCs, weapons, blocks and more. If you really wanted, you could toss out all of our content and build your very own adventure mode or map that uses none of our game content.

Question 15

Q: Do you need to learn Java to mod Hytale?

A (Slikey): You do not need Java for everything. If you just want to add more NPCs, items, crafting recipes and similar content, you can do that using our ingame tools or by editing JSON files. Java is for plugins and deeper server side logic.

Question 16

Q: Will modders be able to increase world height?

A (Slikey): Not right now. The voxel storage tech is currently undergoing changes and world height may change in the future, but at launch it will not be something you can just tweak.

Question 17

Q: Simon said the lighting system is being upgraded. Does that replace the existing good lighting, or just improve the bad parts?

A (Slikey): The lighting engine changes are meant to fix model and voxel inconsistencies. Currently models only have a single light value while full blocks have gradients. We need to make models support those gradients too. Static and dynamic lights, like a placed torch versus a hand held torch, also behave differently right now. We need to fix that as well, not remove what looks good.

Question 18

Q: Will it be possible to mod or create a custom player skin or model for yourself in single player, like turning yourself into a different character?

A (Simon): Yes. In single player, you can mod yourself into whatever you want. You can even turn yourself into a potato if that is your thing.

Question 19

Q: Who controls the player’s avatar and appearance on multiplayer servers?

A (Slikey): That is controlled by the server. Servers will be able to control your avatar, which is important for some game modes and roleplay servers.

Question 20

Q: Will there be a built in machinima tool for making cinematic videos, like the original Hytale announcement trailer?

A (Slikey): Yes. We created the 2018 announcement trailer using that machinima tool. You will be able to use the same tools to make your own cinematics.

Question 21

Q: Will Hytale have a prefab system for builders, and an ingame editor for structures?

A (Slikey): Yes. We have a sophisticated prefab system and an ingame editor for them. Stay tuned for the creative tools reveal.

Question 22

Q: Will Hytale have world generation seeds we can work with and share, similar to Minecraft or Terraria?

A (Zero): Yes, there will be seeds you can share.

Question 23

Q: How advanced is the NPC and faction system? Can NPCs form factions, build villages, fight each other and react to the player, like some kind of living world?

A (Slikey): That is exactly our plan for factions in adventure mode. We already have living world interactions like a bear attacking a deer. It mainly needs configuration time. Under the hood there is a powerful NPC system that even supports flocks or groups of NPCs that keep a herd together.

Question 24

Q: Can a company host Hytale servers as a business? Do we need a license or special agreement?

A (Slikey): You will be able to do that very easily. There is no need for a separate business agreement or contract with us. All you have to do is agree to the EULA and Terms of Service.

Question 25

Q: Can a company host Hytale servers as a business? Do we need a license or special agreement?

A (Slikey): You will be able to do that very easily. There is no need for a separate business agreement or contract with us. All you have to do is agree to the EULA and Terms of Service.

Question 26

Q: What is the state of multithreading? Does the game scale with more cores?

A (Zero): Each world has its own main thread for core logic, and some tasks can be run in parallel. It is not perfect and we have improvements planned, but it will use multiple cores.

Question 27

Q: How many players can Hytale theoretically support on a single server?

A (Zero): That really depends on how much CPU you have. There are many factors and we are still working on performance improvements, so we cannot give a fixed number.

Question 28

Q: How will hosting work on a technical level?

A (Zero): The server runs anywhere that supports a modern JVM. You can run it on Linux, Windows and other platforms. Dedicated server files will be available.

Question 29

Q: What about minimum specs and performance? Will we need high end hardware?

A (Slikey): All I can say for now is that you will not need a new expensive PC. We aim to make it as accessible as possible and we are in a good place right now.

A (Minikloon): You can run the game at uncapped framerate if you want and let your GPU heat your room.

Question 30

Q: What rendering API are you using? Any plans for Vulkan or Metal?

A (Slikey): Currently we use OpenGL 3.3 to keep compatibility with Mac. In the future we may move to Vulkan or Metal, but that is up to the rendering team. We are committed to keeping the art style as it is.

Question 31

Q: How does block and tree physics work? Can we still build floating bases?

A (Zero): Trees use a block physics system, defined for some blocks. Blocks you place will not break from physics in the same way, so you can still make a floating base or a house out of logs.

Question 32

Q: Is there a status effect system for buffs and debuffs, and can we add more?

A (Slikey): Yes. We have a status effects system that allows you to add buffs and debuffs. Mods will be able to extend it.

Question 33

Q: What about HUD and UI customization, like adding a mana bar?

A (Slikey): We have a custom UI system that lets you add more elements to the HUD. Name tags are currently limited, but as we transition to NoesisGUI we expect more customization options for things like name plates.

Question 34

Q: How do weapon combos and special abilities work under the hood?

A (Minikloon): They use the interaction system, which is a data asset type. Those assets are read by both client and server, so we can have data driven client side interpolation and remove most of the lag feeling. Combo chains are defined as interactions that you can edit and apply to other items. For example, with a data asset mod, you could use a crossbow model like a bat that shoots missiles on left click, then reuse that missile interaction on a different item’s Q ability.

Question 35

Q: Can bosses have multiple hitboxes, like cutting off tails or limbs?

A (Dev team): We have sub hitboxes, but the system needs more work. If you try to implement a monster hunter style boss fight and run into issues or blockers, send us a list and we will prioritize improvements.

Question 36

Q: Will the base game suffer because of all the focus on modding, or is adventure mode still the priority?

A (Slikey): The base game is our top priority. All the effort we put into modding is pointless if we do not offer a compelling and immersive experience in the base game. Orbis is our focus. We are building systems in a way that also enables modders, but adventure mode comes first.

Question 37

Q: How will monetization work for official Hytale content?

A (Simon): At launch, cosmetics are tied to the supporter and deluxe editions. We will not have pay to win monetization now or ever for official Hytale content. We plan to sell cosmetic mini packs, alongside lots of free ones, mainly to cover infrastructure costs for official minigames. There will be no monetization added to official Hytale minigames. We are aiming at low price cosmetics, no nonsense.

Question 38

Q: Will pay to win be allowed on community servers?

A (Slikey): We will release a EULA with all applicable terms. I do not want to shortcut the legal language by giving a simple yes or no, because the real world is nuanced. The direction is to avoid predatory monetization, but the exact rules will be in the EULA.

Question 39

Q: Are you considering development bounties or ways to reward community contributions to the game itself?

A (Slikey): Yes. We are trying to figure out the details, but we know we want to give back to contributors. We want to work with the community, take contributions and not just take them for free.

Question 40

Q: Is Hytale going to support client side mods like Optifine or Sodium, or any sort of graphical enhancement mods?

A (Dev team): The creator of Sodium is on the team, and performance is very important. We are focusing on strong performance and graphics inside the engine itself. Because clients do not download arbitrary code from servers, classic client side mods work differently here. We want to expand functionality, but invasive things like custom renderers, shaders or VR are hard until we can sandbox them and keep them compatible with servers.

Question 41

Q: Finally, how are you feeling about Hytale right now?

A (Slikey): Good, happy and focused on making Hytale. Thank you all for the questions. You do not need much more patience. Stay tuned for the release date announcement.

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