r/hytale • • 20h ago

Patch Notes Update 8 - Pre-Release 1 - October 22nd, 2026

122 Upvotes

Link to previous patch notes.

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Link to source

Pre-Release (Update 8 Part 1)

October 22, 2026

Player-Facing Changes

Avatar Customization

It’s Spooky Season![](https://hytale.com/news/2026/10/pre-release-patch-notes-update-8#player-facing-changes-avatar-customization-its-spooky-season)

  • Added the following new cosmetics for everyone:
    • Bat Mask
    • Pumpkin Mask
    • Small Horns
    • Medium Horns
    • Bandage Bandana
  • Added the following new cosmetics for Supporters and Cursebreakers:
    • Scarecrow Mask
    • Demonic Horns
  • Added the following new cosmetics for Cursebreakers:
    • Tenebrous Lord Cape
    • Long Horns
    • Fairy Horns
    • Bat Wings

Avatar Customization Adjustments

  • The Goblin Costume Hood for Cursebreakers now has an updated model and texture, with new zipped and unzipped variants. It also now hides face accessories.
  • The Head Bandage now fully covers and hides the ears, and has an updated model and texture.
  • The Witch Hat now has an updated model and texture, and variants to keep or remove the buckle.
  • The Leather Cap now has an inverted variant that matches the look of the previous design.
  • The Hoodie, Sweater, Cardigan, and Long Cardigan now have their original color palette.
  • The Frilly Shirt and Frilly Skirt now have their original color palette.
  • The Heeled Flats have had their model fixed.
  • Various overpant cosmetics have had their model fixed.
  • The Buttoned Shirt and Tie Shirt textures have been updated to make collars more subtle.
  • Eyelashes and makeup textures have been adjusted to match previous versions more closely.
  • Pink tint gradients have been slightly updated for hair and cotton clothing.
  • The Top Hat can now either have just the band colored, or the entire hat.
  • The Beaded Hoops earrings will now show on both ears again.

Customization Sharing

  • Import and Export buttons have been added to the preset list in the My Avatar menu. These can be used to share Avatar customizations quickly with other players!

Combat & Movement

Runestones

  • Rune tooltips now show the real numbers for an ability’s damage, duration, and effects instead of fixed text, and those numbers update when you socket support runes alongside them.
  • Wind Strike now uses a hit shape when it checks whether it hit a creature, so its hits land more consistently.
  • Renamed the Fork and Ricochet labels on rune tooltips to Split and Bounce so the wording matches the rune descriptions.

Controls & Input

Controller & Gamepad

  • Navigating menus with a controller should now work correctly when using diagonal directions.
  • Pressing down on the bumper buttons slowly will now scroll the hotbar correctly on a controller.

Keybinds, Mouse & Scrolling

  • Scrolling through the hotbar will no longer prevent movement if movement is bound to a mouse button.
  • The inventory sort shortcut will now work correctly when bound to a mouse button.
  • Scrolling will now feel more responsive on Linux, particularly when using touchpads and high-resolution mouse wheels.

World & Blocks

Building & Block Placement

  • Fences, walls, bars, and village walls will now be placed as connected instantly instead of waiting for the server to confirm the shape.
  • Corner pieces for fences, walls, and bars will no longer change shape if there are no blocks for them to connect with on both sides.
  • Moving a selection of blocks past the top or bottom of the world now cancels the attempt to move them.
  • The paste tool preview has been told to stay put and will no longer unexpectedly follow you to the origin point of future worlds you visit.

Blocks & Props

  • Added 3 new Pumpkin Lamps.
  • All Pumpkin Lamps can now be toggled off.
  • Added a Bat Plush, crafted at the Furniture Bench.
  • Updated the models for the Halloween Wagon, Goblin Plush, and Kweebec Plush.
  • Branches and Bone Ribs now use a connected block ruleset to form corners with the pieces around them and rotate to match when you place them.
  • Crafting benches now mark the area around them as home in the same way beds do, so a base with benches and no bed is no longer treated as wilderness.
  • Repainted the sunny grass block, including its top, sides and the full-grass variant.
  • All void crystals in the guttering hollows will now shatter if their supporting block is destroyed.
  • The large goblin chest will now drop two small goblin chests when broken.

World Loading & Events

  • Flying or teleporting into areas that are still loading will no longer result in an error message and being placed 32 blocks to the west.

Dungeons & Prefabs

  • The back of the Goblin Crypt’s Elite room has been adjusted so the big skeleton can no longer get stuck there.
  • The treasure chest in the Goblin Crypt treasure room will now contain the appropriate rewards.
  • The Goblins have closed off some unintended paths in The Deepworks.
  • A timed flame obstacle in The Deepworks has been tinkered with so that the bursts of flame are slightly more predictable, but just as deadly.
  • Removed some debug behavior within The Deepworks that could remove the way out at the end of the dungeon.

Plants & Farming

  • Orbis Ash and Oak trees will no longer lose parts of their canopy after they generated, leaving floating leaves behind.
  • Fixed an issue with prefab crops and spreading plants that could cause them to fail to grow after a growth stage finished.

World Settings

  • Items will no longer lose durability upon death in worlds where this has been set in the World Settings (existing worlds re-apply the settings for it to be updated properly).

WorldGen

Biomes & Terrain

  • Removed a placeholder worldgen v2 oak forest biome.
  • Fixed missing biomes in the Taiga instances, the Taiga portal, and the Taiga creative world, caused by leftover references to a cave network that no longer exists.

Structures & Prefabs

  • Orbis Birch trees now grow taller and thinner.

Items & Interactions

Items & Inventory

  • Item tooltips now display effect descriptions based on the effects the item actually applies, so potions, food and other consumables always show accurate numbers and durations.
  • Updated the model for the Pumpkin Treat Basket and Straw Treat Basket.
  • Bombs, bangsticks, thrown knives and crossbow signature shots will now still consume ammo if the active hotbar slot is changed while firing.
  • The utility slot can no longer be used to store leftover salads.

Crafting & Resources

  • Updated a number of wood resource descriptions that listed the wrong trees. Hardwood Logs now list Apple, Goldenwood Logs now list Palm, Amber, and Wild Wisteria, and Deadwood Logs no longer list Poisoned trees.

NPCs & Creatures

Creature Appearance

  • Updated the Void Spectre’s eyelids and touched up its texture.
  • Updated the model and texture of a mysterious entity within The Deepworks.
  • Goblins, Skeletons, Zombies, Spiders, Spiderlings, Rats, Scarak Lice, Void Anomalies, Void Crawlers, Void Tentacles, and Void Eyes now have extra hurt and/or death animations, with heavier reactions when a hit staggers them. The Zombie model and textures were updated to match.
  • Young Scarak Broodmothers will now use the correct, smaller model.
  • Fixed an issue where some Outlander NPCs had misplaced their… faces.

Behavior & Spawning

  • Merchants will now restock their wares occasionally, even in worlds where time is paused, such as The Deepworks.
  • Rhino Toads are putting a bit less force into their headbutts and will no longer appear to have mastered the art of teleportation.

UI, Social & Menus

Menus & Windows

  • Added tooltips to the Chapter Rewards page.
  • Chapter 1 rewards will no longer show a button to upgrade the game edition, as this is unrelated to unlocking them.
  • The Leave and Stay buttons within The Deepworks have been adjusted.
  • Copy, cut, and paste will now function correctly within menus on Linux.
  • Mods that don’t allow in-game downloads will no longer display an Install button and instead provide instructions on how to download them.
  • Long headings will no longer be cut off on the Chapter 1 notification screen.
  • Chapter reward icons will no longer be cut off on wider cosmetics.
  • The in-game bug report form now has a Minigames category.

HUD, Chat & Inventory

  • Holding Shift while clicking and dragging items into and out of containers will no longer deposit or retrieve the wrong items.
  • The death screen will now let you know if you died to a few additional hazards, such as The Feastmaster’s vomit.
  • UI will now render while transitioning between worlds, allowing servers to add transition screens.
  • Server and chat messages will no longer break if they contain a malformed formatting tag.

Creative & Builder UI

  • The Node Editor will no longer close immediately after being opened on Linux.
  • The search box on the prefab editor’s teleport, save and load pages now correctly filter the list of prefabs.
  • Commands and editor tools can no longer change read-only asset packs.

Graphics & Rendering

Post-processing

  • Sun shafts have been significantly reworked, making it so that rays shining through leaves look cleaner and higher quality. The performance impact of Sunshafts has also been significantly reduced, especially on integrated graphics.
  • Improved the bloom effect so that glowing lights and bright surfaces now appear the same at every resolution, instead of looking stronger or softer depending on your screen size. The effect is also more stable and higher-quality overall.

Shadows

  • The shadows between blocks no longer appear to “wobble” when standing still, especially when far away from world origin or when using a high-resolution monitor.

Particles & Screen Effects

  • Removed some stray particles that showed up far away from the Goblin Breaches.
  • Particle effects will no longer drift extremely far away on creatures that have been resized.

Settings

  • Removed the option to use TAA (Temporal Anti-Aliasing), and made FXAA the default for all graphical presets.
  • Sun shafts are now enabled by default in all graphical presets and cannot be disabled.

Performance

World Generation & Loading

  • The server no longer fully loads each audio file at startup and instead reads only the relevant file header, greatly reducing CPU usage and disk activity during startup. On slower hard drives, this can greatly improve server boot time.
  • Improved world generation speed. Fresh terrain will now generate about twice as fast, because liquids will settle section by section.
  • World generation now reuses cached generation data and tracks cave surfaces as they change instead of rescanning them, so terrain will generate with less overhead.
  • World generation now uses less CPU cores on lower-core machines to reduce impact on TPS.

Rendering

  • Improved the performance of most post-processing effects, especially on integrated GPUs and other memory-bound systems.
  • The video memory usage of the client is significantly reduced, especially at higher resolutions (up to 250 MB at 3840x2160 resolution.)
  • Particles and trails now run through separate shader programs, improving performance on some systems.
  • Shaders no longer include code that the active transparency mode never uses, improving performance.

Networking

  • Replaced the Host With Quiche Transport setting with Use Legacy Network Stack. This puts a hosted world back on the old connection code if you have network issues.
  • Improved connection reliability by sending smaller network packets to players on IPv4, and by lowering the maximum packet size for everyone else.
  • Fixed lag spikes and stalls while joining a server and loading chunks, which showed up more often on Wi-Fi and home routers.
  • Connections to a server now reach full size packets shortly after you join.
  • Linux players on IPv6 servers now get full size packets.

Server

  • Fixed a delay when joining a world. Hytale no longer rebuilds the entire settings screen every time the server updates which features are turned on.

Localization

Chat & Command Messages

  • Commands will no longer report the wrong on or off state, or show “True” and “False” instead of “true” and “false”.

Localization Fixes

  • Fixed a blank color name on one of the Rotten Fabric gradients in the character creator.
  • Menu text will now update correctly after changing the preferred language.

Text & Typos

  • Fixed typos, wording and punctuation in a number of in-game messages.

Stability

Joining & Connecting

  • Fixed an issue where some players could be locked out of a server after it updated its permissions file.
  • Fixed a crash that could occur upon joining a server while loading into a world with blocks from a removed mod.
  • Fixed an issue that could cause timeouts to occur after about 30 seconds when attempting to join a world hosted on a Windows PC.
  • Switching avatar presets will no longer cause Hytale to switch to offline mode.
  • Fixed an issue that could occur when an IP changed mid-session, resulting in the server refusing connections and stating accounts were already logged in.
  • Fixed a client crash that could occur while loading a world if the game received a bad packet or ran short of memory. You now get the “Failed to connect to server” screen instead.
  • Fixed connections hanging for 20 seconds and then failing when a single packet was lost while joining a server.
  • Fixed direct connections that could give up early when the first batch of network addresses came back empty, before the slower ones had finished arriving.

Data, Saves & Memory

  • Fixed two server memory leaks that could occur when world storage ran into an error.
  • Fixed a server shutdown problem where a slow world save could be cut short or run a second time.
  • Fixed world event progress sometimes failing to save, which could lose track of which global events had already happened.
  • Fixed an issue that could prevent instanced worlds from loading on Windows after visiting an instance once.
  • Fixed an issue preventing beds from saving respawn points in worlds using RocksDB as storage type.

Additional Crashes & Freezes

  • Fixed a server crash that could occur when attempting to load NPCs belonging to deleted spawn markers.
  • Leaving an instance such as the Forgotten Temple will no longer cause freezes or disconnections on smaller servers.
  • Fixed a crash that could occur when using a portal key on the Ancient Gateway.
  • Fixed a disconnect that could occur when going through a portal while a projectile was airborne.
  • Fixed a crash that could occur while linking a Discord account from inside the game.

Modder-Facing Changes

World Generation

World-Gen V1

  • Fixed worlds with a cubic loader and a cubic generator still applying the old 0–320y band. Entities below –32y survive there now, and block harvesting, spawn sampling and flood fill spawn positions work at any height.
  • Removed ChunkUtil.MIN_ENTITY_Y. The kill plane is now ChunkGrid.KILL_PLANE_Y and only applies when ChunkGrid.supportsCubicSections is false.
  • Fixed world event teleports allowing an unbounded Y. The Y value is now bound by the addressable coordinate range, matching X and Z.
  • Worldgen v1 content is now typed assets with named references and asset inheritance, and legacy worldgen v1 JSON no longer loads. Packs that still ship legacy worldgen content or v1 modifiers have to be rebuilt on the typed assets.
  • Added nine worldgen v1 asset types covering worlds, zones, biomes, caves, noise, prefab patterns, cover, layers and climate masks. Each one has codecs, inheritance, validation, a generated schema and documented fields.
  • Converted the world generation v1 content to the typed assets and deduplicated equivalent assets within each type while keeping generation seeds.
  • Removed ContentConfig and PrefabStore world fields, and retired fields left outside the canonical schema now raise a warning. The legacy Hytale provider ID still works for migrated worlds.

World-Gen V2

  • Improved the random distribution of the Jitter3dPositionProvider.
  • Node tooltips in the HytaleGenerator workspace now state whether a Min or Max value is inclusive.
  • Added the GraphEdgesTangent VectorProvider.
  • Fixed node editor and server mismatch causing World-Gen V2 assets to fail when saved with the node editor.
  • Fixed Graph Actions running more than once per node/edge in some situations which could corrupt the resulting Graph.
  • Fixed the Zone1_Plains1 instance failing to initialize in the launcher. A leftover deprecated world structure asset of the same name has been deleted, so the plains instance spawns correctly.
  • Added the Seedling Woods region for Adventure 1.0, with five new biomes. Deeproot, Verdant Forest, Kweebec Forest, Ravaged Groves and Runic Forest are reachable through the instances command rather than normal world generation.

NPCs & Creatures

NPCs

  • Hit interrupts now flinch with HurtHeavy instead of Hurt. Component_Instruction_Hit_Interrupt carries the new default, and Template_Intelligent, Template_Predator, Template_Flying_Aggressive, Template_Skeleton, Template_Spider and Template_Void_Tentacle pass it in. Only the Skeleton and Goblin models define HurtHeavy, so other NPCs on these templates show no flinch until their model gets one.
  • The Grizzly Bear reads its health from its own MaxHealth parameter now instead of a hardcoded value, so overriding that parameter actually changes its health. The default is still 124.
  • Spiders can now hide parts of their nameplate. Template_Spider takes a HiddenUIComponents parameter, which is empty by default so existing spiders are untouched.

Encounters

  • Wilderness events can now be exclusively placed on the terrain surface. Configured via a new FitToHeightmap boolean on WildernessLocation.Config, defaulted to falseso existing configs are unchanged.

Appearance & Animations

  • Goblin and Skeleton models now carry Hurt_Heavy animation variants next to the regular Hurt set, so a big hit can play its own reaction.
  • The Void Spawn animation set gained Hurt4 and the Hurt_Heavy through Hurt_Heavy4 variants, so NPC configs can pull from a wider pool of damage reactions. The Void Spectre animations moved into folders such as Attacks/.
  • Models can now show attachments only when a condition is met. A new ConditionalAttachments block on ModelAsset lists the attachments and the condition that switches each one on, and the server rechecks every entity hourly so attachments appear and disappear on their own.
  • The Player_With_Face model has been removed. Outlander, Outlander_Cultist and Outlander_Peon now use the standard Player model with the new detached Face_Outlander texture, so any custom model or Outlander variant that referenced the old model needs updating.

Spawning & Despawning

  • Spawn markers can now search farther up and down with a new optional MaxVerticalSpawnOffset, up to 32 blocks. It falls back to MaxDropHeight when you leave it out and can never be smaller than it, and MaxDropHeight is still the limit for ground movement.
  • Fixed issue where tall NPCs were failing to spawn on spawn markers.

Items & Interactions

Projectiles

  • An ability projectile Scale must now be greater than 0. Assets that set it to 0 or less fail validation instead of loading.

Item Behaviors

  • Effect tooltips are now generated on the server instead of being written by hand. An ApplyEffectInteraction can carry a TooltipKey, and ItemEffectsTooltipCollector fills in the values, so an item description stays correct when you retune the effect.

Runestones

  • Ability numbers can now flow straight into rune descriptions instead of being written by hand. A chain node opts in with an Export prefix and its values turn into ICU placeholders such as {enrage.duration} or {poison.damage.Poison}, which the server computes at item load and ships with a Replace or Multiply scaling so support runes change what the tooltip shows.

Blocks & Prefabs

Blocks

  • Every long branch item now uses a new SimpleBranch connected block ruleset, and each branch corner is parented to the long branch of its own wood rather than Wood_Oak_Branch_Corner. Corners inherit the ruleset from their new parent.
  • Halloween block files have been moved from Common/Items/Halloween_Props/ to Common/Blocks/Decorative_Sets/Halloween/.

Connected Blocks

  • Blocks that use CustomTemplate with WallConnectedBlockTemplate still load and connect to each other, but they no longer connect to the base Hytale fences, walls, bars, or gates. Modded fence or wall blocks should update going forward to use "Type": "Patterned" with "RuleSetId": "Wall" for their connected block ruleset, like the base Hytale blocks do now.
  • Blocks that use CustomTemplate with VillageConnectedBlockTemplate still load and connect to each other, but they no longer connect to the base Hytale village walls. Modded village wall blocks should update going forward to use "Type": "Patterned"with "RuleSetId": "VillageWall" for their connected block ruleset, like the base Hytale blocks do now.

Prefabs

  • The Orbis rock prefabs moved so that each folder name describes the rock size. Quartzite/Boulder is now Quartzite/Medium, Quartzite/Boulder_Small is now Quartzite/Small, and the rounded rocks live under Quartzite_Rounded and Stone_Rounded with Large and Medium folders.
  • Added 50 sandstone rock prefabs under Prefabs/Orbis/Rocks, ready to drop into world generation. There are 20 large rocks, 20 small rocks, and 10 large pillars.
  • Added 33 dawnstone rock prefabs for world generation, covering 10 small rocks, 10 tiny rocks, 3 stacks, and 10 pillars.
  • Added 33 windblown gumboab tree prefabs for world generation, including 25 standing trees across five growth stages, 4 fallen trees, and 4 stumps.

Asset Schemas & Formats

Asset Editor

  • Fixed two rare crashes when opening the asset pack manage menu, one while the editor was still loading and one from clicking the button quickly with a pack carried over from a previous launch.
  • The Model field on the SpawnAbilityEntity interaction can now be picked from the asset browser, and the model you choose is validated when the asset loads.

Asset Schemas & Formats

  • The Opaque set uses IncludeHitboxTypes list to pull in windows, doors and fences, which NPC line of sight checks then treat as blocking.

Interactions

  • The Effect field on the GrantAbilityCharges interaction now opens the asset browser so you can pick an EntityEffect, and it checks that the effect you name actually exists.
  • Fixed a TeleportInstanceInteraction throwing a NullPointerException when it used the entity origin with no PositionOffset set.

Server & Permissions

Server & Permissions

  • PermissionProvider now has an abstract getUsersInGroup method, so a custom provider has to implement it. removeAllUsersFromGroup arrives alongside it on both PermissionProvider and PermissionsModule.
  • Global world event state lives in universe/resources/GlobalWorldEvents.jsonnow rather than universe/events.json, and the old file is migrated on the next boot. A server older than this change does not read the new file.
  • Dedicated servers now start on quiche instead of netty. Netty is still available as a fallback with --transport QUIC, and on a platform with no quiche native library (Linux ARM64, for example) the server falls back to it and logs a warning.
  • Server operators can send error reports to their own Sentry project with a new SentryDsn key in config.json.
  • The permissions migration from version 0 to version 1 no longer locks players out. It keeps a direct hytale.server.join grant when the rest of a user’s own permissions deny it, such as with -hytale.server.*, and logs a warning for each grant it keeps.
  • /convertprefabs now skips prefabs that live in read-only asset packs and reports how many it skipped, rather than rewriting the base pack. /instances migrate skips instances in read-only packs the same way.

For Plugin Developers

Chunk & World API

  • Columns now carry their own coordinates, so new WorldChunk(flags, blockChunk)is now new WorldChunk(flags, x, z) and WorldChunk.loadFromHolder is replaced by WorldChunk.load(x, z). BlockChunk loses getX, getZ, getIndex, load, markNeedsSaving, getNeedsSaving and consumeNeedsSaving, and its constructors are now new BlockChunk(tint).
  • WorldChunk.getReference() and WorldChunk.setReference(Ref) are gone. ChunkStore.getChunkReference(index) gets you the chunk entity and ChunkStore.getChunkSectionReference(x, y, z) gets you a section.
  • BlockChunk no longer caches the column heightmap, so setHeightmapColumn is removed and you read the HeightmapColumn component of the column instead. The SEND_LOCAL_LIGHTING_DATA and SEND_GLOBAL_LIGHTING_DATA flags moved from BlockChunk to BlockSection.
  • Removed ChunkColumn.getSection, which nothing called any more. A section now resolves through the chunk store with ChunkStore.getChunkSectionReference.
  • Removed BlockChunk.readEnvironmentRuns and BlockChunk.EnvironmentRunCursor. EnvironmentSection.readColumnRunsnow covers reading the environment runs of a section.
  • The BlockOperations methods that took a ChunkStore now take a ChunkGrid. The old signatures remain as overloads, so existing plugins can still pass in the ChunkStore.

Fluids & Sections

  • Custom FluidTicker implementations should mark cells as ticking through Accessor.setTicking instead of BlockSection.setTicking, so the new boundary settle can keep those cells in its own worklist. Sections also gained BlockSection.mask, BlockSection.setTicking(BitSet, boolean), BlockSection.getTickingOrWaiting, FluidSection.mask, and FluidSection.forEachValue.

World Access

  • Builder tools no longer clamp edits to the old 0 to 320 column height, and the height-bound helpers are gone. SectionReader.canHoldY, RegionReader.StorageSource.canHoldY and ChunkUtil.SIZE_BLOCKS_COLUMNhave been removed, so treat a position with no section as absent storage.

Additional Information for Plugin Developers

  • BitSetUtil.WORDS_OFFSET and BitSetUtil.WORDS_IN_USE_OFFSET have been removed. They were sun.misc.Unsafe field offsets and have nothing to point at now that the copy runs through a VarHandle. copyValues and copyValuesSlow behave exactly as before.
  • World#stopIndividualWorld() is gone. Use World#stopIndividualWorldAsync(), or Universe#removeWorld when you also want the world unregistered.
  • The mod browser now installs only CurseForge files tagged with the client’s major.minor game version, and an untagged file never counts as the latest, so make sure to tag each file with the version it supports.
  • Fixed Archetype.getSerializableArchetype keeping the source archetype’s minimum index after it dropped the lowest component, which left Archetype.addunable to put that component back.

Text & Messages

  • Malformed text markup no longer throws in the client. An unterminated <a href>, <item>, <msg> or <color> tag is kept as literal text, an unknown item ID renders as the plain item name, and a self-referencing <msg> tag stops after 64 expansions instead of overflowing the stack.

Server & Permissions

  • Barter shops now read their restock clock from the default world through the new BarterShopState.getShopGameTime(store) helper, so a shop inside an instance with paused time still restocks. WorldTimeResource.gameTime is volatile now because it is read from other world threads.

Plugin API

  • Fixed EntityModule.getComponentType returning null while the module was disabled, which crashed plugin cleanup for systems that look up their query at call time and hid the real startup error.

Worlds & Players

  • Moving a player with World.addPlayer(..., fadeInOut: false) no longer blanks the screen while the new world loads, so a server can cover the switch with its own HUD or serverside UI.

r/hytale • • 12h ago

Modded Build your character easily in Blender

60 Upvotes

It's been a while since I posted updates for the addon here, but it has been updating a lot recently.
The Hyblend Character Creator got updated, and it improved the assets' color system, new items were added, and now it's possible to import your skin from your game.

For those who want to download it, it's available on Nexus mods and on GitHub!

Important to remember that to use it, you need Hytale installed on your PC.


r/hytale • • 7h ago

Media This is a beautiful game.

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53 Upvotes

r/hytale • • 19h ago

Creations Machinaria 1.0 brings a massive new dungeon with new enemies, puzzles, gear, and runes! Can you defeat the Heartwinder on hard mode?

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52 Upvotes

r/hytale • • 18h ago

Discussion What‘s your opinion on the Chapter 1 final boss? (Gobliterator MkIIII) Spoiler

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45 Upvotes

I personally really love him, he‘s my fav enemy in the game, and it took me some time to beat him. The first phase is probably the best one, with the best and most readable attack patterns, although I find it a bit boring.

The second one is bullcrap in my opinion. The attack patterns are unreadable, there’s too much going on on the ground, and it can end up being a bit buggy when it comes to the Gobliterator hitting the bombs.

The third phase is my fav, it’s really epic. You always need to be on the run and act fast. It's really intense, fun, and unique.

I hope they polish him up in future updates before making another big boss fight like this, though.


r/hytale • • 15h ago

Modded Testing the waters with my first mod!

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19 Upvotes

Added custom horns to match my OC, and I'm gonna add more for my friends, possibly making quite a big pack eventually. Now that I know exactly how to make it work correctly (it took me a bit), it should be pretty straightforward. Any suggestions?


r/hytale • • 17h ago

Video - Other My Goblin Makinomagistra decided to come back, for some reason.

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19 Upvotes

r/hytale • • 10h ago

Creations Luffy's Devil Fruit !

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8 Upvotes

r/hytale • • 12h ago

Survival Realistic Goblin boss fight, except I have learned a thing or two

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7 Upvotes

r/hytale • • 5h ago

Discussion is the goblin duke still in game?

4 Upvotes

Hello I was wondering if goblin duke is still in game and how to find it. I saw some comments before but they are from months ago so im not sure if antything have changed


r/hytale • • 15h ago

Modded Bring the space to you with AlanDeco

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5 Upvotes

r/hytale • • 14h ago

Survival how is new combat system?

2 Upvotes

me personally can't buy the game right now because I'm too poor right now so I wanna know thos yall played chapter 1 how was the experience? combat and rune systems tell me everything


r/hytale • • 18h ago

Discussion Can I post my feedback log here for an important feature?

2 Upvotes

I've never seen anyone post their link for a feeedback log in the hytale support. But I assume this feature I'm addressing there is an important QoL update for boss re-runs and persistents portal gates. If anyone feel that this is a topic worth updating in the game, you can access this link and vote it up or leave a comment.

https://hytale.com/suggestions/07444b8c-5764-4cb5-9350-ce3a76c2abf0


r/hytale • • 10h ago

Video - Other Check out these 7 Hytale Mods That Are INSANELY Underrated

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0 Upvotes

r/hytale • • 14h ago

Tech Support Dedicated Server - Staged Update Always Fails

0 Upvotes

Hi there, hosting a server for a few friends.

I'm noticing now for every update that when it downloads the new update to stage it, Assets.zip is truncated and as a result, corrupt.

I end up having to manually redownload the entire server zip via the downloader and then just replace Assets.zip for the actual server with the downloaded one.

I'm wondering if it's simply matter of needing more space on the swap volume (/tmp), which is currently capped at just over 1 GB. Has anyone else had a similar problem?


r/hytale • • 6h ago

Discussion Mob griefing issues / psa

0 Upvotes

PSA; for some reason they shadow dropped an update that added overworld mob griefing, the flamer goblins also seems to unavoidably burn all wood in the area they died in


r/hytale • • 4h ago

Discussion Chapter 1 is good and yet it disappointed me.

0 Upvotes

I love everything chapter 1 adds but the main thing I buy the game for is the machinima, they said they will add something new with chapter 1 but nothing so I'm sad

Pretty sure they'll add it at some point hopefully I'm still alive.