r/hytale

▲ 32 r/hytale

Update 5 - Pre-Release 9 - May 21st, 2026

Link to previous patch notes.

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Link to source 

Pre-Release (Update 5, Part 9)

May 21, 2026

Headline Features

  • **Explore new worlds with Server Discovery!**Note: Only the UI will be going live with this pre release update, join us next week for the release of update 5 to see the full list of servers and full feature in action.
    • Server owners may now submit their servers via the ‘Server Profiles’ section of the Hytale account page. Servers that meet the Server Owner Policies and pass manual review will appear in the new in-game Server Discovery page.
    • Explore featured servers: hand-picked by the Hytale team, these are high-quality experiences highlighted for the community to enjoy.
    • Discover your next favorite server. Search by title or description, filter by tags, and see how many players have liked or favorited it.
    • Easily return to servers you’ve enjoyed by marking them as favorites or accessing your recently played list.
    • This feature is not available on parent-managed accounts.
  • Customize items further with per-stack name and description overrides!
    • Give individual item stacks unique names and descriptions with rich formatting, including colors, bold text, parameters, and nested messages.
    • Supports a wide range of use cases, from shop systems displaying prices to RPG systems surfacing stats, and loot systems conveying lore.
  • Simplified Chinese is now available in-game! The game can now also be translated into Dutch, Finnish, Italian, and Norwegian via Crowdin.
    • To participate in the translations, simply create a Crowdin account, then visit our project page, select the language you’d like to translate, and apply. Once approved, you’ll gain access to the project and can begin submitting translations.

Combat, Items & Equipment

  • Shortbows and Crossbows now have additional checks to prevent attacks or signature abilities being used if they have no durability remaining.
  • Crossbows have an additional check to prevent reloading if they have no durability remaining.

World & Blocks

  • Trash, Small Trash Piles, and Large Trash Piles may now be broken with weapons in Adventure Mode.
  • Trash, Small Trash Piles, and Large Trash Piles now all drop Trash when broken.
  • Improved world-gen V2 thread allocation to improve server stability during intense workloads.

UI & Quality of Life

  • You can now set keybindings to use modifiers on mouse buttons.
  • The Social Sidebar UI has been given some cosmetic adjustments.

Modding & Creative Tools

  • Trigger Volumes may now define conditions that gate when effects are triggered.
    • These conditions can include information related to the player permissions, game mode, inventory state, cooldowns, or random chance.
    • Effects are now classified as either Success Effects or Rejection Effects.
    • Conditions and effects are evaluated per event, allowing a single trigger volume to respond to multiple event types.
  • Trigger Volumes can now respond to additional events, such as tags being added or removed, or blocks being placed or broken. Conditions may be used to filter these events.
  • The Trigger Volume UI has been updated, merging the List, Edit, and Quick Settings interfaces into a single panel.
    • This comes with numerous additional features such as the ability to duplicate effects, reposition effects within the list, collapsible categories, improved visibility of group inheritance and separation of different events, and more!
  • Trigger Volumes may now affect the entity that is the source of a projectile.
  • Trigger Volume delete/disable/enable events for tagged volumes have been merged into their existing non-tag effects. For example, ‘DeleteTaggedVolumes’ into ‘DeleteVolumes’.
  • Added a TextureComputedColor property to item assets, calculated via a dominant weighted color average of each of the block’s textures.
  • Added PrefabBaseCheck options to improve the placement of larger prefabs in world-gen v1 by checking additional points around its base to make sure the terrain is suitable.
  • Added a ‘/knockback’ command for debugging purposes, which can apply a knockback to yourself or an entity being aimed at.

Audio

  • Implemented the ability to pitch shift for audio and properly decompose audio categories so they can be better used as ducking lanes later. Modders may use this to modulate pitch of running audio by using server-set AudioStates.
  • Bone blocks now have updated sounds when hit, broken, walked on, and landed on.
  • Reeds now play a sound when broken.

Bug Fixes

Movement

  • Items may now be dropped while sprinting.
  • Sprinting will now end immediately once Stamina has depleted.
  • Players will no longer be forced out of togglable input actions such as walking, crouching, or sprinting when changing elevation.
  • Rolling should again be possible for the entire intended roll duration, and play the corresponding sound.
  • Sliding should again be possible upon exiting rolling.
  • Falling through non-solid blocks that slow the player will now correctly impact velocity.
  • Travelling very short distances with Signature Abilities should no longer result in an unexpected amount of fall damage.

Combat, Entity & Item Fixes

  • Fixed a crash that could occur with armor with Equipped interactions, such as some debug items.
  • Fixed a crash that could occur when an NPC gets untracked in an unloaded chunk.
  • Fixed a crash that could occur when NPCs were spawning near walls or obstacles.
  • Broodmothers will now only spawn Louses when there are none nearby.
  • When crafting, items will no longer be considered valid components in their own recipe.
  • Blocking with spears will now display the blocking UI.
  • Bear hitboxes have been modified to include more of its head.

World & Block Fixes

  • Larger prefabs will now spawn on more level ground to prevent floating structures.
  • Lanterns now require a tool or fist to break.
  • Coffins that have been opened now require a tool or fist to break.
  • Removed a floating block from the Forgotten Temple.

Creative, Modding & Plugin Fixes

  • Left clicking with Builder Tools other than the Paint Tool will no longer overwrite the selected material with Air.
  • The Machinima Tool’s playback speed field will no longer immediately resnap back to 60.
  • Entities that the Entity Tool interacts with will no longer despawn.
  • Fixed an issue with Trigger Volume tags not saving between sessions.
  • The ‘/gmask load’ command will now work correctly when loading a mask preset.
  • Gamemode side effects, such as adjusting lighting, will now wait until the server confirms you have permission. This prevents screen flickering from occurring when some commands are used.
  • Reloading an asset pack will no longer cause all item and block entities to be reset to 1.0 scaling.
  • The Fly Camera can once again only be activated in Creative Mode.
  • Modded NPCs that use ActionSpawn will now use corrected aiming logic and launch NPCs far more accurately at targets.
  • Fixed ListPositionProvider corruption when used as a child of ScalerPositionProvider or OffsetPositionProvider.
  • Fixed DistanceToBiomeEdgeDensity context not being passed to gradient nodes when using the TerrainDensity in the biome’s MaterialProvider.
  • Trigger Volume delay effects will now work correctly if Trigger Volumes are present in multiple worlds.
  • Item entities placed by the Entity Tool will show the pickup hint interaction again.
  • Entities modified by the Entity Tool should no longer despawn.
  • Changing collision hitboxes of entities with the Entity Tool no longer requires you to switch to the none option first.
  • Item entities placed with the Entity Tool can no longer be picked up by walking over them.

UI & Display Fixes

  • Fixed a crash that could occur within the Bug Reporting interface.
  • Fixed a crash that could occur with map markers.
  • Screen fade effects that occur during world transfers will now continue if the player is kicked from the server during the effect.
  • The top navigation bar will now display when accessing the Settings from the Main Menu.
  • The cursor-locator overlay will no longer display in parts of the Creative Inventory where no item is present.
  • The UI will no longer suggest that you can tame the corpse of a creature that has just been killed. Sorry, necromancers.
  • Weapon VFX trails will now be positioned correctly.
  • When a player dies mid-attack, their weapon will no longer continuously display trail/slash effects.
  • When a player joins a portal world, the folder name will no longer be included in the message.
  • The Bug Reporting interface will now correctly count the number of attached files.
  • Fixed some typographical errors.

Audio Fixes

  • The sounds that are played upon taking damage and upon dying will no longer overlap.
  • Volume settings will now be applied to the Selection Tool.

Modders Warning Section

PRE-RELEASE PART 9

  • HudManager#getCustomHud() and HudManager#setCustomHud(PlayerRef, CustomUIHud) have been removed. Plugins must migrate to the keyed API (#getCustomHud(key)#addCustomHud(PlayerRef, CustomUIHud)). Additionally:
    • CustomUIHud#DEFAULT_KEY has been removed.
    • The single-argument CustomUIHud(PlayerRef) constructor has been removed.
    • CustomUIHud now exposes an #onRemove() lifecycle hook that subclasses should override to clean up when the HUD layer is torn down.
  • BlockEntity#addForceVelocity#addForceMotionController#addForce, and Role#addForce have all been renamed to #addVelocityRole#forceVelocity has been renamed to #setVelocityMotionController#getForce has been renamed to #getExternalVelocity.
reddit.com
u/RiverShards — 12 hours ago
▲ 4 r/hytale

Suould I buy this game?

Hi everyone! When I was a child I was playing Minecraft a lot with my friends. Many years have passed and now I'm almost 30 and my taste in games have changed a lot. Since Minecraft is pretty pricey I was thinking to get hytale. Also I played a lot of Minecraft 8-10 years ago and I guess that i wouldn't have much fun playing it since I'm probably blinded by nostalgia. Also, nowadays i support indie devs more than AAA companies so that also makes me want to buy hytale more than Minecraft.

reddit.com
u/CenifaHala — 17 hours ago
▲ 134 r/hytale

Modded - FFXI Paladin Relic

I wanted to practice pixel art and modding Hytale so I decided to start with the paladin relic set from Final Fantasy 11.

I’ll probably end up tweaking it as I learn more, but felt it represents the armor enough in its current state to show off. Assuming the process goes well making the other job/class artifact, relic, abjuration gear, I'll release it as a mod at some point.

Not sure how many people are familiar with FFXI, but feel free to leave ideas or criticism.

u/_Fused_ — 1 day ago
▲ 29 r/hytale

I made Darth Vader from Star Wars!

One of the more complex models I've made so far, texturing-wise. Took a while to make but very satisfied with how he came out 😁

u/Netherzapdos — 21 hours ago
▲ 31 r/hytale

Here's a sneak peek at what I've been working on lately for Model Creator: Entity grouping.

This will allow you to do multiple things, such as:
- transforming multiple entities at once
- cloning whole groups of entities
It will also make larger setups much easier to work with.

I'm also working on a bigger feature based on this. You'll be able to select a large area, have the plugin automatically create entity groups, and then generate new blocks from those groups that can directly replace the original setup, all with full undo/redo support.

I've been pretty quiet over the last month because real life got in the way a bit (I moved apartments and did some other things), but I'm now fully back, so updates should happen much more regularly again.

I'm planning to release the next update right when Update 5 drops.

u/Marggx — 1 day ago
▲ 285 r/hytale

Is there interest in a Halo Mod ?

I have been taking a break from the Lord of the Rings project mod for a little bit and was messing around with the idea of a Halo mod simular to my Lotr mod. Would there be any intrest in a Halo mod for Hytale?

u/NeighborhoodNo5815 — 2 days ago
▲ 65 r/hytale

WorldGen 2 - Labyrinth

I've started to experiment with WorldGen 2.0 Node Editor yesterday and making an infinite labyrinth world. I'm using Prefabs sets to make the corridors and door/holes marks. Instead making the whole building on the prefab, I keep them simplified and the labyrinth constructor generates the rest procedurally. Very WIP.

u/heavenly-roads — 2 days ago
▲ 9 r/hytale

Do I miss a lot of news?

Hi all, pretty stoked about this game and the direction it's going and I'm following this sub quiet closely. Sometimes though I have a feeling I'm missing some tidbits of news because I banned twitter out of my life a couple of years ago when it became an oligarchs plaything used to turn the US into a autocracy. Are there any alternatives to see what Simon shares about development and future plans? Or am I not missing that much?

reddit.com
u/GrimarSteingraf — 1 day ago
▲ 7 r/hytale

Why not let us use plants instead of animal drops for gear progression?

I was thinking about how a lot of sandbox RPGs handle progression, and one thing that always kinda bugs me is how you’re forced down one specific path for crafting gear. Usually, you have to hunt mobs for leather or wool to hit mid-to-late game tiers, which limits different playstyles.

It’d be awesome if Hytale mirrored real-world variety by giving us agricultural or botanical alternatives to animal products. And I mean having this built directly into the vanilla experience especially exploration/adventure mode sure, it could probably be modded in, but having these choices as a core feature of the base game would add so much more value.

For example, instead of just regular leather, we could farm or forage specific plants-like cactus, pineapple leaves, or even some late-game bio-composites (kind of like Mirum in the real world) and process them into durable leather alternatives. Same goes for textiles; adding crops like hemp, bamboo, or cotton would be a great substitute for wool when making beds, cloth, or sails.

To keep things balanced, these shouldn't be easy mode shortcuts. Farming, harvesting, and refining the plants should take just as much time and effort as hunting mobs for drops.

Obviously you can't avoid every conflict in a survival-focused game, but having the choice to progress your character primarily through agriculture and botanical crafting in the base vanilla game would add so much replayability and roleplay depth. What do you guys think?

reddit.com
u/phyzeq — 2 days ago
▲ 14 r/hytale+1 crossposts

GoW Leviathan Axe moveset (WIP)

I made some mods for Skyrim and always wanted to make a Kratos moveset for Skyrim. Due to the difficulty of animating, I never actually took the initiative to do it until someone else came along and did...

I'm starting out in mods for Hytale. I decided to start with this idea that I never finished. I wanted to make the blades first, but it would be too difficult to animate the chains, so I'll start with the axe, which is simpler.

What do you think of the animation quality? It's my first time making animations. I've always been more into programming with C++ (SKSE).

u/Low-Rub-9214 — 1 day ago
▲ 7 r/hytale

Does someone know of a good way to know what mods doesn't work?

i was trying to make a new world with some 20 odd mods, but every time i tried to enter it gave me an error screen and a client log, i know that it's one of my mods of course, but is there a good way to know which mod other than taking them one by one?

reddit.com
u/corvodecartola — 2 days ago
▲ 50 r/hytale

Rip Superglide and Ladder Tech - Update 5 PR8

Honestly it's probably a good thing that they're tweaking movement, but this first version they released is rough and guts much of the movement side of the pvp meta. Superglide (which is pretty niche in general) probably won't be coming back, even though it's pretty harmless in normal gameplay and pvp.

u/FunkCluster — 2 days ago
▲ 24 r/hytale

Topdown Roguelite RPG (Progress showcase)

Just finished redesigning the inventory UI and the new XP orb that pulls all xp to you.
Progress is a bit slow as I'm now doing this solo, but it's getting there!

u/RealSafen — 2 days ago
▲ 8 r/hytale

Most obscure and difficult to acquire resource?

It makes me curious, what is the potential use for silver? It's much rarer than gold for sure.

u/AndyTheDragonborn — 2 days ago
▲ 89 r/hytale

Zone 4 Mage Tower? 🔥

After 250 hours of playing in different worlds, exploring, testing mods and other stuff, for the first time I found this place in my modded singleplayer world.

It looks like the Zone 4 version of the Wizard Tower, which can already be found in the other zones (if I'm not mistaken), and it contains this strange configurable launchpad. Have any of you ever found it?

u/FrancyHero — 3 days ago