Joined February 2015
38 Photos and videos
Pinned Tweet
27 Jul 2021
I'm in boys. @HypixelNetwork
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JacobRuby retweeted
Just putting this out there: We don’t have to try to tear Minecraft down to bring Hytale up. Please be respectful of the Minecraft community. Toxicity ruins communities.
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JacobRuby retweeted
I made 6 mmo-like bosses with AOE ground and spatial mechanics! (Trailer is old, 2 have since been added)
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JacobRuby retweeted
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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JacobRuby retweeted
I want to explain clearly why we’re pushing modding so hard in Hytale. It’s not because we expect modders to carry the game for us. It’s because I believe the modding community is going to be one of the foundations for where we take Hytale next. This contest is part of that. I want to put modders front and center. I want people making incredible worlds, NPCs, systems, and experiences to be recognized, celebrated, and rewarded. Think esports, but for modders. There’s another reason I care so much about this: we hire from the community. Over the last few months, most of the people we’ve brought onto the team (now over 70) have been people we already knew, respected, and saw building amazing things, especially in the modding community. We’re not trying to build some giant corporate machine with layers of people giving orders. We’re building a scrappy, agile team full of people who actually make things. That matters to me a lot. Everyone here is expected to touch the game. Even people in leadership. Even me. I pushed a small visual fix myself yesterday. I’m in the game constantly, and if I see something wrong, I either fix it or make sure it gets worked on. That’s the culture I want around Hytale: close to the work, close to the game, close to the community. On a personal level, I care about this because I genuinely love making games. Getting Hytale back lit that fire in me again. It’s stressful, sure, but it’s good stress. The kind that comes from building something you believe in. The truth is that building for modding makes development harder. A feature that would be simple in another game often becomes much more complex for us because we have to ask: how can creators use this too? How do we expose it in the right way? How do we make sure it becomes a building block, not just a one-off feature? That work costs us time in the short term. I know that. But I believe it pays off in a big way later, because every good system we build can become a hundred great creations from the community. And when someone in the community makes something exceptional, that creates a real bridge. Maybe we can collaborate. Maybe we can learn from it. Maybe we hire them. If somebody makes an incredible fishing mod before we’ve even tackled fishing ourselves, I don’t see that as a threat. I see talent. I see proof that the ecosystem is working. That’s why I’m pushing for this so hard. Not because modding replaces the studio, but because it makes the game bigger than the studio. It helps us discover talent. It helps us build better in the long run. It keeps us connected to the people who care the most. If we do this right, modding won’t just be a feature of Hytale. It will be one of the strongest foundations for its future. This is just the beginning. We are still in early access.
Submissions are now open for the Hytale New Worlds Modding Contest! 🎉 - $100,000 USD Prize Pool - 65 Winners - 3 Categories Let's go over one of the categories featured in the event: 🌐 WORLDGEN V2 🌐 Create generated worlds using WorldGen V2’s visual node editor. Build a biome, region, or zone with a clear theme, strong landmarks, and great exploration from the ground. 📢 Fun fact: You don't need any coding knowledge to create content or modify world gen in Hytale, as V2 can be edited directly within our visual node editor! Creators can get started with just a few tutorials (linked in the reply-tweet!) and a bit of practice. This screenshot features an example of what modders can create utilizing our WorldGen V2 tech. It features a close-up shot of an example terrain pack that explores a more chaotic stacked terrain idea. We can't wait to see what everyone creates during this event! All event details lots of resources to get started in the replies 🧵 ! #Hytale #HytaleModding
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Update: I've been working a corporate IT job for almost 2 years now, and I'm miserable 😭. I just want to get back into game development full time, I miss it!
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21 Nov 2025
Hey @Simon_Hypixel, you had mentioned previously you were considering having the community contribute to the Hytale code base through a partial open-source plan. Now that you hired a full team of developers, is that still necessary or was that idea scrapped?
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JacobRuby retweeted
17 Nov 2025
We did it. Hytale is saved. We have acquired Hytale from Riot Games.
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JacobRuby retweeted
12 Aug 2025
Just made my final counter offer, the ONLY chance to see Hytale. I’m going all in. This is the timeline. Let’s fucking go.
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JacobRuby retweeted
26 Jul 2025
I don't remember if its there already, but I get what you mean! I agree. For example Y to open up your minigame menu, etc. right? should be fairly simple to do so if its not already there, but I have a feeling it's already a thing
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26 Jul 2025
Hey @Simon_Hypixel, one of the biggest limitations in Minecraft development is client input. Games are limited to a set of fixed inputs (right/left click, sneak, jump, etc.) making complex game mechanics impossible. Could you prioritize custom input support for Hytale on release?
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JacobRuby retweeted
26 Jun 2025
I get it 100%, look I am even down to put 25 millions USD by myself to finish Hytale, that’s how much I believe in it. No kickstarter, just raw passion, high pressure and high risk taking. Reduce scope: legacy engine, pc only first, open source some parts, small team, cut unfinished features to accelerate towards beta. Get players in ASAP to support development. I even already have a dozen of Hytale legacy engine veterans working with me. That’s what I would do, but I have not reached out, I’m just thinking about it now because of the bullying haha. This would be a massive challenge and impact all aspects of my life so I would probably need to consult with my family first!
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26 Jun 2025
I had originally made a reply post to Noxy in the the announcement asking him "Wasn't this under your control? How did you let this happen?", but I fully see and understand your point. Now I do feel bad for him and the whole team. It's all so unsettling... it truly sucks.
25 Jun 2025
During my time working on Hytale in 2016-2019, it was maybe to the absolute maximum 2 years away from a PC release with the legacy engine and vision. I still have videos, screenshots and old client builds to attest to that. All developers from that time that I've talked to say the same. I don't know exactly what happened in the past few years, I have not seen the game since 2019. The team back then was locked in and cracked beyond anything. The momentum was insane, we were in a stage where ton gameplay elements were getting introduced every single week and the game was shaping up fast towards release. There are already dozens of stories like this from former devs coming out in the past few days. and we didn't need to release in a "perfect state", in my opinion. I was burning maybe 350k to 400k a month on Hytale development - somewhat sustainable - but that was before Hypixel Skyblock and the server was on a decline so I needed funding soon to keep going at such pace. Maybe that sense of limited funds urgency was a good thing looking back on it. However, it was stressful to say the least! Then I think the pressure of having the Riot Games label mega viral trailer, bigger funding and higher expectations made us all doubt ourselves back then. On a personal level, I couldn't live up to these new high expectations and was given an option to leave by Riot. The team was so good that I felt like an imposter at that point. Given my limited "real game development experience" it was good for me to leave and I agreed, even still today I agree with that decision and I completely understand how that came to be - I wanted to give the team a better chance of success and not hold them back. Riot has been good to me during that process and I appreciate it, they are truly a great company and gave so much freedom to the team. However for me it has been a grieving process to walk away from such an extraordinary opportunity. This week is full of "what if" thoughts going through my head. FYI - Unknown public fact, I was offered WAY MORE money from a different company and walked out the moment of deal close (many people can attest to that) but decided to go with Riot in the end because I truly believed that they would give the team a better chance at success and more funding for the game. Ultimately, I'm happy doing my own things on a smaller scale and slowly grow - hiring the people that I love to work with. As for Noxy, I have known him for 14 years now and I think people are quick to blame everything on him and for the wrong reasons. Yes ultimately he's responsible as the CEO but I feel like it's because Noxy trusted and hired "real" producers with "real game" experience from the game industry and let them drive the project into something else with bigger plans, and they started to rewrite ton of features, systems and even the engine. As if they wanted to appropriate the game to themselves to prove to the world / riot they were better. I don't f'ing know, we never talked about it but this is how I felt it was going from an external POV. When you get too much funding and have growing public expectations you tend to hire experienced people who want to appropriate the project to themselves, and years down the line you have to hire new producers to "repair" the whole mess and hire another producer and another and another. I haven't talked to Noxy about Hytale in a while, it was a difficult topic every time we talked about it in the past for many years, I could feel his pain. I wish him well in the future, may he trust himself to do things instead of trusting random "experienced" people. Noxy and I relationship' was very good back then because I would empower him in a way that gave him agency while I was in the shadows giving him confidence. I'm legit upset seeing people bashing Noxy so hard, he is truly a good human being and that's probably why Hytale suffered, he trusted and believed the wrong people to drive this project home. Day 1 vision and Day 3000 vision are completely different, the world will probably never see what it was meant to be, I wish there was a way.
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Also forgot to say, @BattleDashDev, prepare for endless 'Menacing Banana asking for updates' comments.
Foraging Update when
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Prepare for endless "fiX BLiTZ1!11" comments.
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25 Jul 2023
It was a lot of fun helping with the Techno mural this year, thanks to everyone who helped as well!
25 Jul 2023
Das war r/place 2023, geprägt von Papaplatte & vielen Verbündeten und Freunden. 🫡❤️
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JacobRuby retweeted
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JacobRuby retweeted
Touch grass.
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JacobRuby retweeted
14 Feb 2023
There IS a world out there.
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26 Dec 2022
gg Thanks to @Dragoon64832206 for getting me into this.
26 Dec 2022
Congrats to @Pigicial and the other hunters for solving the mystery of the Kuudra followers. Really impressive effort from all of you!
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