Joined April 2008
453 Photos and videos
Pinned Tweet
17 Nov 2025
We did it. Hytale is saved. We have acquired Hytale from Riot Games.
2,154
9,143
87,693
14,972,951
Simon retweeted
The time is here! We're revealing all three categories for the Hytale x HytaleModding ModJam! 📢 Category 1: Trigger Volumes Theme: Puzzle Experience Category 2: World Gen V2 Theme: Raptor Hollows Category 3: Minigames Theme: Horror The time STARTS NOW! Go make the best mods you can! For more information, rules, and updates, visit the contest website 👇🏻 hytalemodjam.com
12
43
274
13,267
Having a blast working on Chapter 1 of Hytale Early Access with the team, my apologies for being a bit quiet on socials! We have unlocked some insane tech, can't wait to share. This game is going to be awesome. Keep your expectations high.
122
208
3,815
110,354
Simon retweeted
Kweeblast is officially live 🔥🍿 Our new shooter minigame is a fast-paced arcade-style shooter, with food weapons that will leave you hungry for more. Play on Hytown. Check us out on the @Hytale server discovery page! #Hytale
27
46
636
55,046
looking to hire exceptional developers to reach the full potential of Hytale, flat structure, LF self-driven individuals show me what you've been working on 👇
133
62
1,481
88,761
Great custom Hytale MMORPG experience! They built dungeons, boss fights, custom abilities/spells, progression, SMP, and much more in just 3 or 4 months! I visit the server daily, make sure you check it out :)
A Highlight of the mini boss in our latest #Hytale Dungeon, The Trork Warden🔥🍄
27
110
2,490
95,708
Fun Hytale update for map makers! Trigger volume tool is a big step forward (watch the video!). This is what I dreamed of back in 2012 when I created Herobrine Mansion. Also community server discovery is slowly getting deployed, we should start seeing some very interesting MMO/Minigames servers in the coming months :)
May 26
📢 Hytale’s Update 5 is now LIVE! 📢 Headlining the release is the new Trigger Volume Tool for scripting encounters in-game without code, alongside controller support, Server Discovery for browsing community servers, a new Social Sidebar with a friends list and Discord integration! ▶️ Read it here: hytale.com/news/2026/5/updat… FEATURES & HEADLINE UPDATES - Trigger Volume Tool - Controller Support - Social Sidebar & Discord Integration - Server Discovery - 1 hour of new music - 9 New Emotes Updated Emote Wheel - Prefab 3D Previewer - Simplified Chinese is now in-game - Launcher now supports older versions of the game Thank you for all your continued support and feedback! 💚 #Hytale
49
68
1,414
69,008
Simon retweeted
Final version of the second worldgen challenge, now with prefabs and more particles. Very similar to before but with more details. #Hytale #HytaleModding
60
115
2,107
116,514
More and more of our focus is now going into making new gameplay content for Hytale. Very exciting times ahead! There's still a lot of groundwork to push through, but we're moving fast. The updates we've shipped so far have mostly been about getting the foundation in shape so we can actually build content on top of it without falling into a tech debt trap. As a quick reminder, we had only a few weeks between acquiring Hytale and shipping it. In that window, we had to build a new launcher / website / many backend services, plus a lot of engine and gameplay catch-up, on a codebase that was already a few years out of date in many areas. We promised to deliver as fast as possible, and we did, but that meant the early post-launch updates had to be catch-up work rather than huge content drops. The next step is to put ourselves in a position to roll out content updates for the chapters at a rapid cadence. As an example, some of the team have been on accessibility / controller support / localization, and so on. That kind of work easily takes a few weeks per area, and those devs are now moving to gameplay. Same story with the movement rewrite: that was needed to properly set up future things like mounts / boats / anti-cheat, and plenty more. Most of this is invisible to players day to day, but it's much better to land early than to retrofit later. I know a lot of what you're seeing right now is creative tools, modding, and so on. Note that we use those tools ourselves too, so every step forward there improves our workflow as well. Part of the team is also deep in Chapter 1 right now. That first chapter is going to take some time because so many of the pieces around it are still being put in place, but once we hit the rhythm of chapters, the cadence will start picking up fast. That's the part I'm most looking forward to. The goal is that by the time we reach Chapter 3 we'll be at a really good pace. We're hiring across many areas to support this content push, as you might have seen. Lots to do, but this is the stretch I've been waiting for! We have the funds, the team, and the community. All we need now is some time to cook!
105
160
2,990
93,860
Hytale in 2016, 30 old screenshots from early development 🧵
100
220
5,047
213,933
6
13
423
40,689
7
9
395
35,774
📢 Hytale job applications are now live! 📢 Two roles posted today, with multiple openings for each: World Designer and NPC Developer! World Designers will be one of the biggest teams at Hytale. We're tripling down on what Adventure mode's worlds can become, starting with Orbis and World Gen 2. Hybrid role: level designers, environment artists, or people who do both. NPC Developer is a smaller team, but it's the one that decides whether the world feels alive. Creature behavior, combat, boss fights, and the patterns that make Hytale react. Both technical designers and developers are welcome. Hiring from the community first. Studios can apply too. More roles are coming in the weeks ahead! Apply: hytale.com/jobs

87
181
2,367
236,912
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!
60
84
1,501
68,677
All the vision for each tab and adventure is now clear and being worked on. It will evolve over time, but this is a good starting point for v1. As always, I'll be open to suggestions and listen to feedback as we work towards the full vision! The team we have can deliver it all; we (including me!) just need some patience, and we will get there. Hiring over 20 people in the next few weeks to accelerate. It's CONTENT time!
9
13
418
29,706