From : https://hytale.com/news/2026/5/pre-rele ... s-update-6
Hi everyone!
Below are the pre-release patch notes for Update 6, which we will update weekly.
As always, if you encounter any bugs, you can report them via the in-game bug reporter, and please submit any feedback via the Feedback Request website. Please make sure to note 'pre-release' in your feedback.
To access Pre-Release version: Enable via Launcher → Settings → Pre-Release
Thank you for your continued support!
- The Hytale Team
Pre-Release (Update 6 Part 5)
June 25th, 2026
Graphics & Rendering
Hytale will now immediately close if you don’t have OpenGL 4.1 or later. If the game no longer launches after this update, updating your graphics drivers should resolve it.
World Generation
New mage towers have been spotted! Keep an eye out for new and revamped landmarks in the Sandstone, Shale, and Volcanic biomes.
Blocks
A ‘Green Build Lightsource’ has been added to the Creative Inventory for builders to use.
Items
You can now hold a torch in your off-hand while carrying any type of seed.
All types of Gravel and their half-block variants may now be crafted at the Farming Bench.
The base ‘Gravel’ block now specifically requires ‘Stone Rubble’ rather than any Rubble.
‘Shale Gravel’ now specifically requires ‘Shale Rubble’ rather than any Rubble.
‘Marble Gravel’ now specifically requires ‘Marble Rubble’ rather than any Rubble.
Creative Tools
Added a Point Tool for Creative Mode. This tool allows you to place points that can be named, given tags, and teleported to. Points persist within the world, may be copied into prefabs, and come with their own Point Inspector UI panel.
Trigger Volumes now have an ‘On Signal Received’ event. Add a ‘Send Signal’ effect to any volume and it will fire the effects of other tagged volumes on demand, separate from their normal enter, exit, and tick behavior.
UI & Quality of Life
Server Discovery now supports custom server images. If an image isn't set or approved, the default image will be displayed.
A new ‘Host With Quiche Transport (Experimental)’ toggle has been added to the Settings menu. When turned on, any world you host runs on an experimental network transport.
Performance
World generation is now considerably faster!
Portals to the Dragonspire Weald should now take less time to appear.
World generation now uses fewer cores on Apple Silicon Macs to improve framerate.
The maximum number of chunks that can be loaded each frame has been increased.
Joining a friend's hosted world will now generally connect much faster.
Joining a server now has more time to complete its connection. This should result in more successful connections for those with slower or less stable connections.
Bug Fixes
Combat, Entity & Item Fixes
Fixed an issue where certain resized entities had incorrect collision and positioning.
Fixed an issue where some items could display the wrong quality tier.
Fixed an issue where NPCs could sometimes take a longer route than necessary. (Community contribution by MelodicAlbuild.)
World & Block Fixes
Breaking Mossy Stone Rubble will now drop it as an item, so it may be used in crafting recipes.
Fixed an issue where props and other objects placed in older versions could have their collision settings swapped.
Fixed an issue where explosions could deal the wrong amount of damage to blocks.
Fixed an issue where some blocks could spread incorrectly when fluid was above them. (Community contribution by MelodicAlbuild.)
Creative Fixes
Fixed an issue in the Color Tool where gradient mode would not properly update the guiding line and material weights after an empty material was removed from the list of materials.
Renamed a Color Tool control setting from ‘Increase Height’ to ‘Decrease Height’.
Audio Fixes
Fixed an issue where two music tracks could play simultaneously during certain moments, rather than the previous track fading out before the new one began.
Control & Input Fixes
Block and entity interactions will now work while a server has the camera locked.
Rendering Fixes
Fixed an issue where entity effect particles could linger and reappear after the entity left and re-entered view range.
Fixed an issue where scaled entities could look shrunken when the game was paused.
Staring directly at the sun will no longer cause shadows to disappear but is still generally considered a bad idea.
UI Fixes
The Map Marker menu will no longer render off-screen when placing a marker near the bottom of the screen.
Fixed an issue where version mismatch and connection timeout messages were not showing their text correctly when being disconnected before fully joining a server.
Fixed a number of localization errors.
Fixed an issue where the world map showed faint dark dots at the corners of each chunk. (Community contribution by TheNullicorn.)
Other Fixes
Fixed a crash that could occur when connecting to a server that sent an oversized or malformed chunk data packet.
Fixed a crash that could occur when an entity was removed while the game was updating which entities are visible.
Fixed a crash that could occur when a server locked and then reset the camera.
Fixed a crash that could occur when an entity leaves the world while other entities are still tracking it.
Fixed a crash that could occur when loading an NPC whose saved active movement controller type no longer exists.
Fixed a crash that could occur when using an item interaction with an empty hand.
Fixed a crash that could occur on the avatar customization screen.
Fixed a crash that could occur immediately after spawning into a world.
Fixed crashes that could occur when signing out or closing the game while a friend request or invitation was pending.
Fixed a crash that could occur when loading a character model with incomplete camera settings.
Fixed crashes that could occur when switching camera modes, mounting a vehicle, or starting a wielding interaction before the player model finished loading.
Fixed a crash that could occur during certain interactions whose camera animation had no rotation defined.
Fixed an issue where large or complex asset files could fail to load or produce incorrect numeric values.
Fixed a gradual video memory leak that could occur during play, particularly when using the Ruler and Selection Tools.
Modder-Facing Changes
NPCs, Entities & Encounters
NPCs can now run actions against multiple world positions at once. Add an ActionForEach action to your NPC role config with a position-set sensor to execute a child action list at every returned position, enabling patterns such as spawning a ground indicator under each nearby player.
Added a new ActionProjectToGround action and SensorProjectToGround sensor that snap each position in a set down to the nearest solid ground surface below it. Handy for placing ground-level effects under targets that are airborne.
Added a new ActionAdjustPosition action used to offset each position in a ForEach set by a fixed vector before further actions run.
Added a new SignalTaggedVolumes action for NPC and EncounterManager instruction lists. It searches for trigger volumes carrying a given tag within a configurable radius and immediately fires their SIGNAL_RECEIVED effects.
Encounter managers can now control the music playing for all participants. Add StartEncounterMusic, SetEncounterAudioState, or StopEncounterMusic actions to an encounter instruction list and attach an EncounterAudioCollector to any entity sensor to populate the participant list. Late joiners receive the current music state automatically, and players who leave return to regular music.
Added a new SpawnInteraction NPC action that launches a named root interaction at every position a sensor returns. Set OrientationSource and optionally Pitch/Yaw to control the launch direction.
Added a new SensorPoints sensor for NPC and Encounter Manager roles. Set Type: "Points", a Tag, and a Range to gather all tagged world points within that radius as a position set for ActionForEach to act on. This works with points placed using the Point Tool.
ActionForEach now accepts a MaxCount field. When the position set is larger than the limit, positions are chosen at random using reservoir sampling rather than always taking the first N.
State evaluators can now use a TimeSinceLastUsed condition to put a cooldown between state selections, with the Test_State_Evaluator_TimeSinceLastUsed example role. (Community contribution by TheNullicorn.)
Fixed a state option's SubState writing to the main state field, which overwrote the state and dropped the substate. (Community contribution by MelodicAlbuild.)
Fixed combat balance assets not inheriting their combat action evaluator config from a parent asset. (Community contribution by MelodicAlbuild.)
Fixed the NPC collision-sphere radius helper using the box depth in place of its height, so entity height was ignored. (Community contribution by MelodicAlbuild.)
Fixed the two-argument SteeringForcePursue constructor storing its stop and slowdown distances swapped. (Community contribution by MelodicAlbuild.)
World Generation
Fixed PositionsCellNoise ChoiceDensity resolving on an incorrect position. It is now resolved on each cell's origin.
Thanks to MelodicAlbuild for the following community contributions:
Fixed CellNoise2DDensityAsset and CellNoise3DDensityAsset corrupting their Jitter on save or round-trip.
Fixed SwitchStateDensity not working.
Fixed GradientWarpDensity sampling its Z gradient at the wrong point (Z used in place of Y), distorting gradient-warped terrain.
Fixed FastNoiseLite.pointFor() mirroring cell points across the diagonal.
Fixed ConcurrentSizedTimeoutCache evicting fresh entries and keeping expired ones.
Fixed Quad2d and Quad4d center calculations to use all four corners (the center of an irregular quad may shift slightly to a more accurate value).
Fixed VectorUtil's shortest-segment clamp using the wrong length bound for segments of differing length.
Asset Schemas & Formats
Added a new SpawnTriggerVolume interaction type that can be added to an item or projectile interaction config to spawn a configured trigger volume at the instigator's position.
Added a new ExpiresAt field on VolumeEntry that can be used to set a time at which a trigger volume despawns automatically, without needing a separate cleanup interaction.
Fixed an issue where BlockDamageFalloff in ExplosionConfig was reading from entityDamageFalloff instead of its own field. Configs with different values for the two falloffs will now deal the correct block damage.
Fixed the generated common.json asset schema being invalid JSON, caused by RailPoint's Normal default (a zero vector) being normalized to NaN during schema generation. Rail-point normals that cannot be normalized are now left unchanged. (Community contribution by TheNullicorn.)
Fixed ParticleSpawner not inheriting its SpawnBurst setting from a parent particle asset. (Community contribution by MelodicAlbuild.)
Fixed ResetCooldown and TriggerCooldown interactions not inheriting their Cooldown override from a parent asset. (Community contribution by MelodicAlbuild.)
Server & Permissions
The server console now supports tab-completion for commands, subcommands, arguments, and flags. Using the /help command within the console prints a formatted command list and per-command usage.
The /update status and /update check commands will now output in the server’s configured language rather than always in English.
Added a new /worldgen2 concurrency <level> command that overrides the world-gen V2 worker thread count at runtime. The override resets on server restart, and passing 0 will restore the server default.
Added a new maxviewradius server console command to set the server’s global maximum view radius:
maxviewradius reports the current view radius cap.
maxviewradius <n> sets the max view radius to between 1 and 512 chunks.
maxviewradius reset sets the max view radius to the default of 32 chunks.
Protocol & Networking
To support the new Point Tool, new point packets and a PointShapeType enum have been added to PlayerPackets.
ClientTeleport now carries two new bitmask fields: IgnoredTransformFields and RelativeTransformFields, both default to 0 for backwards compatibility. Use ModelTransformFields enum values to mark individual transform axes as skipped or as relative offsets when teleporting. The old NaN sentinel for partial teleports is no longer supported.
All float, double, Vector, Quaternion, and Matrix protocol fields now enforce finite values on send and receive. Plugins passing NaN or infinity in any packet field will now receive a protocol error.
Servers can now override a player's field of view while a custom server camera is active with the new FovOverride field. The value can be set between 1 and 180 degrees. Omit the value or set it to 0 to restore the player’s own setting.
Renames & Deprecations
Several boolean-parameter overloads of PrefabUtil.paste and PrefabUtil.remove are now deprecated and will be removed in a future update. Switch to the new flag-based overloads using PrefabUtil.Flags constants such as FORCE and NO_ENTITIES.
For Plugin Developers
PluginManager now has a getPlugin(Class<T> pluginClass) method that returns the first loaded plugin assignable to the given type, or null if none is loaded. Use this instead of constructing a PluginIdentifier string when the plugin class is available directly.
The new Points built-in plugin exposes PointManager and PointSpatialIndex for creating, querying, and modifying world points from server-side code. Points integrate with the prefab system via PointPrefabContributor.
Protocol packets now automatically pack adjacent boolean fields into bitsets, fitting up to eight bools per byte. Any packet that had two or more adjacent bool fields has a changed wire layout.
The protocol now supports bitsets directly as packet field types. The Java side generates a companion class with named bit constants and has, with, without, and none helpers.
BlockEntity rendering behavior has been updated so that the visual center of the block model is now at the entity position (previously, the visual center was offset 0.5 blocks upwards), and an entity scale of 1.0 now renders at natural size (previously 2.0 was required for 1x size). Hitboxes are corrected to match, and existing block entities in worlds are migrated automatically.
ItemStack.getQuality() now returns the item asset's configured quality index when no explicit quality has been set on the stack, instead of always returning 0.
Fixed DeployableOwnerComponent cloning into an unrelated component type, which could attach a stray component when an entity that owns deployables was copied. (Community contribution by TheNullicorn.)
Pre-Release (Update 6 Part 4)
June 18th, 2026
Headline Features
Added a new Color Tool to Creative Mode!
The new Color Tool can be found in the Specialized Tools section within the Creative Inventory and has three modes to select from:
Coloring mode allows you to replace blocks you are aiming at with another, and can preserve shape variants while doing so.
Gradient mode allows you to paint smooth color transitions across an area.
Shading mode applies lighter and darker tones based on a chosen light source, surface angle, or a custom palette.
Trigger Volume Tool
A single volume can now hold multiple independent rule sets on the same event. Group conditions and effects by having them share an Entry number together.
Added 2 new event types:
‘On Block Used’ fires when a player interacts with a usable block such as a door, lever, or chest.
‘On Entity Died’ fires when an entity within the volume dies.
Added 2 new conditions:
‘Block Used’ allows you to filter by things such as a block type or state.
‘Entity Count’ counts the number of living NPCs inside a volume. This, combined with ‘On Entity Died’, can be used to quickly create encounters that require all enemies to be defeated to progress.
Added 2 new effects:
‘Spawn NPC’ allows you to spawn one or more NPCs.
‘Play Animation’ allows you to make the triggering entity, or all entities within the volume, perform an animation.
Adjusted 3 conditions:
‘Item Condition’ now has additional options such as a ‘Comparison’ operator, ‘Empty Inventory’ toggle and can now specify metadata keys or values.
‘Block Type Condition’ now has additional options regarding block rotation.
‘Tag Condition’ now has a ‘Doesn’t Have Tag’ option to invert the check performed.
Adjusted 8 effects:
‘Send Message’ now has a ‘Recipient’ option allowing others to receive the triggered message.
‘Send Message’ and ‘Show Event Title’ text can now include a volume tag’s value by writing the tag’s key in braces, such as {myKey}.
‘Play Sound’ now has a ‘Location’ option and will default to the volume center rather than the triggering entity.
‘Run Root Interaction’ now has an ‘Equip Slot’ field for using the ‘Equipped’ interaction type.
‘Place Block’ and ‘Replace Block Type’ now have additional options regarding block rotation.
‘Teleport’ now has a ‘Relative to Volume’ option.
‘Modify Tags’ now has an ‘Append’ operation.
Added 4 new commands:
/triggervolume tag set can set a volume’s tags from the chat interface.
/triggervolume tag remove can remove a volume’s tags from the chat interface.
/triggervolume tp can teleport the player to a volume. This can now also be performed via the Trigger Volume’s UI.
/triggervolume rename can rename a trigger volume. This can now also be performed via the Trigger Volume’s UI.
Delayed and projectile-triggered effects will now fire at the correct location even after the projectile despawns.
Exit effects will now also run when an entity despawns or is removed, in addition to leaving the volume.
Resetting weather with a Trigger Volume will no longer briefly cause the sky to turn black.
Saving Trigger Volume Presets will no longer corrupt your Assets.zip. (Also fixed in hotpatch 0.5.6)
UI & Quality of Life
The Server Discovery screen can now be navigated with a controller.
The ‘Use Legacy Network Stack’ option has been removed from the settings.
Bug Fixes
Combat, Entity & Item Fixes
Fixed an issue where suppressing some specific NPCs from spawning could also incorrectly cause other unrelated NPCs to spawn.
Fixed an issue where NPC health would fully reset when reloaded.
Fixed an issue where NPCs would lose any active effects after being saved, reloaded, or duplicated.
Fixed an issue where summoned portals could fail to work if the destination world was just created but not yet fully loaded.
Portal devices will now show an error message and refund portal keys if the device was trying to open a portal to a world with no valid spawn location.
Fixed an issue where dying near a teleporter could still teleport the player.
Hedera eyes and mouths will no longer appear to be red.
World & Block Fixes
Fixed an issue where fluids placed by prefabs would always appear at maximum depth instead of the level defined in the prefab.
Fixed an issue where workbenches' hammer animation could not reset correctly when a tier upgrade was applied.
Creative Fixes
Fixed an issue where blocks would sometimes disappear when the place mode Placement Settings were set to ‘Extrude’ or ‘Draw’ and the distance was greater than the place distance.
Fixed an issue where blocks would ignore the no-physics setting when the place mode Placement Settings were set to ‘Extrude’ or ‘Draw’.
Fixed an issue where the ‘Eraser’ mode in the Placement Settings could only be used with a block in hand.
Fixed an issue where ‘Air Placing’ would remain enabled after opting to reset Placement Settings.
Control & Input Fixes
Fixed an issue where emotes would continue to play when attacking or using items.
Fixed an issue where the sprint toggle could remain active in some situations.
Lighting Fixes
Very dark colors should now render at their correct brightness instead of appearing as purely black.
Bloom lighting now keeps its correct shape after resizing the game window.
Other Fixes
Hardened a few places in the client and protocol to prevent client crashes on custom server implementations.
Fixed a crash that could occur when multiple players join a server at the same time. This should also fix an issue where some players would not be displayed in the player list.
Fixed a crash that could occur when the game encountered an unrecognized block type while calculating audio.
Fixed a crash that could occur if the locally cached server list file got corrupted.
When a wrong system clock causes a login failure, the game will now show you how far off your clock is and prompt you to sync it instead of showing a generic error message.
Additional changes have been made on the services side to be more lenient of a fast system clock.
Fixed a client crash when a server locks the camera and then resets it.
Fixed block and entity interactions no longer working while a server has the camera locked.
Fixed a client crash that could occur when a server locks and then resets the camera.
Fixed an issue where block and entity interactions would stop working while a server has the camera locked.
Fixed a small VRAM leak caused by some specific locations that use text rendering.
Modder-facing Changes
Creative Tools
You can now enable Builder Tools outside Creative Mode. Set SurvivalAllowed: true in a tool's asset JSON and grant players the matching permission (hytale.editor.tool.entity, hytale.editor.tool.ruler, or hytale.editor.tool.laserpointer). Both the flag and the permission are required.
Entities & Items
Added a new EncounterManager JSON asset type that lets you script multi-NPC encounter logic using reusable NPC instruction lists. Spawn an encounter in-world with the /encounter add <asset> command.
ActionTriggerSpawners can now mark the NPC it spawns as a boss target for encounter tracking. This can be accomplished by setting MarkAsTarget: true in the spawn action config.
Added a new EntityFilterDeath filter that lets role sensors react when a tracked entity dies.
NPCs now record all entities they have spawned and all entities those spawns produced. You may use SpawnLineageAttitudeProvider to set attitudes toward the full lineage.
Added a new ActionChangeTargetRole action that lets an encounter switch an NPC to a different role at runtime.
Marked targets now persist briefly during role changes, preventing target loss when an NPC transitions between roles.
Spawn suppression now correctly scopes to NPC groups. A suppressor with no SuppressedGroups continues to blanket-suppress all markers in range as before. A suppressor that lists groups now suppresses only markers whose NPCs belong to one of those groups.
Added a new BreakShape field to ItemTool assets that allows tools to break a configurable area of blocks per swing. Set BreakShapeDurabilityMode to PerSwing or PerBlock to control how the tool loses durability.
Asset Schemas & Formats
Added a new ClearParticlesOnRemove boolean field on ModelParticle assets. By default this is set to false and setting it to true will instantly clear all attached particles the moment the a block or an entity is removed from the world or from the player’s hand.
BlockBreakingDecal.StageTextures is now validated as non-null at asset load. An absent field defaults to an empty array and will load without issue. A field explicitly set to null though will fail validation at load time.
Fixed MergedEnumMapCodec so that unrecognized enum values no longer cause the whole asset to fail decoding.
For Plugin Developers
Box.cube() and Box.centeredCube() now accept Vector3dc and Vector3ic interface types instead of the concrete Vector3d and Vector3i classes. Existing call sites passing concrete types need no changes.
When a server sends an invalid CustomUI command and the client disconnects, the error log now shows the message chain instead of a full stack trace.
ItemStack now carries a Quality field that overrides the item's configured quality index at runtime. Use itemStack.withQuality(index) to produce a copy with a different quality.
The handle method on AnchorActionHandler and WorldThreadAnchorActionHandler no longer takes a JsonObject data argument.
Pre-Release (Update 6 Part 3)
June 11th, 2026
Entities & Combat
Scaraks have toughened up and will no longer be damaged by environmental hazards such as brambles. They’ve also developed an immunity to poison.
Tamed Mosshorn have developed a taste for the feedbag and will be attracted to it.
World & Blocks
Rise and shine! Sleeping through the night now causes you to leave your bed.
Arid Palm Leaves and Giant Palm Leaves now drop 1-5 Palm Tree Logs when broken.
Eternal Corn crops now yield twice as much Corn. Farmers should now receive 2-4 instead of 1-2.
Audio
Mushroom blocks will now play distinct sounds when they are walked upon, damaged, broken, or landed on.
Crystal and gem blocks will now play distinct sounds when they are walked upon, damaged, broken, or landed on.
Walking and landing on glass blocks will now play distinct sounds.
The Kweebec Plushie will now play distinct sounds when it’s hit, broken or interacted with.
Naming & Categorization
The ‘Environment’ category in the Quick Settings has been renamed to ‘Personal Environment’ to make it clearer that these are your own client settings and separate from the world settings.
Bug Fixes
Avatar & Customization Fixes
Fixed an issue where other players’ mouth animations would sometimes not play during voice chat.
Dying to fall damage while wearing armor will now result in a more appropriate animation playing.
Combat, Entity & Item Fixes
NPCs that charge should no longer stop abruptly when blocks are placed.
Tamed animals should no longer unexpectedly despawn when there are a lot of the same animal type in the area.
Block & Item Fixes
Fixed a crash that could occur when throwing a Healing Totem while moving between worlds.
Saplings will no longer be prevented from growing if there is insufficient room for their roots.
Breaking newly-planted Aubergines and Lettuce will now return their seeds.
Fixed an issue where inventory items could be corrupted or duplicated through malformed move and drop requests.
Creative Fixes
Fixed a crash that could occur when spawning NPCs using the /spawn command.
The autocomplete for commands such as /set, /fill, /replace, and /walls will now correctly show relevant block names.
Control & Input Fixes
Key bindings will now update correctly when you switch your keyboard layout or language.
Keyboard shortcuts will no longer trigger when typing in input fields.
Included profiles for more gamepad models. Previously, some gamepads were not recognized properly, resulting in unexpected behavior.
Rendering Fixes
Fixed an issue where shadows could appear missing or cut off at certain viewing distances and angles.
Other Fixes
Fixed various additional crashes.
Fixed a number of typographical errors.
Modder-facing Changes
World Generation
Pin labels on the VectorProvider nodes (Adder, Cache, Cross, Multiplier, Normalizer, PlaneProjector, ScalarMultiplier, SetX/Y/Z, Subtracter) were renamed for clarity in the node editor.
Blocks, Prefabs & Farming
You can now stop players auto-stepping onto a block. Set DisableAutoStep: true in its BlockMovementSettings and players must jump up instead — useful for ledges and fences.
Prefab-grown plants (like saplings) can now tolerate obstructions within a height band instead of failing to grow. Add TolerateObstructionsBelowY / TolerateObstructionsAboveY to PrefabFarmingStageData (prefab-relative Y, origin block = 0) to mark a band where blocking world blocks are skipped rather than cancelling growth; ReplaceMaskTags still controls which blocks get replaced. Built-in saplings now default to TolerateObstructionsBelowY: -1. (Overlapping bands disable obstruction checks entirely and log a server warning.)
Items, Armor & Projectiles
Armor can now change how the player moves. Add a MovementSettings block to an ItemArmor asset to override walk/sprint speed, jump height, air control, and more per piece.
Projectiles can now ignore where the caster is aiming. Set IgnorePitch or IgnoreYaw on a LaunchProjectile or ProjectileConfig to lock that axis — handy for traps, turrets, and fixed-direction spells. Add RotationOffset to nudge the angle.
Protocol & Networking
Voice settings are now exposed to the server using the SyncPlayerPreferences. It has three new fields VoiceChat, VoiceInput, and VoiceInputMode.
For Plugin Developers
Code-level changes — content/asset modders can skip this section.
Some code has been updated to use the JOML interface types (Vector3dc / Vector3ic)
The Teleport constructor
BlockIterator.iterateFromTo()
Custom NPC behavior code needs updating. NPC support objects (combat, state, world, etc.) are now ECS components instead of fields on Role / NPCEntity, and behavior methods now receive a Ref<EntityStore> + ExecutionSupport. Update any custom Sensors, Actions, or Motions. SpawnableWithModelBuilder is now DependencyTrackingBuilder.
Plugin code that called NPCEntity.getAlarmStore() directly should now read the AlarmStore ECS component instead. Existing saves migrate automatically — no action needed for save files.
Pre-Release (Update 6 Part 2)
June 4th, 2026
Combat, NPCs, Items & Equipment
Removed Template_Aggressive_Zombies, its root interactions and its associated attack sequences. Zombies now use Template_Predator.
Added new death visual effects to several NPCs.
NPCs can now spawn with multiple entity effects active.
Added a new Template_Flying_Aggressive template meant to be used by flying hostile NPCs capable of ranged attack. Template_Eye, Template_Spirit and Template_Scarak_Seeker are now deprecated.
World & Blocks
Added the in-dev Graph System to World-Gen V2.
Added WhiteNoise Density.
Added Transparent MaterialProvider.
Added DirectionalJitter Positions.
Added VectorOffset Positions.
Added Anchor PropDistribution.
Added the following VectorProviders: Adder, Cross, Multiplier, Normalizer, Random, ScalarMultiplier, SetX, SetY, SetZ, Subtracter, VectorProjector and PlaneProjector.
Added an Explosive Block Component.
Added a new Wilderness Tracking system; it identifies areas of the world as being “Near Home” or “Wilderness” based on the player bed locations.
Modding & Creative Tools
Added support that allows control of whether a projectile's spawn position rotates with the entity firing it.
Implemented dev settings to tweak soft collisions based on entity hitbox volume.
Reworked soft collision radius to consider hitbox size.
ControlDoorsEffect and DoorInteraction to use a new DoorBlockUtils utility function to avoid duplicate code.
Added a Texture Atlas API - Unified API for compositing multiple keyed images into a single GPU texture.
The Asset Editor's item preview now respects an item's Model override, matching how the item appears in-game.
Audio
Audio Bus and Ducking rework.
When multiple sounds play at once, the game needs to decide which sounds to turn down so they don’t overlap and fight in your ear. The new system allows us to have better control over how and when sounds duck and quickly fade out.
Added sounds for walking and landing on sticks on the ground.
Added a new break sound for Deco_Treasure blocks.
Added new sounds for cactus blocks: walk, land, hit and break.
Bug Fixes
Movement Fixes
Added a guard to prevent Sprint from toggling while managing the inventory.
Reset orientation when dismounting sideways mountable blocks.
Fixed entity rotation when a mountable block is placed sideways on the X or Z axis.
Fixed sprint toggle mode no longer ending when you stop moving.
Sprinting is now preserved after sliding.
Fixed rolling failing to negate fall damage.
Fixed some controller-related settings resetting between restarts.
Combat, Entity & Item Fixes
Fixed Trork Hunter combat state loop when the NPC doesn’t have a companion wolf.
Fixed Dungeon Variant NPCs not providing the correct memories.
Snowy Fir Leaves can be rotated like the other Fir Leaves.
Feed Bag can now rotate to player facing direction.
Fixed chests disappearing when combined into one while open.
Resolved an issue where crafted items could be utilized as ingredients for creating duplicates of themselves.
Fixed an issue causing livestock to not produce properly.
World & Block Fixes
Fixed player always facing North after using the World Map teleportation.
Added logic to use a fallback generator when WorldStructure cannot be built.
Fixed a series of defects that could cause SingleInstance to generate artifacts.
Fixed a defect causing all WorldStructure assets to be dropped when any WorldStructure asset is refreshed, preventing players from joining new instances when loading mods.
Texture fixes for Clay Raw Brick Half and Ornate Stone Brick.
Creative, Modding & Plugin Fixes
Fixed crash in SpawningContext caused by ground level rotation check when level is below 0.
Fixed a crash with the Trigger Volume tool.
Fixed /submerge and /set commands for fluids.
Fixed client crash when secondary interaction was added to Unarmed.Empty.
Updated Trigger Volumes trigger effects to make use of the chunk ref/store for accessing chunk data.
Fixed Trigger Volumes spawning broken in worlds.
Using /worldgen reload now properly deletes existing Trigger Volumes.
Fixed the mod manager warning that read "targets 0.5.1 but the current game version is 0.5.1" when a mod declared a bare `ServerVersion` like `0.5.1`.
Fixed the Sculpt Tool crashing world at max world height.
Fixed /pedit spawning chests instead of prefab spawners.
Fixed Builder Tool Density clamp to a minimum of 0 rather than 1.
Changed the durability condition interaction so that it always succeeds when an item is unbreakable.
Improved prefab saving support modes, validation and overwrite flow.
Quantity field in CraftRecipeAction now requires a minimum quantity so that <0 numbers don’t crash the server.
Adjusted caching behavior of search for command tab completion.
Fixed Pick Block for Extrude and Line tools.
If a duplicate localization key exists in a language file, a warning is now displayed instead of an exception being thrown.
Fixed reloading a layered asset pack sometimes reverting a customized asset back to the value it inherited from its parent.
UI & Display Fixes
A number of changes were made to the Server Discovery menu.
Server addresses are now hidden by default.
Fixed text not updating when the game’s language was changed.
Server descriptions are now scrollable.
Fixed an issue where the social sidebar panel would jitter or snap to incorrect positions after being opened and closed multiple times.
Fixed players in the local (Your World) tab all showing the default avatar when their profile was not already cached.
Fixed the social sidebar friends scroll list getting stuck when the list was too large.
Hardened friends display names from rendering blank in the in-game Social Sidebar.
Fixed friend lookups failing when you import a large Discord friends list.
Lists over 500 people now load fully instead of erroring out.
Fixed Fullscreen toggle loop with F11.
Fixed F keys being not usable while UI windows were open in-game, such as the inventory or crafting UI.
Fixed double placing in storage & hotbar when using right-click drop.
Fixed icons updating when rebinding keyboard or controller keybindings.
Stability & Performance Fixes
Fixed a server crash that could occur when using a fluid-placing interaction with an empty hand.
Fixed a rare server crash caused by an entity spawning with an invalid rotation.
Fixed a client crash that could occur when clicking, typing, or using a controller while reconnecting or returning to the Main Menu.
Fixed a client crash that could occur when editing text in multi-line text fields.
Fixed a client crash that could occur when near a container holding an item with zero durability.
Fixed a memory leak that could occur after ending a session.
Fixed a rare crash when reloading assets.
Other Fixes
Fixed player death markers not appearing on the map if it occurred far from the spawn point.
The in-game bug reporting form now supports video attachments.
Fixed inventory input getting cleared when the game loses focus.
Fixed audio stuttering when the selected output device is unavailable.
Added checks in the game server to log warnings for potentially misbehaving game clients during interactions.
Fixed a number of typographical errors.
Avatars that reference renamed cosmetics will now be automatically repaired when you log in, instead of preventing you from joining. You'll be shown which cosmetic slots changed.
Pre-Release (Update 6, Part 1, Hotfix 1)
May 29, 2026
Bug Fixes
Movement
Sprinting is now preserved when crouch-sliding, instead of dropping back to a walk.
Fixed the sprint input not resetting correctly when coming to a stop.
Rolling on landing now correctly reduces fall damage.
Stability & Performance
Fixed a deadlock that could occur when inviting a friend to a singleplayer world.
Fixed a memory leak that could occur after leaving a world.
Fixed a rare race condition that could result in incorrect block lighting.
UI
Long server descriptions can now be scrolled in the server details menu.
Fixed the Friends list scroll getting stuck when the list is long.
Fixed a confusing mod compatibility warning shown for mods that target a bare version.
World Generation
Fixed WorldStructure assets not reloading correctly.
Pre-Release (Update 6, Part 1)
May 28, 2026
Headline Features
Save and reuse Block Palettes with the new Block Palette Presets!
A new side tab has been added to the Quick Settings menu to manage your block palettes.
Save block palettes as presets and load them back at any time.
A new Palette Editor lets you create, save, delete, and restore block palettes, with a color picker and a block eyedropper for selecting palette colors.
World & Blocks
Grass will no longer spread under water. Grass that has already been placed underwater will now slowly revert back to dirt.
UI & Quality of Life
Server Discovery: Servers with more than 4 tags will now show the first 3 tags followed by an overflow indicator. Hovering the overflow indicator displays the remaining tags in a tooltip.
The Creative item library will now always delete items dropped into it, including when they are dropped into empty slots.
You may now drop items one at a time from a stack in the Creative item library by right-clicking.
The 'EU' region name has been updated to 'Europe'.
Modding & Creative Tools
Added a new world setting, 'Resolve Block Spawners', which controls whether block spawner blocks resolve into their target blocks (such as whether chests spawn in).
The image and OBJ importing tools now use the new TextureComputedColor field (a dominant weighted color average of each item's textures) instead of the particle colors when matching block colors, giving more accurate imports. The importing tools will also filter out special quality items so they cannot be used in imports.
Added a new button to the Asset Editor that regenerates the TextureComputedColor field from an item's textures.
The Selection Tool has been updated to better handle longer localized text.
The Delete button no longer overlaps with the slider.
The menu will stay within bounds when displaying longer localized text.
Text can now scale smaller for longer localized text.
The slider and dropdown widths have been slightly reduced.
Audio
Added new break sounds for Trash Piles, combining the clay pot and brazier metal break sounds.
Added new break sounds for the Brazier, with a different soundset for each brazier material type. The torch flare sound will no longer play when an unlit brazier is broken.
Added new sounds for breaking and walking on Leaves.
Added new sounds for breaking Brambles.
Added new landing sounds for Cloth blocks, adjusted the walk volume of Cloth blocks, and removed the success sound from Cloth block break.
Bug Fixes
Movement
Player speed will no longer be clamped when sprinting in Creative with a speed multiplier less than 1.
Combat, Entity & Item Fixes
Projectile spawn positions are now derived from the server's authoritative entity transform, with the client-reported position only accepted when it falls within a velocity-based desync allowance.
NPC and mount interactions now validate the player's distance to the target entity, preventing modified clients from interacting with NPCs or mounting entities from arbitrary distances.
Item entities placed by the Entity Tool will now correctly play their item animations after being picked up by a player.
The Brush Sound Volume setting is now correctly applied to all builder tools.
World & Block Fixes
Fixed a crash related to block and fluid IDs in chunk lighting being out of range.
Fixed an issue where blocks configured to fall would not.
Fixed a number of art issues with models, textures, and animations, including the Barrels, Iridescent block, Hardwood Fence texture, Green Mycelium model, small tavern chest clipping, and door clipping.
Creative, Modding & Plugin Fixes
The Paste Tool's offset will no longer reset after pasting.
The Ruler Tool will no longer display the summation symbol on its last point, as it was not rendering properly.
The Ruler Tool will now always place a point on the first run of an interaction, preventing unexpected behavior when placing points rapidly.
Some builder tools were displaying notifications when the Show Tool Notifications setting was disabled. They will now respect the setting.
Moved some raw strings in the Paste Tool to language keys so they can be localized.
Empty blocks in Block Filters will now be parsed correctly (the empty fluid ID is now treated as the empty block ID).
UI & Display Fixes
The Feline eye style in the Avatar Editor now correctly displays as "Feline" instead of "Felin".
The Plain Jersey overtop now correctly displays as "Plain Jersey" instead of "Plain Hoodie", which was colliding with the separate Plain Hoodie cosmetic.
Fixed a client crash that could occur in the inventory drag handler when a server inventory update resized the inventory between mouse-down and mouse-move.
Fixed a client crash in mouse element handling that could occur when a mouse-out handler reentrantly cleared the mouse element.
When the server kicks, disconnects, or times out a player, the disconnect screen will now show the actual localized reason that was sent by the server, instead of a generic error message.
Singleplayer worlds that fail to start will now show the actual error on the disconnect screen, instead of silently returning to the main menu.
Singleplayer worlds with a missing world directory will now show a clear "world not found" message on the disconnect screen.
Other Fixes
Fixed a number of typographical errors.
A corrupt Settings.json will now be automatically recovered from its backup file, instead of crashing the client.
Gamepad open failures will no longer be reported as a crash, as they are a local device condition and not a client bug.
Modders Warning Section
PRE-RELEASE PART 2
BlockChunk#getEnvironmentChunk() has been deprecated. Plugins should fetch EnvironmentChunk directly via the chunk entity ref. Additionally, three methods on WorldChunk are now deprecated: #getBlockChunk(), #getBlockComponentChunk(), and #getBlock(int, int, int). All three should be replaced with direct component fetches via the chunk entity ref. For #getBlock, use BlockChunk#getBlock(int, int, int) fetched from the ref instead.
ProcessingBenchBlock#getProcessingSlots() and #getProcessingFuelSlots() now return ShortSet instead of Set<Short>. ProcessingBenchWindow#setProcessingSlots(ShortSet) and #setProcessingFuelSlots(ShortSet) now accepts ShortSet as their parameter type.
PrefabSaverSettings#isClearSupportValues() and #setClearSupportValues(boolean) have been removed. Plugins must migrate to #getSupportMode() / #setSupportMode(SupportMode). The new SupportMode enum provides three values: KEEP_EXISTING (equivalent to the old false), REMOVE (old true), and CALCULATE (new; automatically bakes support values from world physics).
ExplosionUtils#performExplosion(...) now requires a Rotation3f rotation parameter, and passes new Rotation3f(0, 0, 0) to preserve existing behavior. BlockHarvestUtils#performBlockDamage(...) now requires a boolean isExplosion parameter, passed false to preserve existing behavior.
ControlDoorsEffect#DoorAction has been changed from public to private. External references to this enum must be migrated to DoorBlockUtils#DoorState, which is now part of the public API and covers the same states.
SpatialStructure<T> has had all method signatures updated to use JOML immutable interface types; parameters previously typed as Vector3d and Vector3i are now Vector3dc and Vector3ic respectively. Any interface must update its method signatures accordingly.
DurabilityConditionInteraction now returns true when the held item is unbreakable, instead of false. Interaction chains that previously used a durability condition as a gate to suppress actions on unbreakable items will now pass through instead.
The base permission string for plugins whose manifest name contains spaces will now use underscores in place of spaces. A plugin previously registered as "My Plugin" in the group "com.example" had a base permission of com.example.my plugin; it is now com.example.my_plugin. Any hardcoded permission checks or configuration entries referencing the old form must be updated.
CodecException#getMessage() now returns the full enriched message including key and source context. To retrieve the bare constructor-passed message, use the new #getRawMessage() method instead.
PRE-RELEASE PART 1, HOTFIX 1
Transport#bind(InetSocketAddress) now returns CompletableFuture<ServerListener> and no longer declares throws InterruptedException.
PRE-RELEASE PART 1
The network protocol version has been bumped from hytale/2 to hytale/3. Clients and servers on the previous protocol version will be unable to connect. A new Crash = 7 QuicApplicationErrorCode has also been added.
BedsPlugin#getInstance() has been renamed to #get() to match the accessor convention used by Universe, NPCPlugin, FarmingPlugin, and ObjectivePlugin.
A new shared Universe#transferPlayerAsync() API has been added, centralising the "remove from world → await target world → addPlayer" pattern. Callers should now use this helper and retain only their own fallback/cleanup logic in whenComplete.
The WorldGen SingleInstance field has been marked as experimental.
World#getChunkIfInMemory, World#getChunkIfLoaded, World#getChunkIfNonTicking, World#getChunkAsync, and World#getNonTickingChunkAsync has been deprecated. Chunk data should now be accessed as components from the chunk ref directly.