Minecraft Killer Missed? Why Hytale Didn't Live Up to Expectations (Yet)

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A Brief Historical Background

Hytale is a long-term project, originally conceived as an evolution of the block sandbox genre. Its development began in 2015 by a team that grew out of the community involved in developing one of the largest Minecraft servers – Hypixel. From the very beginning, Hytale was conceived as a complex product, combining a sandbox, a story-driven adventure, and an infrastructure for user-generated content.

The turning point was funding from Riot Games. This decision changed the scale of the project. Hytale ceased to be an indie initiative. The team was expanded to 110 people, and opportunities arose to rework the technical base.

But after joining Riot's wing, development abruptly changed direction. It was decided to release the project on all platforms at once, which required a revision of the architecture and a switch to a different engine. Because of this, many mechanics had to be redesigned, which slowed progress and pushed the release back indefinitely.

The lack of strict deadlines played a cruel joke. On the one hand, the team got time to experiment and develop content. On the other hand, the project carried too great ambitions, which the authors could not cope with. Hytale was increasingly divided into several directions: a full-fledged game, modding tools, a server platform, and a groundwork for a long-term ecosystem. The focus shifted, and the holistic game core remained unfinished. But in mid-2025, it became known that Riot Games was canceling its development and disbanding the studio.

However, this did not end the project's history. A few months later, the rights to Hytale were bought out by the original owner, and the team was assembled in a smaller composition. The new stage of development was accompanied by the abandonment of innovations imposed by Riot Games and a return to a more pragmatic course. The project was reformatted for early access with an emphasis on old developments and financial support from fans.

Only 50 of the 110 employees were able to return.

Currently, Hytale represents a functional but unbalanced version. Basic mechanics are present: a procedurally generated world, a good combat system, crafting, construction, progression, and tools for creativity. At the same time, they exist more in parallel than form a well-honed game cycle. The main problems of the game are not technical, but game-design in nature. The game is stable, visually polished, and demonstrates a high level of technical quality.

Beauty of the Cubic World

The world of Hytale is a sandbox with elements of an adventure RPG and a built-in platform for user-generated content. Unlike classic voxel games, the project is initially focused not only on construction and survival, but also on a pre-prepared world with quests, factions, and scenarios. However, these mechanics are currently absent. Early access fixes the game in a state of preparation: the world exists as a space, but not as a connected adventure experience.

The first thing a player will notice is the main menu with the following sections: character customization, world creation, and server search. Customization looks limited. Unlike Minecraft, where appearance can be customized in detail manually, Hytale relies on ready-made assets. Clothing, accessories, and appearance features are selected from a fixed set. Creating a unique visual image with detailed elaboration will not work.

Two modes are currently available: "Survival" and "Creative". Additional modes, such as "Hardcore" or "Adventure", are not implemented in this version. "Creative" performs the standard function of a construction sandbox without restrictions. And in "Survival" mode, additional settings are presented, including saving mined items and the integrity of equipment after death, which softens the punishment for mistakes and makes the gameplay more gentle.

Visually, the world of Hytale looks rich and well-thought-out. The game offers a large number of biomes with various climatic conditions. Their main feature is connectivity. They are built in a logical chain: the transition from temperate zones to regions of permafrost in the north passes through tundra and subarctic. And a trip to the desert in the south is accompanied by a visit to swamps, tropics, and savannas. If you travel for a long time and cross the sea, you can get into isolated and extreme zones, including cursed volcanic faults.

The difference between Hytale and Minecraft is especially noticeable in the filling of the world. Each zone has strictly assigned inhabitants. Animals and monsters are distributed by climatic zones. Scorpions live in hot areas, foxes and wolves in temperate areas, and bison and polar bears in the north. A similar distinction applies to enemies. Trolls are found in standard regions, white walkers and local tribes in the northern regions, and the most dangerous creatures live in fiery and volcanic zones.

The same logic applies to the underground world. The deeper, the more diverse the enemies and resources. Goblin camps and spider nests are found on the upper levels. As you move down, the player enters more hostile areas, including areas with lava rivers and tenacious opponents, which makes the location resemble the "Nether". Another feature of the caves lies in the extraction of resources. There are special veins in the north and south. Cobalt can be obtained in cold regions, and thorium under deserts. Both are needed to create equipment and upgrade.

This rich structure of the world is complemented by the local hub location, located outside the main world. You can get into it through a temple with a portal, marked on the map. In the hub, it is impossible to destroy blocks and kill local residents. It functions as a safe zone and a potential social center. However, the current filling of the hub emphasizes the incompleteness of the project. There is only one active trader there. The assortment of the second NPC is still under development. And a significant part of the space is filled with objects with "Work in Progress" signs.

Currently, the world of Hytale looks impressive due to the connected structure of the world and the strict distribution of content. However, there is no full-fledged adventure behind this external thoughtfulness yet.

Minecraft with Mods

Movement and interactions in Hytale directly inherit the basic Minecraft model, representing a familiar sandbox with a set of refined modifications. There is running, normal walking, crouching mode, and jumping. For a player familiar with the genre, the controls are read instantly and do not require adaptation.

At the same time, Hytale reworks its key elements. Instead of a hunger indicator, a stamina scale is used. It is spent not only on running, but also on power attacks, as well as on blocking enemy attacks. This connects movement, combat, and defense into a single resource system and makes positioning more meaningful.

Changes have also affected the work with vertical movement. Jumping is no longer a tool for overcoming small obstacles. Parkour is worked out in Hytale: when approaching objects one block high, the character automatically climbs on them without additional button presses. When moving running, the ascent occurs without pauses, which makes the movement smoother and eliminates the need to spam "Space".

Jumps are used in a narrower and more functional context. They are necessary for climbing objects three to four blocks high or for reaching remote ledges. In such cases, the jump is often accompanied by climbing. The tactic of placing blocks under oneself in order to climb onto the desired ledge remains relevant, but ceases to be the main one.

Navigation in Hytale also refers to well-known user modifications. The player's interface initially has a built-in map and compass, which eliminates the need to craft navigation tools and speeds up the development of the world. The map displays the immediate environment in real time and synchronizes with the compass, creating a single navigation system. The player can set markers on the map, which are automatically broadcast to the compass. This simplifies orientation in large locations and reduces the risk of getting lost.

But the map has one limitation. It does not save all the explored territories. With a large distance from the explored points, including the player's base, previously studied areas may disappear from the map. In this case, only an abstract marker in the void remains from an important place.

Resource gathering is also implemented according to principles well-known from modified Minecraft. Wood extraction works according to the logic of the Falling Trees modification: when the lower blocks are cut, the tree falls completely. This speeds up the process of wood extraction and reduces the amount of routine actions.

Equipment wear and tear also departs from the classic Minecraft model. Breaking an item does not lead to its immediate loss. Damaged weapons or armor continue to function, but with noticeably reduced efficiency, similar to modifications in the Ruined Equipment format. Equipment restoration is carried out using repair kits. It directly continues the modular logic familiar from modding: items are not thrown away, but maintained.

Cubic Skyrim

The Hytale combat system is simple in its structure and closest in logic to the early versions of Skyrim. It is not based on complex combos, distance management, or analysis of enemy patterns. The basis is direct contact and a minimal set of familiar actions.

Melee combat consists of regular attacks, power attacks, and blocking. Blocking can be performed with both weapons and shields, but there is no difference between them. The timings are forgiving of mistakes, the windows for attacks are wide, and the penalty for incorrect actions is minimal. This reduces the demands on reaction and almost does not encourage its mastery.

All combat boils down to the "hit-and-run" tactic. The player inflicts one or two hits, then retreats, holding down the block button, and repeats the cycle. Melee opponents are rarely able to effectively pursue and punish retreat, so this approach remains universal for a significant portion of the game. Changing equipment or character development rarely requires a revision of this behavior model.

Paired blades stand out against the background of other weapons. Their strong attack not only deals high damage, but also automatically performs an instant recoil. This makes them an effective option against melee creatures and further reinforces the dominance of the constant retreat tactic. Other types of weapons either concede in mobility or do not compensate for the risk of contact.

The principles of health regeneration encourage a cautious style of play. The main source of healing is food, but it restores health gradually and is poorly suited for use during combat. This limits the possibility of aggressive play and forces you to avoid prolonged clashes.

An alternative option for restoring health is healing potions. They can be found in random chests or made independently, but access to alchemy opens late. Creating an alchemical stand requires rare resources, the extraction of which may take 20–30 hours of real time. Until that moment, the player is limited to passive health regeneration and is forced to act as carefully as possible.

A safe alternative to melee combat in Hytale is ranged weapons. These include bows, crossbows, and magic staves. With primitive AI and weak pressure from opponents, it is ranged combat that turns out to be the least risky tactic.

Bows and crossbows use arrows and take into account the ballistics of projectile flight. It is necessary to adjust the sight taking into account the distance, which adds depth, but rarely complicates the battle. The supply of arrows is easily replenished, and the penalty for a miss is minimal. And the crossbow stands out in that it is implemented as a multi-shot device with the possibility of automatic firing.

Magic staves do not require consumables. Their projectiles always fly in a straight trajectory, which simplifies aiming. The only limitation is the long preparation of the shot, noticeably exceeding the time of tensioning the bowstring. This formally balances the weapon, but does not make it more useful.

An additional factor that enhances the effectiveness of ranged tactics is the rigid binding of opponents to spawn points. If an enemy moves too far from its zone, it retreats. This is the basis of the basic combat strategy: the player provokes the opponent, deals damage, goes beyond the aggression zone, and then repeats the cycle until victory.

Classic farmer simulator

Construction in Hytale directly inherits the basic principles of Minecraft. The player still freely erects buildings of any shape and scale, combining blocks without rigid restrictions. The main difference lies not in the concept, but in the level of convenience. The key improvement is the preliminary setting of the object's position before installation. If in Minecraft the orientation of the same steps or inclined blocks depended on the viewing angle and often led to errors, then in Hytale the position of the block can be manually set in advance.

Crafting has also been reworked, but without deviating from the usual logic. Instead of a universal workbench, a set of specialized workstations is used. Separate workbenches are responsible for weapons, armor, building materials, farming, and other areas. The process of creating items is not tied to combining resources in a 3×3 grid. For crafting, it is enough to have the necessary materials in the player's inventory and nearby chests.

A special feature of workbenches is leveling. Most workstations initially have a limited set of recipes. To open new ones, you need to invest resources and gradually increase the level of the workbench. Full leveling takes time and can stretch for several real days of play. The most demanding in this regard is the farmer's workbench, which has ten levels of development.

Farming is implemented with a number of restrictions. Taming stray animals is not available in the current version. Tools for luring them are not provided, which is why there is no breeding of livestock as a working element here. Therefore, hunting is more profitable. Additionally, the situation is simplified by cooking: most of the raw meat turns into the same type of food when cooked, regardless of the source. Chickens are an exception — they have a special house from which you can regularly collect eggs.

Growing crops is easier. Plants have a fixed ripening cycle. After planting and watering them, you can wait out the night and harvest in the morning. Seeds are divided into two types: disposable and infinite. The former must be replanted after each harvest, the latter remain in the ground and continue to bear fruit without replanting. This reduces the load on the player and makes farming less laborious.

Multiplayer Impressions

Despite all the technical advantages of playing in single-player mode, the current state of multiplayer raises questions. The game supports both public servers and private worlds. The user does not need to manually configure files or install third-party launchers.

But at the start of early access, the game faced serious connection problems. In the first days, players massively reported disconnections, long loading times, and the inability to stably maintain a connection to servers. Some hosting providers, including popular gaming services, experienced overloads, which led to lags and loss of connection even with a small number of players.

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A separate problem was the implementation of peer-to-peer connections. This model turned out to be too complex and unpredictable for stable network play. Users recorded sharp ping spikes up to extreme values, exceeding tens of thousands of milliseconds, even when using high-speed Internet connections. As a result, cooperative survival was often accompanied by character teleportation, action desynchronization, and delays in interacting with the world.

In parallel with this, multiplayer turned out to be much more demanding in terms of hardware. If on PCs and portable devices players noted smooth operation and acceptable stability, then online the load on the processor and RAM increased sharply. Because of this, players faced performance drops, unstable FPS, and a deterioration in response when the number of players or activity on the server increased.

Verdict

Hytale represents a promising foundation for a future role-playing project, but not a finished game. Conceptually, it strives to go beyond the classic sandbox, combining elements of survival, RPG, and a platform for user-generated content. But these ambitions remain at the level of intentions so far.

Multiplayer is unstable and suffers from technical problems. Connections often break, performance heavily depends on configuration and connection type, and the network mode does not offer content that would justify cooperative play. As a result, multiplayer does not fulfill the role of one of the key pillars of the project and rather limits engagement than enhances it.

In single-player mode, Hytale looks like Minecraft with a set of advanced modifications integrated into the base game. Building, crafting, combat system, and navigation are familiar to the target audience and do not offer a fundamentally new experience. At the same time, the amount of content is noticeably inferior to the source of inspiration.

This is partly due to the development history. Support from Riot Games led to increased ambitions and complexity of the project, and the subsequent break — to a forced return to an earlier build, which was hastily brought to a playable state. The game seems like a compromise between the old foundation and new, but not fully realized ideas.