Cancelled, bought back, released
The question exists because the history really is unusual. Hypixel Studios, the team behind the Hypixel Minecraft server, revealed Hytale with a trailer in late 2018, was acquired by Riot Games in 2020, and then saw the project cancelled in 2025. Later that year the studio's founders bought the game back, and instead of waiting years for a rebuilt engine, the revived team shipped what it had: Hytale entered Early Access on January 13, 2026, sold through its own launcher rather than Steam.
That decision explains the present. A game released "as it is" and improved in public needs a fast cadence to win back trust, and Hytale has one.
The update cadence in 2026
Hytale's rhythm is a numbered update roughly every one to two months, with weekly pre-release parts in between and quick hotfixes after each release. The second half of 2026 shows it clearly:
- Update 6, end of August 2026, with hotfixes 0.6.1 to 0.6.6 through September 14. It moved the network protocol from
hytale/2tohytale/3, so servers and plugins needed a rebuild. Since Update 6 the client also force-closes on hardware limited to OpenGL 4.0. - Update 7, October 12, 2026, released as Chapter I: Out of the Breach after a pre-release that opened on September 3, followed by hotfixes 0.7.1 (October 13), 0.7.2 (October 14) and 0.7.3 (October 21).
- Update 8, in weekly pre-release since October 22, 2026, with Part 2 on October 29 and Part 3 on November 5.
The developers previewed Chapter 1 content in July, and Adventure Mode, the long-promised story side, was not part of the Early Access launch. So "in development" is meant literally: core parts of the game are still arriving.
Update 7: what it changed for servers
Update 7 changed the network protocol again, which meant a server had to run the Update 7 build before updated players could join. It also carried server changes from its pre-release: the server refuses to boot from inside the game's install folder unless told otherwise (it exits with code 11, and --allow-install-dir overrides it), and view distance is capped at 32 chunks. Hotfix 0.7.3 then added an optional SentryDsn key to the server's config.json, so owners can send server and plugin errors to their own Sentry project, and relaxed a Linux requirement: Hytale's native QUIC library now needs glibc 2.28 instead of 2.38.
The pattern is the point. Each numbered update so far has touched something an operator has to act on, whether the protocol, a boot rule or a config key.
Update 8 in pre-release, part by part
Update 8 is the most server-heavy update in a while, and it is still changing week to week:
- A new default network transport. Dedicated servers on Update 8 start on the quiche transport instead of netty. Netty stays available with
--transport QUIC, and a platform without the native quiche library falls back to it with a warning. Release servers on 0.7.3 still default to netty. - Global world event state moves. It leaves
universe/events.jsonforuniverse/resources/GlobalWorldEvents.json, and the old file is migrated on the next boot. A server older than the change does not read the new file, so do not roll a world back across that line without a backup. - Less of the world in memory (Part 2, October 29). The lower parts of each chunk load and unload on their own, so the server holds less of the world in memory, and a server no longer runs out of memory when players fly through new terrain. A world's seed can also be set at creation.
- More memory work and cleanup (Part 3, November 5). Less memory used when saving chunks and lighting, a fix for dropped connections, an opt-in preview of the new asset editor, Turkish as a language, and removed plugin APIs, among them biome ID lookups in InterpolatedBiomeCountList,
CaveNode.forEachChunk(LongConsumer)andEvaluator.NOT_USED. Plugins that use them need changes before Update 8 ships.
Pre-release parts are for testing, not for a community's main world. Everything above can still move before the release build.
What a server owner should test now
- Run a pre-release test instance, separate from your main world, and watch the boot log for the transport line: quiche, or the netty fallback with its warning.
- Check plugins against the removed APIs. If a plugin calls any of them, it breaks on Update 8.
- Back up before the first Update 8 boot, because the global world event file migrates one way.
- Measure memory under exploration, the case Part 2 targets. The server manual's floor is 4 GB of memory and Java 25, and the right heap size is still the one you measure at your peak.
- Plan the release day. If Update 8 changes the protocol as 6 and 7 did, players who update will not join an old server.
Running a server through a weekly cadence
A game that patches most weeks asks for a different routine than one that patches every few months. What works for Hytale servers:
- Keep two instances. The community's world stays on the release build; a second, disposable instance follows the pre-release parts, so plugin breaks show up there first.
- Read the notes for the words that matter to you. In Hytale's notes those are "protocol", "server", "config" and anything naming a plugin API. Updates 6 and 7 both changed the protocol, Update 7 changed a boot rule, 0.7.3 added a config key, and Update 8 removes APIs.
- Update fast after a protocol change. When the protocol moves, updated players cannot join an older server, so the hours after a release are the ones that decide whether your community plays or waits.
- Treat hotfixes as server updates too. Hotfix 0.7.3 listed server fixes, which a dedicated server only gets once it runs that build.
None of this is unusual for an Early Access game, but Hytale's pace makes it weekly work rather than a monthly chore.
What is not known yet
Update 8 has no release date. The pre-release notes describe what is being tested, not when it ships, and the past pattern, a pre-release opening early in a month and the release some weeks later, is a habit rather than a promise. Nor is there a published roadmap date for Adventure Mode. What is safe to say is that Hytale is not standing still: between the weekly parts and the hotfixes, anyone running a server for it should expect to touch that server most weeks.
The developers' running notes for the current pre-release are on Hytale's Update 8 pre-release patch notes.
FAQ
- Is Hytale still in development?
- Yes. Hytale has been in Early Access since January 13, 2026 and gets updates almost every week. Update 7 shipped on October 12, 2026, and Update 8 has been in weekly pre-release since October 22.
- Was Hytale cancelled?
- It was, in 2025, while owned by Riot Games. Later that year the studio's founders bought the game back, and it launched in Early Access on January 13, 2026.
- When does Hytale Update 8 come out?
- There is no release date. Update 8 is in weekly pre-release since October 22, 2026, with Part 3 released on November 5.
- What does Update 8 change for Hytale servers?
- Dedicated servers start on the quiche network transport instead of netty, global world event state moves to a new file, the server keeps less of the world in memory, and some plugin APIs are removed.
- What does a Hytale server need?
- The official server manual sets the floor at 4 GB of memory and Java 25, on x64 or arm64. The right amount above that depends on players, view distance and how spread out the world is, so measure at your peak.
- Can a Hytale server run on ARM hardware?
- Yes. The server manual lists arm64 alongside x64, with Java 25 and at least 4 GB of memory either way.
- Do Hytale updates break server plugins?
- Often. Update 6 changed the network protocol so plugins needed a rebuild, and the Update 8 pre-release removes several plugin APIs, so plugins that use them need changes before Update 8 ships.