Townhall Meeting — May 17 Development Update
With Hytale Update 5 currently planned for May 26, our current goal is to launch a number of major systems and features alongside it.
However, as development and final testing continues, it is important to note that not everything listed below is guaranteed to release all at once. Depending on stability, bugs, balancing, or unexpected issues during the final stretch of development, some features may be delayed slightly and rolled out incrementally after the initial Update 5 launch.
Our current focus is making sure the systems that do ship are stable, polished, and ready for players.
If no major blockers appear, we currently expect some or most of the following content to be available during the Update 5 launch window:
Combat (E.G Weapons Skills E and R)
Daily Quests
Spear Fishing
Trork Dungeon
Gravestones
HUD Updates
New Wallet & Shops
Most of the work listed below is already implemented and currently going through final testing, polishing, and internal iteration.
Throughout April and the beginning of May, quite a few things have been worked on!

RPG Profile + Skills
Our RPG Profile and Skills page is now fully implemented in a MVP/fully functional state!
This includes progression systems for leveling, skills, professions, and player attributes, though testing and balancing still remains.
As part of the progression system, players will receive 1 Attribute Point every 5 levels gained across any skill, allowing further customization of their character build.
Attribute points may currently be allocated into:
Strength
Dexterity
Intelligence
Focus
Spirit
Vitality
Each attribute provides different bonuses and progression benefits. For example, Strength increases melee damage while also improving effects such as Thorns.
Skills also have their own progression bonuses ranging from Level 1 to Level 99, with passive buffs and rewards being automatically unlocked as players continue leveling.
The goal is to make progression feel more meaningful and allow players to gradually shape their own playstyle through both skill progression and attribute specialization.

Combat Updates

All weapon categories are receiving new combat abilities and functionality updates.
Weapons will now gain dedicated E and R abilities, while some weapon types will also receive their own signature Q attacks and additional right-click (RMB) functionality depending on the weapon category.
The goal is to make weapon choices feel more distinct and create stronger combat identities between different playstyles, rather than having all weapons behave similarly.
Example — Daggers
Q = Default attack pattern
E = Throw Daggers
R = Dash Slash
RMB = Enter Stealth (Mobs will temporarily lose sight of you)
The following weapon categories are currently receiving ability support:
Fire Staff
Healing Staff (New)
Frost Staff
Swords
Battle Axes
Maces
Daggers
Bows
Additional balancing, effects, and combat tuning will continue as development progresses.



Wallet & Player Payment Rework

The new Wallet system, alongside all systems tied to the server economy, is now transitioning to a Gold, Silver, and Copper structure. Rather than handling all values purely as Copper, the new approach provides a cleaner foundation for future economic systems and progression.
Rune Coins have also been introduced into the backend systems. These are currently unavailable to players and cannot yet be obtained or used. Their initial implementation is intended purely for internal development and testing while we continue building and iterating on surrounding functionality.
Player shops are the next major step for the economy system. As part of this work, we also plan to solve previous cross-server payment limitations and introduce a new mail system that will act as a foundation for claiming future purchases, rewards, and completed Player Shop sales.

Questing, Dialogue and Lootbag

Questing has received a large overhaul with new HUD functionality, updated UIs, improved dialog systems, and internal backend components.
As part of this work, a new Lootbag system has also been implemented. This system will primarily be used for quest rewards and daily randomized rewards, allowing rewards to be distributed with more flexibility moving forward.
Most of the core functionality is now in place and this feature is nearly ready to ship alongside Update 5.
A few minor bugs still remain and are actively being worked on.


Profession & Crafting System


We are currently working on a brand new crafting system built around more than 10 professions, with each profession being tied to its own individual skill and progression path.
Each profession will provide unique recipes, progression opportunities, and rewards as players continue leveling them. Rather than functioning as simple crafting menus, professions are intended to become meaningful progression systems that encourage specialization and different playstyles.
For example, Carpentry will allow players to create unique furniture, decorations, and other items that may not currently be obtainable through regular gameplay, unlocking additional content as the profession level increases.
The goal is to create a more connected progression ecosystem where skills, professions, crafting, and the world itself naturally work together.
World Building Progress
We are moving full speed ahead on the creation of our new Hub — a living city designed around player interaction and activity.
The new Hub is being built with multiple points of interest and gathering spaces for players, including dedicated buildings for each class, a central trading area, artisan spaces for professions and skills, a PvP arena, and a dedicated arrival and tutorial area for new players.
The goal is to make the Hub feel more than just a place players pass through, but rather a central space where progression, social interaction, and exploration naturally come together.






Furniture, Woooh!
Renlay has officially joined the team and has already started working on a large amount of furniture-related content.
The current focus is on essential decorations and crafting benches first.
Infrastructure Rework Complete
The final infrastructure reworks now appear to be fully completed.
Core systems have been cleaned up and reworked for improved performance, stability, and ease of development moving forward.
Some issues may still occur and are currently being actively monitored.

