Hytale
AdventureRPGSandbox0 Modsopenmods.json · supportedGameId: "hytale" or 116
A voxel adventure RPG with server-side modding at its core, reborn as an independent studio.
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What Hytale is
Hytale is a block-based sandbox adventure RPG from Hypixel Studios, the team that grew out of the Minecraft server Hypixel. It pairs voxel building with scripted adventure content: dungeons, NPCs, combat, and minigame worlds, all on top of a creation toolset the studio treats as a first-class part of the game rather than a bolt-on.
Its road to release was anything but normal. Riot Games acquired Hypixel Studios in 2020, then cancelled Hytale in June 2025. Months later the original founders, Simon Collins-Laflamme and Philippe Touchette, bought the IP back, reformed Hypixel Studios as an independent company, and shipped the game into Early Access on January 13, 2026. It's sold directly through hytale.com (not Steam), runs on Windows, macOS, and Linux, and Collins-Laflamme has publicly committed to funding development for roughly a decade.
Why modding works differently here
If you're coming from Minecraft, the most important thing to understand about Hytale modding is that it is server-side first. There is no client mod folder. Players join a modded server and the server pushes everything needed to play, so there's no manual download step, no version-matching dance, and no client-side mod conflicts. The trade-off is deliberate: the studio doesn't support client mods, which keeps the ecosystem stable at the cost of the free-for-all client tinkering Minecraft players are used to.
Two kinds of modifications sit on top of that model:
- Plugins are Java programs (
.jarfiles) built against the server API. They make deep gameplay and systems changes. If you've written Bukkit or Spigot plugins for Minecraft servers, this is familiar territory. - Asset packs are JSON data plus art assets. They define and reshape content: blocks, items, NPCs, and world generation, without writing code.
Notably, Hytale's developers explicitly rejected text-based and Lua scripting. Visual scripting (a Blueprint-style node system) is on the roadmap but was not shipped at Early Access. For now, deep logic means Java.
The toolchain as it actually stands
The official creation tools at Early Access were a work in progress, and the studio was openly candid about that. The set includes a Hytale Asset Editor (with acknowledged gaps around NPCs, world generation, and interactions), a Blockbench plugin for Hytale-compatible models, textures, and animations, an internal Asset Graph Editor for world-gen and NPCs that wasn't yet at the studio's quality bar, and in-world Creative Tools.
One thing to be skeptical about: several third-party sites claim Hytale launched with C# scripting and an exclusive CurseForge partnership. The studio's own modding post says neither is accurate. The plugin language is Java, and as of launch a polished first-class mod distribution flow was still being built. CurseForge exists as a community gathering space, not an official exclusive hub.
What you'll find on OpenMods
Early days. Hytale modding is brand new, the official distribution channel is still maturing, and most serious mod work is happening directly in Java against the server API. OpenMods skews toward GitHub-published projects, which suits Hytale's plugin scene well, since server plugins are exactly the kind of thing developers version-control and publish openly.
Expect this catalogue to fill out as plugin authors publish their .jar projects and asset-pack creators share their work. The page below tracks what's been published so far.
Practical notes for early adopters
- It's Early Access: systems and the modding APIs will shift. Plugins built today may need updates after each game patch. Don't assume binary compatibility across versions.
- You don't install mods as a player: you join modded servers, or you run your own. The mental model is "server owner installs, players just connect."
- Plugin devs want a Java toolchain: the server API is Java, and the Bukkit/Spigot mental model transfers directly. Prior Minecraft-server-plugin experience is the single biggest head start.
- Back up server worlds before adding plugins: a mid-development API can corrupt or invalidate world data between versions. Keep copies.