Simon Is Personally Building Hytale Weapon and Armor Affixes, Says "Pretty Much All" Crafting Stations Will Be Removed, and Confirms Today's Game Loop Is Temporary

By HytaleCharts Team Category: news 12 min read

Hytale's post-Chapter-1 plan now exists in public, and it exists entirely in replies on X. Simon Collins-Laflamme's 16 October post is the clearest statement yet that today's Hytale is a staging post rather than a foundation: the current game loop "won't be the one we have in the future", world gen v2 becomes the centrepiece, and the old world gen, progression and crafting "feel very dated" in his own words. He is personally building affix-based weapon and armour itemization, described as "another transformative change" that opens reward vectors across the whole game, with ARPG influences going back to the late 90s and affixes like "minion damage" tied to minion runes that have never been announced. The replies add more: pretty much all crafting stations are being removed, horns land by the end of October, character customization gets "Lots of work", automation is a long-term goal, and rune PvP with teams and healing or support runes is on his mind. We carry every quote verbatim with timestamps and links, separate the one dated promise from the eight undated ones, correct our own earlier framing of affixes as mere excitement, and say plainly what server owners should and should not do about it yet.

On 16 October 2026 at 22:25:35 UTC, Hytale co-founder Simon Collins-Laflamme posted the first substantial account of where Hytale goes after Chapter 1, then spent the next 40 minutes answering replies underneath it. The main post stands at 6,767 likes and roughly 3.47 million views at the time of writing, by far the highest-reach Hytale developer post of this window. Three things come out of it, all bigger than any patch note published this month. The hytale game loop players are using right now is explicitly temporary. World gen v2 is positioned as the centre of the future game. And Simon personally is building affix-based weapon and armour itemization right now. Everything below is quoted verbatim with timestamps, and every place we are inferring is labelled. The Hytale Game Loop Today Is Not the One Hytale Keeps The post opens with a statement of RPG intent and then a warning: My goal with Chapter I was to make it clear that we're fully embracing RPG elements, not shying away from them. Now, as I said before, it's also important to work on the basics: better crafting, progression, and everything around them that makes a good game. A lot is going to change; I don't say this lightly. I'm not afraid of it all. The game loop we have today serves early access quite well, but it won't be the one we have in the future. The world will be the main character, thanks to world gen v2. Read "it won't be the one we have in the future" literally, because it carries the whole thread: the loop Chapter 1 shipped is a staging post, not a foundation being extended. He is equally blunt about the current state of it: That being said, I had a great time working on and playing Chapter I myself, but I'm not blind to the fact that the old world gen, progression, and crafting feel very dated. Our vision for Hytale is much grander than what it is today, and given how well Chapter I went, I truly believe we have the team, community, and support to get there. Three systems are called dated by the person who owns the roadmap: world gen, progression and crafting. That is most of what a survival player touches in an hour, and it matches his earlier remark that the game is very basic right now, covered in our piece on Simon telling some players to wait. The third section is about production: Another goal was to see how our production would hold up. This is a brand new team, rebuilt from the ground up just a few months ago, so we needed to learn where to hire and how to adjust our planning. Chapter I was a great first chapter to learn from, and the results were incredible. More than 80% of our hires in the past few months were from the modding community! That hiring figure matters for mod and server authors: the people writing the new systems came from where you did. It sits alongside the team size he gave earlier, in our post-Chapter-1 roadmap write-up. Hytale World Gen v2 Is the Centrepiece, and There Is Now a Hint About 1.0 "The world will be the main character, thanks to world gen v2" is the clearest framing yet of what world gen v2 is for: not prettier terrain, but the thing the rest of the game gets built around. Underneath, @D1NNKA asked at 22:53:46 UTC: "@Simon_Hypixel Are we actually not going to get world gen v2 before 1.0?" Simon replied 91 seconds later, at 22:55:17 UTC, in a post with 143 likes: @D1NNKA I think I can find a way somehow Treat that as a hint and nothing more. It is the first indication that world gen v2 may not be gated behind 1.0, and it is entirely non-committal: no version, no date, no mechanism. For the technical shape of it, see our world gen v2 graph system guide, and for migration, our comparison of v1 against v2 and existing worlds. Hytale Affixes: Simon Is Personally Building Weapon and Armor Upgrades The part loot-focused players and server owners should read twice: While the team is busy with the cozy stuff, I'm personally working on revamping weapon and armor itemization by adding affixes and ways for players to improve their crafted and looted items. As simple as it sounds, it's another transformative change, because it lets us add reward vectors across the entire game. The first version will look basic at first glance, but it will grow over time, with affixes like "minion damage" that work with future minion runes, and much more, to create a wide variety of builds. I've been a big ARPG player since the late 90s, so you can expect to see a lot of inspiration. Unpacked, that paragraph holds several separate claims: Affixes are being built now, by Simon himself, while the team works on cozy and crafting content. Both crafted and looted items can be improved, so this is an upgrade path rather than just a drop table. The purpose is reward vectors across the entire game. Anything that can roll an affix becomes a progression source, which is how hytale itemization changes the value of existing content. The first version is expected to look basic, by his own admission. ARPG influence is explicit, back to the late 90s: a base item, rolled modifiers, builds assembled around them. None of it exists yet. The weapons, armour and tools in the game today are fixed-stat items, catalogued in our complete Hytale item list, which is the baseline affixes would sit on top of. The example affix he names is "minion damage", working "with future minion runes". Minion runes are unannounced. They have never appeared in a patch note, in the Chapter 1 notes or on hytale.com, and exist publicly only inside that sentence. Hytale Minion Runes and the Rune Conversion Pattern One more line makes the pattern visible. At 23:06:02 UTC, in a thread where a player noted that necromancy is already in the game, Simon wrote, in a post with 107 likes: @spoxoid @Dliccione11 yeah but need to be a rune instead Beside the minion runes line, the direction is clear enough to state: abilities that exist as one-off systems are being pulled into the rune framework, and affixes are designed to interact with it. That reading is our inference from two quotes, not a claim Simon made. Our Chapter 1 runes explainer covers what runes already do, and boss abilities arriving as runes is the earlier instance. Hytale Crafting Stations Removed: "Pretty Much All of These" The sharpest answer in the thread went to a complaint about workbench sprawl. At 22:33:49 UTC, @CuttlasHD wrote: @Simon_Hypixel i think the thing i dont enjoy about hytale is the amount of work stations we have rn and the fact that you need all of them to progress in the game. like, why we need one for armor and another one for weapons and UPGRADE BOTH. (and pls simon we need horns, i need red horns) Simon answered at 22:43:06 UTC, in a post with 377 likes: @CuttlasHD Pretty much all of these crafting stations will be removed. Horns coming by end of month. Two unrelated points in four lines. "Pretty much all of these crafting stations will be removed" is the most absolute statement the studio has made about the bench cull, and it goes further than what we reported before: our crafting rework coverage rested on the official line about reducing bench count and moving that work in-world, which left room for benches merging rather than disappearing. Still unsaid: which stations survive, where their recipes go, and when any of it happens. "Pretty much all" also concedes that some remain. Hytale Horns Are Coming by End of Month, and That Is the Only Date "Horns coming by end of month" is the single dated, falsifiable commitment in the entire thread. Said on 16 October, that puts it inside roughly the next ten days from this article: an avatar cosmetic, due imminently. Mind the detail, because the request it answers asked for red horns. Simon did not say which horns, did not confirm a colour, and did not say whether they arrive in a hotfix or an update. Hytale Character Customization: "Lots of Work Will Go Into This" At 22:47:37 UTC, @fallenvanh wrote: "@Simon_Hypixel Cosmetic overhaul when? It feels really outdated and limited Simon I am just gonna be 100% honest with ya", then clarified at 22:54:13 UTC: @Simon_Hypixel I meant more so character customisation in general. Limited eyes and skin colors, entire face locked presets where you cant choose scars, wrinkles eye shapes etc to mix n match. Hopefully all of that changes in the future Simon replied at 22:55:41 UTC, with 80 likes: "@fallenvanh Lots of work will go into this". Five words, no date, no scope. Paired with the horns promise, the near term is one small cosmetic addition this month against an acknowledged, undated overhaul later. Customization is a live sore point for a reason: Chapter 1 removed the colour cast from several garments and rebuilt others, so avatars changed without their owners touching anything, documented in our piece on the removed colour cast. Rebuilding a look in the meantime is covered by our avatar customization guide. Automation: Named as a Big Goal, and the Quote Is Thin At 22:56:59 UTC, @SeyagerYT asked "Any thoughts on the automation scope? apart from NPC", and Simon answered at 22:57:45 UTC, with 152 likes: "@SeyagerYT long term its a big goal ofc". That is the whole exchange, and the quote is thin: intent, no mechanics, no timing. Our answer on automation and tech mods remains the practical version. Rune PvP With Teams and Healing or Support Runes Replying to a post reading "RUNE PVP EVERYONE :)", Simon wrote on 17 October at 15:25:30 UTC, with 214 likes: @flash_canadian love it lol, with teams and healing/support runes this will be interesting to see the meta + minigames ofc The new specifics are team-based rune PvP and healing or support runes, neither of which has shipped. Worth noting next to our PvP weapon tier list, which reflects the current combat model, not that future one. The Hytale Roadmap After Chapter 1: What We Got Wrong, and What Is Unannounced We underplayed affixes. Our earlier roadmap article treated items with affixes and stats as excitement rather than a commitment, and said so explicitly. This post turns it into a firm, personally-owned workstream, so that framing of ours is out of date. A correction, not a scoop we were sitting on. Almost nothing here is dated. No version, date or patch note attaches to affixes, world gen v2, automation or customization. The only date in the thread is the horns one. Minion runes are unannounced. They appear in one sentence of one post and nowhere else. Hytale has published nothing first-party about any of this. The news index, the living hotfixes and pre-release pages, both docs version switchers and the support centre are all unchanged since 12 to 14 October, and the newest hotfix is still 0.7.2, covered in our 0.7.2 write-up. This roadmap exists only in replies on X, the fourth time in a row that the substantive Hytale news has arrived in a reply to a player rather than in an announcement. One piece of earlier context, from a different thread on 15 October at 23:45:40 UTC, belongs here with care. Asked about Chapter 1's effect, Simon wrote: "@bnmootrxv @Prowl8413 It did boost player numbers and sales by quite a lot, but will require our new crafting / cozy content to bring the larger audiance", adding that "chapter 1 was a statement to say we are different and not afraid of embracing RPG". The spelling of "audiance" is his. He gives no figure of any kind, for players or sales, and neither do we. It is quoted only because it explains why cozy and crafting work is being prioritised while he builds itemization alone. What Hytale Server Owners Should Do About This Nothing here is actionable yet, and we would rather say so than manufacture a to-do list. There is no version, no API change and no patch note to prepare against. What is worth thinking about, and this is our inference rather than a claim Simon made: pretty much all crafting stations being removed, plus a replaced game loop, means progression-dependent server content will need revisiting. Quest chains keyed to benches, shop stock built around station-gated recipes, zone progression tuned to crafting speed and economies resting on existing material sinks are all candidates. If affixes land as described, item rewards become an option where there were only cosmetics and currency. Position for now: do not rebuild anything, but avoid pouring weeks into progression content that assumes the current benches are permanent. Our zone progression guide describes the system as it stands, and our Chapter 1 server preparation checklist remains the current-version task list. For why promises like these are not tied to the next patch, see why Update 8 is not Chapter 2, and for the wider structure, early access running to six or seven chapters. One more piece of the same window belongs beside this. In a separate chain finishing on 19 October, Simon ruled out staves and wands before Chapter 2 and placed them "much much later", covered in full in our article on Hytale magic arriving much later than Chapter 2.