The dev that saved Minecraft’s most exciting sandbox successor warns it’s “not good enough, I genuinely mean it”

Hytale’s Journey: A Candid Look at Development Challenges

Simon Collins-Laflamme, the founder of Hytale, is candid about the state of the highly anticipated game, which he has rescued from the brink of cancellation. Originally developed by Hypixel Studios, known for their successful Minecraft servers, Hytale was acquired by Riot Games, only to be shelved in June. Collins-Laflamme stepped in to revive the project, assembling a team of over 30 developers who are intimately familiar with its intricacies. However, he emphasizes that the game is not yet in a polished state.

In a recent statement, Collins-Laflamme expressed his commitment to transparency, stating, “When I say Hytale is not good enough, I genuinely mean it. It’s not some reverse psychology trick.” This admission comes on the heels of the studio announcing an “aggressively low” pricing plan aimed at attracting players. He cautions potential buyers that while Hytale has the potential to evolve into one of the premier sandbox games, it is still a work in progress.

The team made a strategic decision to abandon a newer cross-platform engine, which would have required an estimated two years to reach a playable state. Instead, they are utilizing a four-year-old game build, piecing together over 300 prototype versions into a single playable branch. “None of it was meant to be released this quickly and in this way,” Collins-Laflamme explains. He acknowledges the current lack of game progression mechanics, which are essential for a fulfilling gaming experience. “The exploration of the game is fun, don’t get me wrong, but man, I wish we had more time to get a few more features or configurations in to enhance that experience,” he adds. “But no, we break the curse of release and fix [it] later.”

Collins-Laflamme is aware that this approach may lead some to believe the game is destined to remain in a subpar state. “I hope that people who share the game will explain the situation we are in and how we got here,” he remarks. He acknowledges that the gameplay video released recently is somewhat lacking in depth, particularly in the long-term gameplay loop. “Combat, game vibe, and exploration are great fun, but there needs to be mechanics to keep it going over time,” he notes.

Emphasizing the importance of feedback, Collins-Laflamme shares his perspective on criticism. “One thing I have learned over time is to enjoy the painful feedback,” he states. “It is the most critical part of making games and improving yourself as a game designer. When I read negative feedback on the gameplay video, I don’t get defensive or hurt. I’m literally like, ‘Yep, they are not wrong,’ or, ‘Why do they think like this? How can I solve their problem?'” He credits the community’s input over the past 14 years on Minecraft as invaluable in shaping their development process.

While the initial experience may be rough around the edges, Collins-Laflamme reassures players that this is part of the developmental journey. “Of course, I’m confident it’s going to be ‘okay’ for release,” he states. However, he acknowledges the myriad challenges they face, including bug fixes and design refinements. “We inherited a true hardcore engineering and design challenge, and we are on the clock to deliver early access,” he adds.

Collins-Laflamme’s transparent approach resonates with many, especially given Hypixel’s legacy as a community-driven team. He concludes with a promise: “The game is owned by someone who cares and understands the situation, and I will do my best to empower my team to make a great game, however long it takes. This time, with all of you along for the ride, if you wish to be a part of it.”

AppWizard
The dev that saved Minecraft's most exciting sandbox successor warns it's "not good enough, I genuinely mean it"