Simon
发布于 2026 年 1 月 29 日
为加快开发进程,Hytale未来将采用以下更新模式!
简而言之
请注意,出于假期、带薪休假或其他原因,我们偶尔可能跳过当周更新。
游戏内将明确标注预发布版的不稳定性。您可能已注意到我们有自动存档的备份功能,但若计划在预发布版中继续使用原有存档,请务必自行备份数据!
当预发布版本达到稳定状态(可能经过单次或多次更新后),我们将安排发布正式版并告知所有用户。
关于本周更新,预发布版不会有重大改动,我们正在适应新节奏并需调整更新周期。
需要说明的是,若预发布版经历 5 次更新,正式版将包含这 5 次更新的全部内容。
若我们确定某周会发布正式版,我们将提前数日公开通知,以便模组作者和服务器做好适配准备。
KweebecCorner
发布于 2026 年 1 月 29 日
稳扎稳打的做法,既能让普通玩家无需频繁跟进更新,又能让核心玩家每周都有新内容可探索。
Simon
发布于 2026 年 1 月 29 日
没错,这正是我们的目标!
对我们团队而言,最大的好处在于部分开发人员能摆脱持续发布模式,更专注于内容创作。
Prowl8413
发布于 2026 年 1 月 29 日
关于版本命名我有个疑问。我们会一直沿用“更新 1”、“更新 2”这样的叫法吗?还是说会改用某种版本号体系?
例如:
0.1 = 更新 1
0.2pre = 更新 2 的预发布版
或者采用其他形式的版本号?
Simon
发布于 2026 年 1 月 29 日
我们过几天就会确定具体方案;现在,由于处于抢先体验阶段,我个人觉得暂时不需要太纠结这个!
原文:
发布于 2026 年 1 月 29 日
为加快开发进程,Hytale未来将采用以下更新模式!
简而言之
- 预发布版将每周更新
- 预发布版提前开放功能以收集反馈和错误报告
- 当预发布版状态稳定时发布正式版(约每 2-6 周)
- 模组作者和服务器拥有者将有更长时间适配更新
- 开发团队能更专注于内容开发而非版本发布
- 热修复补丁仍会随时推送至预发布版与正式版
请注意,出于假期、带薪休假或其他原因,我们偶尔可能跳过当周更新。
游戏内将明确标注预发布版的不稳定性。您可能已注意到我们有自动存档的备份功能,但若计划在预发布版中继续使用原有存档,请务必自行备份数据!
当预发布版本达到稳定状态(可能经过单次或多次更新后),我们将安排发布正式版并告知所有用户。
关于本周更新,预发布版不会有重大改动,我们正在适应新节奏并需调整更新周期。
需要说明的是,若预发布版经历 5 次更新,正式版将包含这 5 次更新的全部内容。
若我们确定某周会发布正式版,我们将提前数日公开通知,以便模组作者和服务器做好适配准备。
KweebecCorner
发布于 2026 年 1 月 29 日
稳扎稳打的做法,既能让普通玩家无需频繁跟进更新,又能让核心玩家每周都有新内容可探索。
Simon
发布于 2026 年 1 月 29 日
没错,这正是我们的目标!
对我们团队而言,最大的好处在于部分开发人员能摆脱持续发布模式,更专注于内容创作。
Prowl8413
发布于 2026 年 1 月 29 日
关于版本命名我有个疑问。我们会一直沿用“更新 1”、“更新 2”这样的叫法吗?还是说会改用某种版本号体系?
例如:
0.1 = 更新 1
0.2pre = 更新 2 的预发布版
或者采用其他形式的版本号?
Simon
发布于 2026 年 1 月 29 日
我们过几天就会确定具体方案;现在,由于处于抢先体验阶段,我个人觉得暂时不需要太纠结这个!
原文:
Simon:
To speed up production, here’s how Hytale updates will work going forward!
TL;DR
• Pre-release updates go out weekly
• Pre-release to get features earlier for feedback & bug reports
• Releases ship when pre-release is in a good state (every ~2–6 weeks)
• More time for modders and servers to adapt
• Our developers spend more time building, less time shipping
• Hotfixes can still ship at any time to both pre and release
Going forward, we’ll use the pre-release patchline to be a bit more adventurous. It will be updated weekly and may be unstable by design; this is where new features, larger changes, and iterations happen.
FYI, we might skip a week from time to time for holidays, PTO, or other reasons.
Pre-release instability will be clearly communicated in-game. As you might have noticed, we have automated world backups, but always back up your own data if you plan to keep using the same worlds in pre-release patchline!
Once we’re comfortable with the pre-release state (can be a result of one or several updates), we’ll schedule it to release and communicate to everyone.
As for this week, don't expect anything major for pre-release, we are getting into the rhythm of things and need to off-set the cadence.
To clarify, if we update the pre-release with like 5 updates, the release will contain those 5 updates.
If we are aiming for a release week, we will make the call publicly and tell people to prepare their mods/servers a few days beforehand.
KweebecCorner:
Solid approach, manageable for general players so they aren’t constantly needing to check in, but still plenty to discover week to week for more dedicated players
Simon:
Yep, that's the goal!
The big plus for us is that some of the devs aren't stuck in constant shipping mode and can focus on creating content.
Prowl8413:
I have a questions about versioning? Are we going to just keep calling it "Update 1" "Update 2" etc? Or are you guys going to change to some form of versioning?
Example:
0.1 = update 1
0.2pre = pre release for update 2
Or, some other version of this?
Simon:
Will figure that one out in the coming days; for now, it doesn't matter much to me while in early access!
To speed up production, here’s how Hytale updates will work going forward!
TL;DR
• Pre-release updates go out weekly
• Pre-release to get features earlier for feedback & bug reports
• Releases ship when pre-release is in a good state (every ~2–6 weeks)
• More time for modders and servers to adapt
• Our developers spend more time building, less time shipping
• Hotfixes can still ship at any time to both pre and release
Going forward, we’ll use the pre-release patchline to be a bit more adventurous. It will be updated weekly and may be unstable by design; this is where new features, larger changes, and iterations happen.
FYI, we might skip a week from time to time for holidays, PTO, or other reasons.
Pre-release instability will be clearly communicated in-game. As you might have noticed, we have automated world backups, but always back up your own data if you plan to keep using the same worlds in pre-release patchline!
Once we’re comfortable with the pre-release state (can be a result of one or several updates), we’ll schedule it to release and communicate to everyone.
As for this week, don't expect anything major for pre-release, we are getting into the rhythm of things and need to off-set the cadence.
To clarify, if we update the pre-release with like 5 updates, the release will contain those 5 updates.
If we are aiming for a release week, we will make the call publicly and tell people to prepare their mods/servers a few days beforehand.
KweebecCorner:
Solid approach, manageable for general players so they aren’t constantly needing to check in, but still plenty to discover week to week for more dedicated players
Simon:
Yep, that's the goal!
The big plus for us is that some of the devs aren't stuck in constant shipping mode and can focus on creating content.
Prowl8413:
I have a questions about versioning? Are we going to just keep calling it "Update 1" "Update 2" etc? Or are you guys going to change to some form of versioning?
Example:
0.1 = update 1
0.2pre = pre release for update 2
Or, some other version of this?
Simon:
Will figure that one out in the coming days; for now, it doesn't matter much to me while in early access!