Simon 发布于 25/12/17 00:22
We are delivering on our promise and releasing Hytale into Early Access on January 13, 2026, with all the consequences that come with that decision.
我们正在兑现承诺,将于 2026 年 1 月 13 日将 Hytale 发布抢先体验版本,并为此决定承担所有可能的后果。
In just a few weeks, we merged roughly 300 branches, modernized a four-year-old code & asset base, scaled the team from 8 people to 50 core developers plus ~250 helping hands, tracked close to 1,000 bugs and fixed hundreds of them, added Mac and Linux support, and built an Exploration Mode that simply did not exist before.
短短几周内,我们合并了约 300 个代码分支,将四年前的代码与资源库进行现代化重构,团队规模从 8 人扩展到 50 名核心开发者及约 250 名协助者,追踪近 1000 个程序错误并修复了其中数百项,添加了Mac与Linux系统支持,还构建了此前完全不存在的探索模式。
When we started the mission to save Hytale, we made a clear promise: Launch without any delays, at any cost.
当我们启动拯救 Hytale 计划时,我们做出了明确的承诺:不惜一切代价,绝不延期发布。
We are keeping that promise, even though it is a herculean task. In an alternate timeline, the most intelligent production decision would be to delay launch by 3-4 months, complete the obvious work in front of us, and avoid the overhead and distractions of maintaining a live product. The game would objectively be better on day one. That is not what we are doing.
我们正在坚守这份承诺,即使这是一项艰巨的任务。在另一条可能的时间线上,最明智的决策应是延期3-4个月,先完成眼前既定的开发工作,避免因维护线上产品产生的额外负担与干扰。这样游戏在首发日的品质客观上会更完善——但这并非我们选择的方向。
Moving this fast also comes with very real downsides, and you have already seen them. We make visible progress every week, sometimes so much that key community members work overtime to keep up with the news - but you have also seen us drop the ball.
如此的高速推进必然会伴随一些真实出现的消极情况,各位已经目睹了一些。我们每周都取得肉眼可见的进展,有时进展过快甚至导致核心社区成员需要加班跟进消息——但各位也看到了我们存在一些疏漏。
Some concrete examples:
以下是一些具体的例子:
1- Name reservations were intended to reward longtime fans. Still, we lacked sufficient time and information to verify the email list's integrity, and some longtime fans were missing from it.
2- The username generator produced unintended results, and our name filters failed to catch some unacceptable cases.
3- The payment system continues to report issues.
4- Communication regarding avatar customization, Steam release, modding, and pricing was insufficiently detailed, leading to misinterpretation or confusion.
5- Blog posts and technical write-ups have landed on an unpredictable schedule.
6- Game server providers, server owners, creators, and business inquiries are not receiving responses as quickly as we would like or as they deserve.
1. 保留用户名功能本意为回馈长期支持者,但因缺乏充足的时间与信息,未能完整验证邮箱列表的准确性,导致一些长期期待的粉丝朋友们没有被纳入邮件列表之中。
2. 用户名生成器了预期之外的结果,而且我们的用户名过滤系统未能拦截部分不可接受的用户名。
3. 支付系统持续出现异常报告。
4. 关于角色外观自定义、Steam 平台发行、模组支持及定价政策的说明不够详尽,引发误解或困惑。
5. 博客发布与技术性总结的发布节奏无法预测。
6. 游戏服务器供应商、服主、内容创作者及商业合作咨询的响应未能达到我们或他们所期望的速度。
This is the tradeoff we all have to accept: You can’t make an omelette without breaking a few eggs. We wish we had more time to double-check every step and spend more time on communication, but that time comes at a steep opportunity cost. Extra polishing reduces the overall impression of Hytale on January 13. Our primary focus is the game.
这是我们所有人都需接受的取舍:欲成大事,难免小失。我们何尝不愿用更多时间反复校验每个环节、深化沟通,但额外的时间意味着高昂的机会成本。过度打磨将削弱 Hytale 在 1 月 13 日带来的整体印象。我们的首要的重心始终是游戏本身。
The team is in a constant release cycle. Every week until launch is tightly scheduled, and we are doing this with a core team of around 50 people assembled in weeks, not a massive AAA organization. That means we are taking hundreds of calculated risks every day. Most pay off. A small fraction doesn’t - and when they don’t, the impact is very evident.
团队正处在持续发布周期中。直至正式发布前的每周都已排满日程,而执行这一切的仅是数周内组建的约50人核心团队,而非庞大的3A级团队。这意味着我们每日都在进行数百次风险评估,多数决策成效显著,少数未能达标——而当后者发生时,其影响将尤为明显。
If I could ask for one thing from the community, it’s this: Please keep reminding each other what this pace implies - especially newer players who were not around for the #SaveHytale moment and may not know what the Early Access experience is meant to be for us.
如果要我向社区提出一项请求,那便是:请相互提醒当前推进的速度意味着什么——特别是那些未经历 #SaveHytale [1] 行动的新玩家,他们可能并不理解抢先体验阶段对我们的特殊意义。
Some people will not be able to get their desired username. Some will run into payment issues. Some information will arrive later than it ideally should. This is not because we don’t know better; it’s because we are choosing to keep a promise.
有人可能无法获得心仪的用户名,有人会遇到支付问题,部分信息的发布也将晚于理想时间。这并非因为我们不明事理,而是我们选择坚守诺言。
For us, Early Access success looks like this: you start a world, and the first impression and immersion leave you thinking, “This is much better than they said.” After more time, you also start to see the rough edges - and still end your first day thinking, “This game has a lot of potential. I’ll come back and keep up with updates,” or get you inspired to get into making maps, content, mods or a minigame server.
对于我们而言,抢先体验的成功标准在于:当你开启新世界时,初次的沉浸体验能让你感叹道:“这远比他们描述得更出色。”经历更多体验之后,你也会开始察觉到粗糙之处——在结束首日游戏后仍会认为:“这款游戏潜力巨大,我会持续关注更新。”甚至激发你尝试制作地图、内容、模组或小游戏服务器的灵感。
As you will be playing through the first week of Hytale, we will already follow up with the first patch. We will release updates rapidly in the first few weeks, with pre-releases available more frequently. You start on the 4-year-old archeology project, but within months, you will find yourself in a flow of rapid development, previously unthinkable.
当各位体验 Hytale 首周内容时,我们将会筹备首个补丁。前几周我们将快速发布更新,预发布版本会更频繁推送。你接触的初始版本源于四年前的古老工程,但数月之内,你将亲历此前难以想象的快速开发节奏。
We appreciate that the community has high expectations for Hytale, but please remember that we are fulfilling a promise we made early on: to release as soon as possible. That is what the core community asked for. Our biggest fear right now is not criticism - it’s that the story of #SaveHytale gets forgotten during Early Access, and the team ends up wishing we had simply delayed those extra four months instead of keeping our word.
我们深知社区对 Hytale 抱有极高期待,但请铭记:我们正在履行最初许下的承诺——尽早发布。这正是核心社区所期盼的。当前我们最担心的并非批评指责,而是 #SaveHytale 的故事在抢先体验阶段被遗忘,最终让团队产生“若当初延期四月而非坚守承诺该多好”的念头。
译注:
[1] #SaveHytale: 这是一个在X平台上推起的一项活动,自 Riot Games 公司解散 Hytale 开发组并废弃项目后,社区成员便自发形成了该项活动与请愿,这项活动也为 Simon(即Hytale创始人)下定决心,将Hytale以最快的速度让大家玩到——正如本文 Simon 说的那样。