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A mod that overhauls Hytale into a bigger experience including gameplay elements from Survival Games, ARPGs and more!

Description

Survival ARPG Overhaul Mod

A comprehensive overhaul that transforms Hytale into a full-scale Survival Action RPG β€” new core systems, reworked mechanics, and deep progression across combat, loot, base-building, and world exploration.

⚠️ Before You Start: This mod overrides many core systems and vanilla assets, making it highly incompatible with other mods. Start a fresh world β€” do not install this on a world you care about. Both Hytale and this mod are under active development, so expect some instability.


At a Glance

Get a taste of what this mod adds.

System What It Does
πŸ– Survival Hunger & thirst bars, water purification, and configurable drain rates
βš”οΈ Player Progression Levels, XP, HP scaling on level-up, and class-based skill trees with active abilities and cooldowns
πŸ† Gear Score Your equipped items' average score directly scales all damage dealt and received
πŸͺ¨ Ore Progression Rarer ores unlock the further you explore from your starting point
✨ Item Rarities & Affixes Common β†’ Legendary rarity tiers; gear rolls 1–4 random affixes plus implicit modifiers
πŸ”© Component Crafting Build gear from tiered components crafted at benches and assembled via the Horradrix Cube
πŸ”¨ Salvaging Break down unwanted gear into components and materials via the Horradrix Cube
πŸ›‘οΈ Combat Block, parry, stamina-based damage mitigation, and a full ARPG damage pipeline
πŸ‘Ύ Enemy Scaling Enemies scale infinitely by distance from spawn, with randomized affixes, named rarities, and damage-type prefixes
🏠 Base Building & Light Wells Claim territory with Light Wells; place benches and set your spawn point inside your base and use Homestones to warp home at any time.
βš”οΈ Raids Player bases (and players) can be raided by one of 15 raid events; co-ownership supported
πŸ›οΈ Room System Discover room recipes by experimenting with room sizes, decorations, and contents
πŸ—ΊοΈ Prefab Spawning Drop custom prefabs into the world β€” surface and underground variants with mob spawning
🧭 Compass A craftable compass that points you toward Wayward Shrines, prefabs, bosses, and something darker…
πŸ’€ Gravestones Fallen players leave a gravestone that stores their items β€” allies can resurrect them, or you can use a Dead Man's Chest to recall it
βš™οΈ Configuration Extensive config file covering combat, enemies, XP, survival, loot, world, building, and more

Core Features

Survival

  • Hunger & Thirst β€” Both bars drain over time and are visible on your HUD, with min/max drain rates for natural variance
  • Food restores hunger; fruits restore both hunger and thirst
  • Craft a Water Bottle to carry 10 charges of water β€” purify dirty water at the campfire
  • Both systems can be toggled on or off via command

Player Progression

Levels & XP

Your HUD shows your World Tier, Average Enemy Level, Gear Score, Player Level, and XP progress toward your next level. Earn XP by defeating enemies, and spend +2 skill points per level in any class skill tree. You also gain a permanent HP increase on each level-up, making progression feel impactful beyond skill points alone.

Skill Trees & Abilities

Specialize your character by investing skill points into one or more class trees. Each tree unlocks passive bonuses and active abilities you can slot into dedicated ability slots. Abilities support cooldowns and resource costs β€” some require specific weapon types. You'll get a chat notification if a weapon requirement isn't met, and the skill tree UI shows all requirements and costs upfront.

Available Now

Class Playstyle Abilities
Knight Durability, defense, group support β€” uses 1H weapons & shields Taunt, Rallying Cry (Ultimate)
Juggernaut Aggressive high-impact melee β€” uses 2H weapons Cyclone, Leap Slam, Chain Pull
Ranger Ranged combat & mobility β€” uses bows & crossbows Aerial Maneuver, Rain of Arrows (pins enemies, Ultimate)
Assassin Mark targets and execute with precision strikes β€” uses daggers & kunai Assassin's Mark, Shadow Strike, Reaper Death Seal (Ultimate)
Mage Homing and area-effect arcane spellcasting β€” uses staves & wands Arcane Missiles, Simulacrum, Arcane Meteor (Ultimate)

Coming Next: Elementalist, Priest and Monk. With many more planned for the future!

Resetting Skills

Use a Sphere of Regret to fully refund all of your invested skill points, letting you rebuild your character without starting over.

Gear Score

Your Gear Score is the average score of your equipped items and directly affects how much damage you deal and receive. Crafted gear matches your player level; dropped gear scales to the enemy's level.

  • Use Runes of Powering to bring an existing piece of gear's score up to your current level.

Ore Progression

Ore spawns in a distance-based progression system β€” the further you explore from your starting point, the more advanced the materials you'll find. Copper starts at 2k blocks out, giving early exploration a true T0 phase before metals begin appearing.

Tier Ore Spawn Range Peak Spawn
T0 Crude 0–2k blocks N/A
T1 Copper 2k–22k blocks ~12k blocks
T2 Iron 12k–32k blocks ~22k blocks
T3 Thorium 22k–42k blocks ~32k blocks
T4 Cobalt 32k–52k blocks ~42k blocks
T5 Adamantite 42k–62k blocks ~52k blocks
T6 Mithril 52k–72k blocks ~62k blocks

Spawn distances are fully configurable.


Loot & Items

Item Rarities

Items come in a tiered rarity system, with a new Set rarity tier now in the game (no Set items yet β€” groundwork is laid for future content):

Common β†’ Uncommon β†’ Rare β†’ Epic β†’ Legendary β†’ Set

Component Crafting

Gear is now crafted from components via the Horradrix Cube. The Arcane, Weapon, and Armor benches have been refactored to craft mod components directly. You will still need to discover ingredients to unlock the recipes for components. You can view locked component recipes at their respective workbenches. All weapon and armor components have custom icons, and their implicit modifiers have been hand-tuned to be tighter and more impactful.

Two-handed weapons roll with double implicit and affix values (this includes base weapon damage implicit values) to compensate for the lack of an offhand item/stat-stick.

The Horradrix Cube serves as a combined crafting and salvage station for mod gear, and also supports cube combining β€” feed similar items into the cube to combine them into upgraded or different items, or combine gear and runes to modify the gear permanently.

Implicit Modifiers

Implicit Modifiers are tied to components. You will be able to see the crafting result of items based on the selected components before crafting.

Salvaging & Shards

You can use the Horradrix Cube to salvage gear back into components and components back into ingredients. Right now it's 1 component/ingredient chosen at random, but future updates will offer ways to improve that through skill lines and room recipes.

Shard Dust is a new material that drops from enemies, chests, and containers such as barrels, coffins, and crates. Smelt it at the furnace to convert it into usable shards, or feed similar dusts into the Horradrix Cube to combine them into higher-quality variants.

Runes of Powering

Runes of Powering are a new item that drop from enemies and loot containers. They come in tiers β€” 3 lower-tier runes can be combined in the Horradrix Cube to produce 1 rune of the next tier. Higher-tier runes can then be used in cube combine recipes to upgrade the Gear Score of your items.

Armors

  • Full T6 Leather and Cloth armor sets added
  • Crude "Wood Armor" set added for T0 β€” craftable from the start before metals are available
  • Metal armor tiers updated: Cobalt is now T4, Adamantite T5, Mithril T6
  • Cloth bolt recipes updated β€” cloth can now be refined at the reworked Loom bench, which now properly works as a processing station
  • Flat life bonuses on components have been converted to increased life percent bonuses

New & Reworked Weapons

Available Now

  • Axe, Battleaxe, Club, Daggers, Longsword, Mace, Shield, Sword
  • Crossbow, Kunai, Shortbow, Staff, Wand
  • All weapons scale across 6 tiers Crude, Copper, Iron, Thorium, Cobalt, Adamantite, Mithril
  • New custom crossbow models, icons and textures
  • New custom kunai models, icons and textures; kunai can now be held to fire
  • New custom wand models, icons and textures; wand can now be held to fire

Note:

  • Arrows have been removed β€” bows and crossbows use the ammo recharge system instead.
  • Teleporters are Legendary / level 60, non-breakable, and can no longer be crafted. They will spawn within Wayward shrines scattered throughout the world at even paces.

Coming Soon: Spellbooks, Spears, Scythes, Sickles, Bombs, Concoctions, Longbows and more!

Loot Tables

Both enemies and chests drop tiered loot based purely on distance from spawn β€” no more mixed or inconsistent rewards. Metal, leather, and cloth drop pools are all properly tiered. Drop rates have been tuned down from previous versions.


Affix System

Gear and enemies can spawn with affixes β€” bonus modifiers that make each item or enemy feel unique. The number of affixes scales with rarity (1–4). Affixes range from T0 to T5: T0 is an extremely rare chase modifier; almost all drops land in the T1–T5 range. Stat types include mana leech, damage taken from, main hand / off hand flat damage, health/mana/stamina leeching, and Assassin Marks. A custom inventory page lets you view all active affixes and your full player stats.

Enemy Damage Type Prefixes

Enemies have a 25% chance (configurable) to roll with a damage type prefix, granting them flat bonus damage of that type. Enemies with a prefix award 50% bonus XP on kill, making them worth hunting down. The roll chance and bonus damage values are both adjustable in the config.


Combat

Blocking

  • Stability affixes increase how efficiently you block incoming hits
  • Unblocked damage drains Stamina before cutting into Health
  • Barrier on Block is a new stat that grants temporary protection on a successful block β€” Barrier also applies to fall and environmental damage

Parrying

  • Stability and Parry Window affixes improve timing and effectiveness
  • A successful parry evaluates total incoming damage against your stamina
  • Failed parries are treated as blocked hits

Damage Types

Enemies now have catalogued damage types, combat types, and damage values tuned per enemy group, giving each faction a more distinct and sensible feel in combat. Weapons deal specific damage types that feed into a custom ARPG-style damage pipeline β€” old unused damage types have been removed and new weapon/forced type scaling damage types added:

  • Weapon damage type β€” ability damage scales directly off your equipped weapon
  • Fall and environmental damage runs through the damage pipeline, and dedicated stats (including Barrier) can reduce it

All existing class abilities have been updated to scale off main hand with appropriate modifiers β€” ultimates in particular now feel appropriately powerful.

Signature Energy

Signature Energy is earned by both dealing and taking damage β€” one point per hit in each direction. Future affixes will interact with this mechanic to create deeper combat loops.

Resources

Health, Mana, Stamina, and Ammo all regenerate at configurable base rates. Affixes and skill tree nodes can add flat or percentage bonuses on top. Ammo is a recharging resource (no longer a consumed item) and appears on your HUD when using a compatible weapon.


Enemies

  • Enemies scale infinitely based on how far you've traveled from the start
  • Each enemy group has a hand-crafted catalogue defining their damage type, combat type, and damage values β€” giving enemy factions a balanced but distinct feel appropriate to their identity
  • Enemy level and rarity persist correctly through logout/login
  • Enemies can spawn with 1–4 affixes based on their rarity tier
  • Enemies have a 25% chance to roll with a damage type prefix, adding flat bonus damage and granting 50% extra XP on kill
  • Enemy name and level are displayed above the health bar (configurable)
  • Loot and damage notifications only appear for the players directly involved in the kill or hit

Prefab Spawning

The mod includes a fully configurable prefab spawning system that places custom structures throughout the world as you explore. Three spawn categories are currently active, each with its own folder in the mod directory:

Folder Where It Spawns Mobs
surface Overworld, above ground No
underground Below ground No

Drop your own *.prefab.json files into the appropriate folder and they'll be picked up automatically. Dungeon variants use spawner blocks to populate structures with enemies. Surface prefabs no longer paste air blocks, so terrain can grow over and around them naturally. Prefab placements are registered to world data, enabling the compass and future explorer tracking features.

The mod also ships with a Wayward Shrine prefab β€” a discoverable landmark that provides utility to explorers. Wayward Shrines have their own spawn flow and config settings separate from general prefabs.

⚠️ Surface & Underground Dungeons Temporarily Disabled β€” The surface_dungeon and underground_dungeon categories have been disabled due to spawners crashing the game. I am looking into other ways to approach this.


Wayward Compass

The Wayward Compass is a craftable navigation tool that can help you track down nearby points of interest:

  • Wayward Shrines β€” fast travel and utility landmarks scattered across the world at even paces
  • Prefabs (Surface & Underground) β€” custom structures placed throughout the world
  • Dungeon Prefabs (Surface & Underground) β€” custom structures placed throughout the world
  • World Bosses β€” powerful enemies worth hunting down (coming soon)
  • Something Dark β€” a dark presence lingers… (coming soon)

Base Building & Light Wells

Light Wells are the foundation of your base β€” place one to claim territory and set your spawn point. The Light Well features a new block model and animations.

  • Placing a Light Well automatically sets it as your spawn location
  • Breaking your active Light Well resets your spawn to world spawn
  • Co-ownership supported β€” share territories with other players via the Light Well UI. Just interact with your or another player's Light Well to get started
  • Territory can be cleared via admin command if one gets stuck
  • A craftable Homestone item lets you teleport back to your owned or co-owned Light Well from anywhere in the world β€” you'll warp in close to your light well

Raids

Player bases (and players, if enabled via config) can be raided. Once a Light Well is placed, your territory becomes a target. The raid system supports co-ownership β€” all owning players will see and be able to participate in base raids.

  • 15 current raid events can trigger against a base or player
  • Raid enemies spawn at a level appropriate for online owners and co-owners
  • The raid HUD now shows enemies remaining, and the raid ends automatically when all enemies are defeated
  • Admins can force a raid on any base or player via command
  • Default raid cooldown is now 90 minutes (still configurable)

Room System

Discover new room recipes by experimenting β€” build rooms of different sizes, fill them with decorations, benches, and contents, and see what recipes you unlock.

  • Discovered room recipes appear in the recipe book, use the /discovered command to view them.
  • Admin commands are available for clearing room recipes

Gravestones - Death doesn't have to mean sitting out!

When a player dies, they leave behind a gravestone at their location that stores their dropped items. Allies can spend 10 seconds interacting with it to resurrect the fallen player. While interacting with a gravestone you will be unable to move, and taking damage cancels the resurrection forcing you to start over.

Each player can have up to 1 active gravestone at a time. If you die again while a gravestone already exists, creating the new one will cause the previous gravestone to drop its stored items on the ground wherever it was located.

The new craftable Dead Man's Chest item lets you recall your gravestone and its stored items directly to you β€” useful when allies aren't available to resurrect you and there's no shot you are getting back to your body.


Configuration

A config file is generated automatically on first run, and any missing entries are regenerated on startup. Current options include:

  • Combat β€” player/enemy damage, parry window, base enemy damage
  • Enemies β€” level scaling, nameplates, origin point for level scaling, enemy prefix roll chance and bonus damage values
  • XP β€” XP gain rates, XP required per level
  • Survival β€” hunger/thirst toggle, drain rates (min/max), death on empty toggle
  • World β€” ore spawn distances and distribution
  • Player β€” base regen rates for Health, Mana, Stamina, and Ammo
  • Building & Raids β€” Light Well territory, raid settings (including cooldown), room system
  • Prefab Spawning β€” spawn range, spawner density, spawn frequency per category; separate config for Wayward Shrines
  • Logging β€” enable/disable loot and combat logs at the server level and per player

Note: Loot drop chance and recipe drop chance are no longer configurable β€” loot is now determined by static distance-based drop pools.


What's New β€” v3.3.0

Player Progression

  • Mage class implemented with three abilities: Arcane Missiles, Arcane Meteor, and Simulacrum
  • HP buff on level-up β€” players now gain a permanent HP increase each time they level up
  • Sphere of Regret added β€” use it to refund all invested skill points and rebuild your character
  • All existing class abilities updated to scale off main hand with appropriate modifiers β€” ultimates especially now hit much harder
  • Skill page replaced with VanillaUI, fixing several long-standing bugs
  • Unarmed asset updated to allow for ability casting

Weapons & Crafting

  • Staves fully implemented β€” reworked interactions, new components, and crafting recipes
  • Wands fully implemented β€” interactions, components, and crafting; balanced to have their own damage niche
  • Two-handed weapons now roll with double implicit and affix values
  • Weapon damages rebalanced across the board β€” most weapons buffed; wands given their own distinct place in the damage hierarchy
  • Component and entity ticking system implemented to support homing projectiles (used by Mage abilities)
  • Runes of Powering added β€” tiered items that drop from enemies and containers; 3x can be cube combined into the next tier; used to upgrade item Gear Score via the Horradrix Cube
  • Tanning Rack updated to require soft hides instead of light hides, making it craftable in world tier 1
  • Dead Man's Chest item added β€” recalls your gravestone and stored items to you
  • Homestone item added, replacing the /home command; warps you in close to your Light Well
  • Flat life bonuses on components swapped to increased life percent bonuses
  • Teleporters are now non-craftable (previously only intended to be non-craftable)

Enemies & Combat

  • Enemy damage catalogues added β€” every enemy group now has defined damage type, combat type, and damage values for a more balanced and distinct feel per faction (big guys are brutes, small guys are fast, rangers crit hard, etc). This also fixed the existing biome difficulty scale issue, so all biomes feel appropriate for their enemy level.
  • Damage pipeline reworked to use new enemy values; old unused damage types removed; new weapon/forced type scaling damage types added
  • Damage type prefixes for enemies β€” 25% chance to roll with a flat bonus damage prefix; prefix enemies award 50% bonus XP
  • New config options for base enemy damage, prefix roll chance, and prefix damage values

Raids

  • Raid HUD now shows enemies remaining
  • Raids now end automatically when all enemies are defeated
  • Raid enemies now spawn at a level appropriate for online owners/co-owners

Gravestones

  • Gravestones now persist on death (1 per player at a time)
  • Gravestones now store the player's dropped items β€” creating a new gravestone drops the previous one's stored items
  • Dead Man's Chest item added to recall your gravestone remotely

World & Loot

  • Shard Dust now drops from barrels, coffins, crates, and other containers
  • Uncommon Shard Dust drop rates increased; Rare Shard Dust drop rates decreased
  • Dungeon Prefabs temporarily disabled while a spawner crash is investigated
  • Drop lists updated to include Runes of Powering

HUD

  • World Tier and Average Enemy Level now displayed in the bottom left corner of the HUD

Previous Patch Highlights (Compass & Wayward Shrines)

  • Wayward Shrine prefab added β€” a discoverable landmark with its own spawn flow and dedicated config settings
  • Compass added β€” leads you to nearby Wayward Shrines, dungeons, prefabs, bosses, and more
  • Prefab placements now register to world data, enabling compass tracking and future explorer features
  • Prefab height map updated on placement to prevent map anomalies
  • Chest spawning in prefabs fixed β€” chests now correctly spawn and pull from the proper loot lists
  • Enemy spawners adjusted to spawn correctly even when placed at height
  • Default enemy spawn rate in dungeons increased
  • Shard Dust introduced β€” drops from enemies and chests, smeltable at the furnace into usable shards
  • Cube combining added to the Horradrix Cube β€” combine similar items to produce upgraded or different variants
  • Water Bottle reworked β€” now crafted, holds 10 charges, and purifies water at the campfire
  • Teleporter overridden to be Legendary / level 60 and non-breakable
  • Component balance pass: regen stats nerfed, leech stats buffed
  • Daggers reworked β€” hold to attack for rapid strikes; hold block then attack to trigger the Pounce lunge
  • Melee and dual-wield damage buffed
  • Shortbow base damage buffed; charge damage massively increased
  • Raid cooldown increased to 90 minutes from 45 (still configurable)
  • Knockback removed from kunai

Roadmap

These features are planned but not yet in a specific order:

  • Outdoor rooms & areas (in progress β€” assets pending)
  • Set items with unique set bonuses
  • More custom prefabs shipped with the mod (dungeons, landmarks, points of interest)
  • Underground dungeon prefabs re-enabled once spawner crash is resolved
  • Custom language file support
  • More crafting runes for cube combining
  • Additional metal tiers beyond Mithril
  • More combat skill trees
  • Job system (XP, levels, job skill trees)
  • More affixes, unique weapons, and unique armors
  • World Bosses and Pinnacle Bosses
  • Dynamic overworld events
  • Procedural dungeons
  • Expanded base system (room buffs, more rooms and decorations for unique recipes)

Known Issues

  • The UI appears semi-transparent on the map screen
  • Bow shots pass through some entity hitboxes inconsistently (likely a model issue β€” appears to be specific enemies reliably)
  • Ore nodes can spawn floating in open caves or in the ocean (mostly cosmetic)
  • Copper showing in snow biomes outside its min/max spawn ranges
  • Mod loop logic seems to break sometimes resulting in a variety of system fails. This can be identified by HP/Stamina/Mana no longer regenerating. Restart the server to resolve. (investigating cause)