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SoulHarvest is a combat-first RPG progression mod for Hytale with a 126-node Soul Arbor, risk-based soul economy, dynamic death fracture, strain encumbrance, branch-defining commitments, and distance-scaled mobs with procedural perks and titles.

Description

SoulHarvest

There are still going to be some delay's on the next following updates as I am currently learning more of the API, Thanks!

And some real life stuff… 😭

SoulHarvest is a progression-focused RPG mod built around one core idea: your soul is shaped by commitment.

You gather unstable soul fragments from combat, refine them into long-term power, and build your character through a deep perk tree where choices lock in your identity over time.

Current release: 0.5.0-beta.4.

Known Issues:

  • Feel free to comment any issues you find.

What's New in 0.5.0-beta.4

  • Socket Reforge compatibility fix: Soul Harvest no longer packages the stale combat-text dependency that crashed when Socket Reforge disables built-in EntityUIEvents.
  • Endless Leveling-friendly regen tuning: when Endless Leveling is detected, Soul Harvest's passive Vigor HP regen is gently scaled down by default (0.85x) so the two regen systems can stack without feeling as spiky.
  • Safer beta packaging: the build now excludes stray Server/Config/modules.json files so another mod's damage-system override cannot be accidentally bundled into Soul Harvest.

Key Systems

Soul Arbor Progression

  • 5 manifestations: Vigor, Might, Insight, Reflex, Presence (Presence still has active expansion work in progress).
  • Multi-tier branch trees with fork decisions.
  • Most manifestations lock to 2 committed branches, making build choices meaningful.

Compositional Title System

  • Titles are computed from your current build state.
  • PROVISIONAL title after committing 2 branches in a manifestation.
  • FINAL title after both committed branches lock fork paths.
  • Cross-manifestation titles are generated from active title combinations.
  • Displayed in Soul Arbor and /soul check.

Exposure Strain (Slow-Burn Encumbrance)

  • Carrying raw soul inventory increases strain over time.
  • Strain affects movement and jump performance.
  • Strain decays gradually when burden is reduced.

Soul Fracture Death Model

  • Death loss scales dynamically from your current risk profile (strain + carried souls + absorbed essence).
  • Death creates a Fractured Echo item that can reclaim lost essence.
  • Reclaiming an echo restores value but reintroduces strain rebound.

Soul Resonator Utility

  • Portable Arbor access tool with durability uses.
  • Lets you access progression outside full anchor setup with tradeoffs.

Soul Forge + Soul-Linked Armor

  • Forge-compatible armor can roll Soul-Linked affixes that map to perk identities.
  • Bias Tokens influence forge outcomes through branch-themed crafting inputs.

Data Integrity and Lifecycle

  • SoulHarvest-owned modifier keys (soulharvest:*) are cleaned on player disconnect/shutdown.
  • Relog stat restoration handshake preserves owned stat continuity while keeping persisted player modifier data clean.

Combat Layer

  • Global parry hooks.
  • Large implemented perk set with rank scaling.
  • PvP/multiplayer-safe replacements shipped for previously unfit apex behaviors.

Currently In Beta

  • This is still in beta, stuff are bound to change in the future.
  • Many systems are implemented and functional now.
  • Some nodes remain marked WIP and are intentionally free for progression testing while still respecting normal gates (those nodes are non functional).
  • Balance tuning is ongoing.
  • Expect bugs and some perks not working even when not WIP.
  • There are some models I really hate right now… (Its the Soul Resonator).
  • Yes the Fractured Echo looks like the Soul Star, will change that later.

Useful Commands

  • /soul check - quick status + unlocked titles
  • /soul arbor - open Soul Arbor (view context)
  • /soul hud - toggle SoulHarvest HUD
  • /soul dodge on - opt into Soul Dodge for your character in this beta
  • /soul admin ... - admin controls for testing/management; use /help and look for /soul for more information

Installation

  • Download and add it to your world.
  • Config files are generated/used under Server/Config and runtime mod config paths. (Will add a way to edit it within the game itself soon).
  • perk_config v1 files are auto-migrated by full reset to v2 defaults, with backup at mods/SoulHarvest/Configs/perk_config.v1.bak.json.
  • No hard external dependency required for core gameplay.
  • DynamicTooltipsLib is optional.

Design Direction

SoulHarvest is built to reward intentional progression:

  • stronger identity through branch/fork commitment,
  • risk vs reward through strain/fracture systems,
  • build expression through perk synergies and title composition.

Soul Dodge Beta Note

  • Soul Dodge is included in 0.5.0-beta.4, but it ships disabled by default while the beta tuning settles.
  • New and existing players can opt in any time with /soul dodge on.
  • Admins can manage the same toggle with /soul admin dodge <player> <on|off|status>.