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Hytale PvP Showcase: First Look At Early Access Combat

ogfabio
January 1, 2026
9 min read
Updated: January 1, 2026 at 08:17 PM
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Hytale PvP Showcase: First Look At Early Access Combat

Hytale is finally real again, and the latest PvP showcase video is the clearest proof so far. The devs dropped a short duel and FFA session featuring Zum, Simon and Propzie, recorded on their early access build running on a four year old legacy version of the game. It is rough in places, but that is kind of the point: this is the foundation they want to build on, and they are letting us see it early.

With early access set for January 13, 2026, this video is basically a preview of what day one PvP could feel like.


What the video actually shows

The showcase is split into two main parts:

  • 1v1 duels between Zum and Simon
  • A chaotic 1v1v1 with Propzie joining in

They kept it simple on purpose:

  • No potions
  • No food
  • No traps or blocks
  • No magic

Just weapons, movement, stamina and raw aim.

You see:

  • Fast sword strings and timed hits
  • Daggers with crazy mobility and some parry or block moments
  • Bows with clean draw and release animations
  • A late game rifle that completely flips one engagement at the end, which a lot of commenters noticed and loved

The goal here is not balance. The devs straight up say a lot of weapons are “op” right now and that they are just trying to get a feel for the core combat before layering on the rest of the systems.


Swords, daggers, bows and that rifle: how combat feels

Even from this early build, a few things really stand out.

Swords: readable, but not stiff

Swords look like your main, reliable melee option:

  • Clear swings that you can track visually
  • Enough delay between hits that spacing still matters
  • Combos that reward sticking to your target without feeling like full auto lock

You can see players whiff when they misjudge range, which is important. It already feels closer to classic Hypixel style duels than the slower, shield heavy combat a lot of people disliked in newer Minecraft updates.

Daggers: mobility and outplays

Daggers are the showoff weapon here:

  • Fast slicing chains when you are in someone’s face
  • Big mobility moves that let you zip around or chase
  • At least one moment that looks like a dagger parry, which people in the comments immediately picked up on

Right now you can even block a full signature hit with low stamina using daggers, which Simon admits is not final at all. Blocking systems are still being worked on, and things like stamina interaction will be tuned after launch.

The important part is that daggers clearly sit in that “high risk, high mobility” niche. They look perfect for montages, duel clips, and sweaty arena play once the numbers get tuned.

Bows: clean animations and strong feedback

The bow section might be the most polished looking part of the video:

  • The draw and release animation has weight and timing
  • Hit feedback is strong, so you can tell when a shot lands
  • Movement while aiming looks flexible enough that you can strafe and still get value

It already feels like a proper skill weapon, not just a spam tool that you hold down.

The late game gun moment

At the end you get that “brought a gun to a knife fight” clutch. It is loud, it is dramatic, and it instantly tells you there will be higher tier or tech weapons that completely change the flow of a fight.

The devs make it clear this is very early, so that rifle is not “the meta” yet. Think of it more as a reminder that Hytale is happy to go beyond medieval gear and mix in ranged tech options when it fits the mode.


Movement: “divine” is not an exaggeration

If there is one thing almost everyone agrees on, it is movement.

Comments under the video keep calling the movement “divine” and “crazy good,” and you can see why.

You get:

  • Air control while swinging, including mid air direction changes during combos
  • Dodges and small reposition moves that let you reset spacing
  • Bits of parkour, including a trampoline mushroom moment that people instantly locked onto

This is where Hypixel’s 13 plus years of PvP history shows. They clearly want fights to be about spacing, tracking, and creativity, not just who has the better sword.

Right now combat can look a bit “floaty,” and Simon openly calls that out. They say it is already improving and that controls themselves feel good, but physics and feedback still need tuning. That is exactly what early access is for.


What is missing on purpose

The devs are surprisingly blunt about what is not done yet. Some of the big points they mention:

  • No knockback and no player or NPC collision yet
    • This is huge for PvP feel and will be added later. Right now it makes some exchanges look a bit like players phasing through each other.
  • Blocking and stamina are not finished
    • You can do things like block signature hits with low stamina in ways that will not stay.
  • Health bars are placeholder
    • They render too far away, scale badly, and feel a bit cluttered.
    • You will be able to turn them off client side, and servers will get an option to force them off.
  • Damage numbers are optional
    • You can toggle them on or off if you want cleaner visuals.

Most importantly: none of the weapons are balanced yet. The devs freely admit that a lot of builds in this footage are “op with mobility” and that it is fine for early access. They want people to have fun, break things, and then help them figure out what should be toned down.


Early access context: four year old build, fresh start

The video is running on a four year old legacy build that the team returned to when they revived Hytale from its cancellation.

So if you see:

  • Janky animations
  • Rough UI elements
  • Visual bugs or audio cuts

That is exactly what the devs expect. They are very clear that early access is real early access, not a marketing label. The game will be buggy, incomplete, and actively changing for a long time.

What makes this showcase interesting is how confident they sound about long term support. After buying Hytale back and restarting development, the founders committed years of work on this revived version.

Seeing them upload an unpolished PvP test, Discord chatter included, fits that more open approach.


Community reaction: hype with eyes open

Looking at the comments under the video, a few themes keep popping up:

  • “2026 is Hytale’s year” and “Happy Hytale year” vibes everywhere
  • People stunned that a new official Hytale video landed right at the start of 2026
  • Viewers excited that the combat feels dynamic and “cinema,” even while admitting some parts need work
  • PvP fans already theorycrafting about future strategies, parries, and knockback tuning

There is also a lot of nostalgia. Some people mention watching the original 2018 trailer and waiting years for something like this. Now it is finally happening, with early access only days away.

The overall mood is very “this is not perfect, but it has massive potential,” which matches what the devs themselves are saying.


What this means for PvP players

If you care about PvP in block games, this video quietly confirms a few important things:

  1. Responsiveness and movement are core priorities
    Hytale is not chasing slow, shield heavy duels. It is going after high mobility, skill based fights.

  2. The devs know competitive PvP culture
    This is the same crew that shipped Hypixel PvP modes to tens of millions of players. They understand spacing, combos, and how frustrated people get when combat feels unresponsive or random.

  3. Minigames and creator content are coming
    They say they plan to add a range of PvP minigames and support community made PvP content after early access begins. That lines up with Hytale’s overall focus on community servers and creator tools.

So if you are a duels enjoyer, a montage editor, or the kind of person who can spend all night tweaking kits for a custom mode, this showcase should be on your radar.


Looking ahead: from early tests to real servers

Right now, PvP is literally devs “just messing around and having fun.” Over the next months, they want to:

  • Turn on things like knockback and collision
  • Rework health bars into something more minimal and readable
  • Finish blocking and stamina interactions
  • Bring in items they held back from this test: potions, traps, blocks, magic
  • Iterate with PvP players to find a healthy balance

Early access is where they expect to figure out what actually feels good in live matches, and that is where community servers are going to matter a lot.


Planning your own PvP world in Hytale

If this showcase already has you thinking about your own arena, duel server, or minigame idea, it is worth planning ahead.

Once Hytale early access hits, there will be a rush of players looking for:

  • Simple SMP worlds with light dueling
  • Sweaty ranked style PvP servers
  • Wild modded experiments using creator tools

One easy way to get your server in front of those players is to list it on community directories built for Hytale. Sites like HytaleServerList.me are preparing categories for different gamemodes, including PvP focused servers, so players can filter by what they actually want to play.

You can get your server idea ready now, then add it there once you are online, instead of hoping people just randomly stumble across your IP.


Final thoughts

The latest Hytale PvP showcase is not about polished graphics or final balance. It is about showing that the core feel of combat is already fun, even on an old build with missing systems.

Swords feel snappy, daggers look stylish, bows hit hard, movement is fluid, and the devs are being honest about what still needs work. With early access arriving on January 13 and years of support promised, this video feels less like a one off teaser and more like a starting line.

If this is the baseline, it is going to be very interesting to see where Hytale PvP lands a few months into early access, once thousands of players, creators, and server owners have had their hands on it.

✨ Hytale PvP Showcase Breakdown - Early Access Combat, Movement and...