Hytale Update 4 Part 5: 500 New Blocks, Cybercity, and the Full Launch Is Next Week

This is the big one. After four parts of steady improvements, polish, and system upgrades, Update 4 Part 5 drops the kind of content bomb that completely changes what's possible in the game. We're talking around 500 new blocks. New tree species. An entire sci-fi block set called Cybercity. Roof blocks that actually connect properly. Fences and walls that finally do T-junctions. And this is the final pre-release before Update 4 goes fully live on March 26th.
If you're a builder, this update is basically Christmas. If you run a server, this is your last window to test everything before launch day. And if you're just a player who enjoys the game, the world is about to look and feel a lot more detailed.
Let's break it all down.
500 New Blocks. Yes, Really.
Let's start with the headline because it deserves the spotlight. Around 500 new blocks have been added to the game. Roughly half of them are craftable in survival, and the other half are available through the Creative Inventory. That's not a small content drop. That's a massive expansion of what builders can do.
Here's what's included:
Complete new block sets. Limestone, Slate, Chalk, and Cooled Magma all got full block sets. We're not talking about just a basic block and maybe a slab. The Cooled Magma set alone got over 30 new blocks including bricks, cobble, stalactites, and rubble. Chalk got over 20 new blocks. Slate Brick got over 10. Limestone got expanded with over 10 new blocks plus texture updates.
Rock and soil expansion. This is where it gets really exciting for anyone who's ever been frustrated by limited block options for natural-looking builds. Half slabs, stairs with connections, and beams have been added for most naturally occurring rock types. Gravel and gravel half blocks now exist for all rock types. And the dirt and grass sets got a full consistency pass with new stairs, half slabs, and two entirely new dirt types: Wet and Lush.
Think about what that means for a second. If you've ever tried to blend a build into the natural terrain and been limited by the available blocks, you just got a massive toolkit upgrade. Gravel half slabs alone open up so many possibilities for paths, ruins, and natural-looking transitions between materials.
Metal block sets. Bronze, Copper, Zinc, and Iron block sets are now available in Creative Mode, including pipe blocks. These are part of the new Cybercity assets, but they're useful for way more than just sci-fi builds. Industrial builds, steampunk themes, modern architecture, mechanical structures. Metal blocks have been a gap in the building palette and now they're here.
Dead Coral blocks. Available in Creative Mode. Perfect for underwater builds, dried ocean floors, or just adding some natural detail to coastal areas. Small addition but fills a niche that builders will appreciate.
Fern and grass updates. The grass block sets got adjusted and expanded. More variety in vegetation blocks means more natural-looking landscapes without everything looking the same.
Cybercity: Sci-Fi Building Just Got Real
This might be the most unexpected and exciting addition in the entire update. Hytale is releasing its first set of sci-fi blocks under the Cybercity label, and it's way more than just a few futuristic-looking cubes.
The set includes modern metal blocks in Iron, Copper, Zinc, and Bronze with new pipe blocks. Colored lightsource blocks for creating neon-lit environments. Neon signs, windows, posters, and even an arcade machine. All of this is accessible through the Creative Inventory.
If you've ever wanted to build something that doesn't look medieval or fantasy, this changes everything. Cyberpunk cityscapes, space stations, modern cities, industrial complexes, retrofuturistic neighborhoods. The creative possibilities just expanded in a direction that Hytale hasn't really gone before.
For server owners running creative servers, this is huge content to attract builders who want to explore styles beyond the typical fantasy and medieval builds. And for modded servers, these assets provide a foundation for sci-fi themed game modes and custom experiences that weren't really possible before.
They've called this a "first subset" too, which strongly implies more Cybercity content is planned for future updates. If this is the starting point, the full sci-fi toolkit could be something really special.
New Trees and Wood Systems
Four new tree species have been added: Apple, Camphor, Spiral, and a completely redesigned Frostwood. Each one comes with its own visual identity, which means more variety in forests and more wood options for builders.
But the bigger change is systemic. All existing tree types now have their tree growth stages configured. Every species has sapling textures. Seedbag textures and icons have been updated across the board. Fire, Ice, and Bamboo trees now have branches and roots, and their wood can be crafted into stairs and half slabs.
Stormbark trees had their roots removed, which is a design choice that probably cleans up how they look and interact with the terrain around them.
What this means practically is that trees feel more like a complete system now rather than individual assets scattered around. Growth stages, saplings, craftable wood products. If you're playing on a survival server where you're gathering wood regularly, you've got more options and more progression. And if you're building, more wood types means more color and texture options for wooden structures.
Roof Blocks Finally Work Properly
This one has been on builders' wishlists for a while. Roof blocks for all build sets now properly connect dynamically. If you've ever placed roof blocks and had them just sit there not connecting to their neighbors, leaving weird gaps and visual breaks, that's fixed now.
On top of the connectivity fix, they've expanded the roof options significantly:
- Existing hide and leather tent roofs now have steep and shallow variations
- Yellow, green, white, and dark blue Cloth Roof block sets have been added
- Red, orange, yellow, dark green, and blue Modern Cloth Roof block sets are available in Creative
More roof options with better connectivity means buildings can actually have roofs that look intentional instead of cobbled together. Market stalls, tents, pavilions, festival builds, colorful town rooftops. The cloth and tent roof varieties alone open up a bunch of build styles that were hard to pull off before.
Fences and Walls: T-Junctions Finally
I know this sounds like a minor thing but anyone who builds regularly knows the pain. Fences and walls now support T-junctions and four-way junctions. Before this, connecting fences at anything other than a straight line or corner was awkward at best. Now they connect naturally at intersections.
This affects every fence and wall type in the game. It's the kind of fix where you don't fully appreciate how annoying the old system was until the new one works and suddenly everything looks cleaner. Garden fences, property walls, castle battlements, farm enclosures. All of them benefit from proper junction support.
Creative Mode and Builder's Bench Updates
Creative mode got several additions beyond the Cybercity stuff:
Five new greyboxing block sets. These are for roughing out builds before committing to final materials. If you plan your builds by blocking out shapes first (which, as we talked about in our building tips post, is how a lot of experienced builders work), having dedicated greyboxing blocks makes that process cleaner.
Red and Orange flags. Small addition but useful for marking locations, decorating castles, or adding movement to builds.
Seasonal decorations and decorative moving boxes. Fun details for themed builds, holiday events on servers, or just adding life to residential areas.
On the survival side, the Builder's Workbench got meaningful updates. All Rock, Wood, and Metal full blocks can now be used to craft half slabs and stairs. More sapling varieties can be crafted at the Farmer's Workbench. And colored Cloth Blocks can now be refined correctly. These changes mean survival players have access to way more building variety without needing creative mode.
Runic sets have been removed from the Builder's Bench but remain accessible in Creative Inventory. If you were using those in survival, heads up.
Inventory Organization and Naming Cleanup
With 500 new blocks coming in, the inventory needed some attention. They've added new subcategories: Wood, Metal, Cloth, and Technical. The old Structural subcategory has been removed and blocks have been moved to these new categories instead.
Display names have been standardized across half slabs, stairs, roofs, metal blocks, beams, bricks, and sandstone types. Various blocks have been renamed for clarity, like the smaller campfire now being called "Small Campfire" and crossed trestle blocks now indicating their color in the name.
It might not sound exciting, but when you're searching through hundreds of blocks trying to find a specific one, consistent naming and logical categories save a ton of time. Especially on creative servers where you're constantly browsing the inventory.
World Settings and Block Behavior
A few changes here that matter for both regular play and server management.
Fluid spreading can now be disabled. Worlds can be configured to stop fluids from spreading entirely, with further customization available through the /world settings disabledfluidtickers command. For server owners, this is a useful control for specific game modes or build areas where water and lava spreading would cause problems.
Pillars can now be placed sideways. Simple change, big building implications. Horizontal pillars open up beam-style construction, bridge supports, and structural details that weren't possible with vertical-only placement.
Colored Wooden Wall and Smooth Clay blocks have been polished to match their natural clay counterparts. Visual consistency across related block types makes builds look more cohesive.
Audio Changes
The audio section is smaller this time compared to Part 4's voice chat overhaul, but there are a few things worth noting.
You can now mute individual players in voice chat through the map screen's player list. This is a quality of life feature that was missing. Before, your options for dealing with someone being loud or annoying on voice were pretty limited. Now you can just mute that specific person and keep hearing everyone else.
Pausing the game now muffles sounds instead of silencing them completely. Instead of going from full audio to dead silence when you hit pause, sounds now fade to a muffled state. It's a small touch but it makes pausing feel less jarring.
Block sound sets now support parenting. This is more of a backend change, but it means sound effects are better organized and more consistent. A bunch of blocks that were using incorrect sound sets have been fixed: Eggsac now uses the Cocoon sound set, Tombstone uses Stone, Wood_Breakable uses Wood, and several other corrections.
Brazier, Torch, and Campfire sounds now play correctly using the parenting system. And Scarak Cocoons and Spider Cocoons no longer make noise after they've already burst. That last one was probably driving some players crazy in dungeon areas.
Voice Chat is also confirmed disabled by default in Single Player Mode, which was mentioned in Part 4 as well.
Creative Tools and Modding: Reorganized and More Powerful
The Creative Inventory for Creative Tools got a complete reorganization. Instead of everything being mixed together, tools are now spread across five pages:
- Page 1: Most commonly used tools and good introductory tools
- Page 2: Tools with more specific uses
- Page 3: Brush filters
- Page 4: Tools and blocks related to prefab editing
- Page 5: Tools related to machinima
This is way more logical than having everything in one place. New creators can start with page one and work their way deeper as they learn, while experienced users know exactly where to find specialized tools.
Other creative tool improvements:
- The Sculpt Tool can use the material selector again. If this was broken for you, it's back.
- Material selector now shows material percentages. Useful for understanding the composition of terrain you're working with.
- The Grass Brush is back and updated to work on most surfaces. If you do any landscaping, this is welcome news.
- Selection Tool can be closed with Shift + Right Click. Small workflow improvement but helpful when you're working quickly.
- Legends have been added to complex tools that didn't have them before. Less guessing about what each setting does.
- Node Editor tooltips for world-gen V2 nodes. Modders working with world generation now get helpful tooltips explaining what each node does.
For modders specifically, there are some backend changes worth knowing about. Resource types now reference item IDs directly. All Rock Beams are children of Rock_Stone_Beam. All Gravel blocks have been reparented to Soil_Gravel and Soil_Gravel_Half. The HardRocks gather type has been replaced with Rocks across the board. If you're maintaining mods or plugins, check these changes against your code.
They've also added the ability to have triggered cooldowns for input actions and relocated the StatModifiersManager to the EntityStatMap component. These are modding-specific changes that give server creators more tools for building custom gameplay systems.
Bug Fixes and Performance
The bug fix list for Part 5 is extensive, so here are the ones that affect regular gameplay the most.
Crash fixes. Multiple crash scenarios have been addressed: crashes related to mount movement, extreme coordinates, Asset Editor startup, corrupted world previews, hovering over resource slots, and craftable item memory retrieval. If you've experienced random crashes, several of these might have been the cause.
Worlds no longer turn transparent at sunset. That's a sentence I didn't expect to write, but apparently it was happening. Fixed now.
Gravel blocks are no longer unbreakable. This one is kind of funny but also genuinely annoying if you encountered it. Gravel you couldn't break was probably confusing for a lot of players.
Blocks destroyed by fire can no longer be interacted with. Before this fix, you could still interact with fire-damaged blocks as if they were intact. Now they behave correctly.
Partially-fuelled workbenches work again. If you had a workbench with some fuel left and couldn't use it, that's fixed.
Roof placement fixes. Placing Greenwood, Tropical, Deadwood, or Cobble Hollow roof variants now places the correct block instead of the wrong one. Pretty important for anyone building with those materials.
Hitbox fixes. Frozen Castle Platforms have extended hitboxes, Royal Beds have adjusted hitboxes and improved sleeping positions, and rotated blocks now have hitboxes that match their visuals. That last one was probably causing all sorts of weird interaction issues.
Various visual fixes. Iron chains render correctly when held, Runic Beam textures have been updated, concrete roof textures are fixed, and various particle colors and block effect IDs have been corrected.
Audio fixes. Spatial and center audio sources no longer temporarily desync. UI sounds play correctly. Block sets that were using wrong sound sets have been corrected. Lumberjack Paintings no longer ask you to interact with them, which is oddly specific but apparently was happening.
World gen performance improvements. General world generation performance has been improved, which benefits every server and every player creating new worlds.
Creative tool fixes. XZ flips now correctly flip blocks when they're pitched or rolled. The Asset Editor crash on startup is fixed. These matter for anyone doing serious creative work.
UI fixes. Dynamic lighting renders better on low Shading Quality. Voice Chat UI hides properly when toggled off or disabled. The Builder Tool Legend no longer shows a page number when there's only one page. Server message character length limits are better enforced. Localized text rendering issues have been cleaned up. And the profiling panel now uses real frame intervals for more accurate FPS stats.
What This Means for Launch Day
Here's the big picture. This is Update 4 Part 5 of 5. The final pre-release before the full Update 4 launches on March 26th. Everything from all five parts comes together into one complete update that transforms what the game looks and feels like.
If you're a player, the game you log into after March 26th is going to have significantly more building options, better audio, smoother voice chat, improved world generation, more polished combat, and hundreds of quality of life fixes. It's a substantial upgrade across the board.
If you're a server owner, this is your testing window. Get your plugins checked. Make sure your custom content works with the new block IDs and naming conventions. Test your world generation settings. The patch notes specifically call out that this is the last chance to prepare before launch, and they might make small bug fixes before release but the feature set is locked.
If you're a modder or content creator, 500 new blocks, reorganized creative tools, Cybercity assets, and improved modding systems give you a massive amount of new material to work with. The sci-fi blocks alone could spark entirely new genres of server experiences.
For players browsing a hytale server list looking for somewhere to play, servers that are ready for Update 4 on launch day are going to have a significant advantage. Updated worlds, new building competitions using the 500 new blocks, events built around the new content. The servers that prepare well are the ones that'll feel fresh and exciting when everyone logs in after the update.
Try It Before Launch
The pre-release is available right now through Launcher Settings. If you want to experience these changes before everyone else, enable the pre-release build and jump in. Test the new blocks. Experiment with Cybercity assets. Try out the reorganized creative tools. See how the roof connections feel. Get ahead of the curve.
If you're looking for a server to test on, HytaleServerList.me has active communities across every game mode. Find one that matches your style and see how the update feels in practice. And if you're running a server that's already testing the pre-release, getting listed helps players find you during this window.
500 new blocks. Cybercity. New trees. Fixed roofs. Proper fence junctions. This is the biggest content addition Update 4 has delivered across all five parts, and it's a strong way to close it out before launch day.
March 26th is going to be a good day for Hytale.
Want to experience the latest Hytale update on a great server? Browse active servers by game mode at HytaleServerList.me and get ready for Update 4 launch day.