Changelog/2026/June 15

Hello,
We want to thank you all for showing up for our SkyBlock QnA event! You all had incredible questions and suggestions, and we are very grateful.
As promised, we're sharing a summary of the event so those who couldn't attend can still see what was shared and discussed.
More QnA events are coming your way soon, so make sure to stay tuned, and we will catch you all in the next one.
Don't forget to join our Discord server by clicking HERE so you can stay up to date with recent announcements or showcases!
Q: Communication between players and the staff team has been a concern of mine for years now. This session seems to be a step in the right direction. Will we see more interaction and communication in the future?
A: Part of our community engagement improvements was taking a step and creating a Q&A session for our community. We're slowly trying to improve and look into how we can do better.
Q: Do developers regularly read the SkyBlock Suggestions forum, and do posts need to reach a certain number of upvotes or reactions to be noticed? It would also be great if high effort, popular suggestions received a developer response indicating whether the idea has potential or not.
A: Whenever an update gets put on Alpha we read every reply to the original Alpha thread along with all of the new threads that get created. While we read many threads on the suggestions forum, we aren't able to respond to all of them.
Q: Will you make this detailed communication with the community a regular event?
A: We're doing our best to improve communication yes!
Q: How do you guys plan to be more active in casual discussions across the network (whether forums or Discord)? It would help a lot to be able to casually communicate with the team without "PR Filters"
A: The Q&A is the first step toward improving casual, more "unfiltered" sessions with our community.
Q: Are there plans to expand the "marketing" of updates to content creators/Admins "leaking" content again, i.e. showing Derailious the Ray of Helios before anyone had obtained it in Harvest Feast
A: We plan on continuing to post things in showcase going forward.
Q: Has the team considered reworking how they announce updates? It just seems a bit redundant to announce something 6mo+ before it releases just for the community to get mad about it not coming out, I understand the need to build hype but we would rather not be expecting something which doesn't arrive for months
A: Video Games companies have been announcing games and updates months, sometimes years in advance for decades now, this is not something new. We try to balance our announcements based on a lot of things, including how long since we've last said something, are players expecting something soon, should we hype up or should we set some expectations, etc, and sometimes we have to ask ourselves if we're even going to release it or not before saying something.
Sometimes however, we're just a bit overexcited about what we're working on, sometimes we hit roadblocks we couldn't have expected ahead of time. I think its best if you guys know where we're headed to a degree, rather than sit in the dark and MAYBE expect something someday.
Honestly, months of foraging when is healthier than having nothing to look forward to.
Q: Are there any plans in place for reaching version 1.0 and exiting the Prototype Lobby? If there are, how close are we to reaching it, and what are your goals? Do you have a roadmap you can share?
A: We still want to one day call SkyBlock "1.0", but we keep pushing the boundaries of what we have in mind for 1.0. Ultimately there is an update we have in mind, and when we will release this update, it'll be called 1.0. But at this stage it would be a shame to release it without mastering all the latest versions features.
Q: How do you think of updates? Do you find a problem and then think of a creative way to solve it, or does "what would be fun" come first?
A: It depends. Some updates come from trying to solve issues - such as Pests trying to make Farming more interactive/exciting - and others come from a fun concept or a strike of inspiration. The Abandoned Quarry comes to mind as an example of the latter.
Q: How long will it take to add features from the latest versions after each Minecraft update? For example, once 26.2 comes out, how long will it be approximately until we see sulphur cubes used in Skyblock?
A: We plan on supporting the two latest Minecraft drops going forward, so 26.3 would have to come out before we could use Sulphur Cubes (which are part of 26.2).
Q: Will there be a single big minister update or will it be 1 at a time in random patches?
A: The vast majority of it will come all at once in a single update.
Q: Can we get an official road map for updates with estimated release dates, and have it updated at things change?
A: We try to remain very fluid during development for SkyBlock and as such, we have to be careful about what we announce ahead of time. Ideas often change, what sounds like a good update can quickly crumble and get cancelled. We don't want to announce an idea and then 3 months later realize we can't do it and deal with 3 years of "moon update when". tldr: no
Q: What are your thoughts on releasing fresh content not shown to the public? Do you feel like you lose much or anything having updates always go through alpha? I like it is now but wanna know the dev's perspective.
A: Highly unlikely. It would have to be a very very special kind of update as us not putting it on Alpha is a major risk for performance and we wouldn't have a chance to gather feedback.
Q: Recently, players have been feeling like they are getting punished for playing updates on release day, due to features releasing underpowered then getting buffed after a week, is this intentional? Or are you guys going to try and reduce the frequency of which this happens in the future?
A: We are aware of this issue and we try to avoid is as much as we can, but sometimes things only really get noticed when the update releases on the live servers and it's better to fix them as soon as we can rather than later down the line.
Q: Why are you so slow with the updates even tho you have a team of about 100
A: Honestly, the stakes are just higher.
Back when we first started doing SkyBlock, we were able to release stuff fast because what we were releasing was simpler. The game was in its very early stages and it didn't even know exactly what it wanted to be. It was basically SkyBlock with a few more cool public islands. As we got to the End Island, and further beyond, we realized we wanted the game to be more, but then the scope of updates became bigger. We obviously also ran into more and more issues, and had to level up development - stronger QA processes, the concept of dropping updates on Alpha for a week unstead of YOLOing them live, and now that we've reached Latest Minecraft, we now have to add art, 3d models and effects, etc.
As the game gets bigger and the team grows, it's not gonna make it speed up, but the quality of what releases is going to go up, basically.
Q: What are your hopes for the game to look 10 years down the line?
A: It's of course a little bit hard to imagine a game 10 years down the line, but SkyBlock is designed to be a forever game. Of course, a decent part of the trajectory will depend on the next Minecraft updates of the next 10 years. However, the game went through "steps", and there are still some that are incomplete, and some that are yet to come.You can always expect us to release new zones, mechanics, bosses, and expand on the current progression, using the new tools we unlock along the way. You can also always expect us to revisit parts of the game, for example to make a specific stage of the game more entertaining, and you can expect, here and there, large changes to fix some of the core issues the game still has.One thing that is yet to come in Hypixel SkyBlock is a story, and we do have an idea for multiple main quests. Hypixel SkyBlock being an economy-based game, for example, one idea we have would be a quest following you across every stage of the game, where players will infiltrate a certain organisation, owned by a very rich man, and climb the ranks until they reach the Elite Members, some of whom you have already met in-game.
Q: From your perspective, what is the biggest flaw or issue that SkyBlock currently has?
A: It's hard to pick one, because yes, we are our biggest critics. My personal take, and biggest regret, is probably how we implemented the co-op system. While it is very fun to play alongside your friends, there were much better ways to achieve the same result without forcing players to lock themselves in with the same players. The odds of us improving the system aren't 0, mind you, but it's not on the current horizon.
Q: What does the team think about the current state of item prices and coin sinks? With the current epidemic of endgame players holding tens of billions of coins do you think there should be more uses for coins, or would you like for endgame items to be more accessible?
A: This question demands a longer answer, but in short, yes, there will always be more coin sinks, but most coin sinks are ultimately designed for the average player. We sometimes try to release coin sinks targeted at the very top, but it's also because it can be frustrating to amass that much and never have a reason to spend it.
Q: As far as the world where Kuudra Armors aren't the strongest, are you referring to dungeons, or is there more planned content that Crimson/Aurora etc. won't be the best in slot for?
A: There will be new combat content where Kuudra Armor will likely be eclipsed. I can't say which content will contain armor that beats out Kuudra armor, it could be any future combat content we have planned.
Q: Crimson Essence cost reduction for 15 armor sets : In the Foraging Alpha thread from June 11, 2025, Game Designer Flare stated that the total Crimson Essence cost required to upgrade a Kuudra armor set from Infernal 0★ to Infernal 15★ would be reduced by approximately 60%. It has been nearly a year since then, and we haven't heard any updates. My question is: will this change ever be implemented, or have the developers abandoned it entirely?*
A: We do still plan on doing the cost reductions, but it's not something that will urgently happen.
The reasoning behind nerfing the total Crimson Essence cost is twofold: the nerf will allow players to obtain a maxed Kuudra armor set in a reasonable amount of runs/gameplay, and there will be a world where Kuudra Armors aren't the strongest armor in the game, making the current grind not reasonable for how long it takes.
The cost reduction will indeed still happen in the future, along with a refund system that will grant you the difference. You should be safe to upgrade your Kuudra armors, but of course, Crimson Essence may become cheaper down the line (on the Bazaar) with a bunch of people getting refunds, so whether you upgrade your armors is up to you.
My apologies to not giving you an earlier update about it.
Q: Can we expect any Combat Content this year other than Guardian Slayer?
A: No promises for a release date but we are also working on the next bit of instanced combat content, the "Ashwood Citadel" (previously named Castle Ashwood). I would describe it as a raid.
Q: Will the technology of the upcoming minigame, Ravengard, be used to make a new fighting system?
A: Some tech that was developed originally for Ravengard (such as custom mobs) will be used in future SkyBlock updates. This is a mob in the upcoming Ashwood Citadel (the renamed Castle Ashwood) update named the Marionette.
Q: How are you planning on dealing with the 'fundamental issue of progress' in combat- that being, any player that 1 shots an enemy, even if 1.0001x over, while attacking rapidly, must have greater player efficiency than one that deals infinite damage but only hits a single enemy every second or so?In other words, how are you going to deal with AoE (classically restricted to Mage [Hyperion] and less so Archer [Terminator] currently, with Berserk, Tank, and Healer being left by the wayside) being fundamentally better than single-target in a game where damage will inevitably pass the threshold to 1-shot?
A: Currently combat is in a bit of an odd stage where you either one-shot or get one-shot by mobs, so AOE is almost always better than single-target, since the limiting factor isn't how much damage you deal but how many things you can hit at once. Damage you deal against mobs, and damage mobs deal against you, are both issues with combat we want to address. We are planning a general healing revamp to the game that would help avoid us having to rely on one-shot mechanics to be put in the game to deal with the massive amount of healing a player has access to. Once we lower both extremes (player and mob damage), we can pull combat back into a range where fights take a bit longer but matter more again. Then we can also more reasonably balance the single-target vs AOE issue.
Q: Will this new combat content be solo?
A: There are currently no plans for a solo mode for Ashwood Citadel. It is something that is designed to be experienced with multiple players. We think it is important to have multiplayer-only or multiplayer-encouraged content in the game as it's often how people make friends with others in the community.
Q: Since you talked about eclipsing kuudra armor in the future, I was curious to see if the team had any plans on adding something that would eclipse hyperion for mages in the future?
A: There will indeed be better weapons for all classes in the future. It's very tricky for Hyperion in particular though, as Wither Impact is such an powerful ability. There will most definitely be weapons that eclipse Wither Impact in terms of damage, but there won't be a weapon that does it all (healing, mobility, AoE damage) like Wither Impact does at it's current state.
Q: Is Ironman considered when making updates?
A: Yes, Ironman profiles are a good benchmark for how balanced a piece of content is in isolation. That being said, Ironman is supposed to be a difficult gamemode and as such we don't balance FOR them, just with them in mind.
Q: Is it planned that combat content will make money for ironman?
A: The Ashwood Citadel has a reward system that directly gives the player coins.
Q: Is the new combat going to be more complex than what we currently have, not necessarily harder, but more complex? If yes, in what ways
A: Currently our plan is to make combat content with more interesting mechanics introduced by the mobs you are fighting rather than adding a new base mechanic to combat itself.
Q: Has any work been done to add t5 sven, zombie, and blaze slayer?
A: Can't tell which ones yet, but there will be more T5s yes. Sadly, they are not for anytime soon, so you guys will have to be patient with it.
Q: Has the team looked into a dungeon queue system instead of party finder?
A: For the Catacombs we currently don't have plans to change party finder.
However for Ashwood Citadel we are doing a queueing system instead of party finder. You are still able to queue into it with a party if you have one, but if you are alone the system is a lot more streamlined. The content is designed around the fact that you might be playing with totally random people.
Q: Are there plans to add vampire slayer level 9? Or any update to the rift?
A: We're pretty much done with the rift - it was always designed to be self contained and completable in a more or less specific amount of time, same for it's slayer content.
If there ever is to be another rift update, it would be something else completely, so don't expect anything like it anytime soon
Q: How relevant are the Design Threads from way back in 2022- are the Combat Masteries mentioned in Thread 8 still planned?
A: So it's been a while we last mentioned combat masteries anywhere and the honest answer is that a lot of our plans shifted since 2022, so anything prior might not be as important to us as it was back then. However, we do want to mention that we are currently in an important turning point when it comes to combat content, with the healing revamp currently on alpha and further combat changes planned, these changes are seen by us as necessary building blocks to shift combat in a more meaningful direction where it's possible for us to add something like combat masteries on top of. But I do want to emphasize that these are just our current plans and ideas and that it will probably take some time before any of it comes out.
Q: Will we ever see a new dungeon?
A: 👀
Q: Are you going to improve axe throwing in torrhus canyon, because it was added but it is kind of useless right now.
A: Torrhus Canyon will have some improvements/buffs to Throwing Axes!
Q: Could a potential upgrade for foraging armor/tools/hunting be in progress?
A: Torrhus Canyon will have a lot of Foraging/Hunting upgrades.
Q: Will hunting have a big expansion in the future?
A: Torrhus Canyon will add well over 100 new attributes, perhaps closer to 150 by this point.
Q: Are you happy with the way hunting was implemented and are there possible tweaks to the base hunting systems coming?
A: Though there are definitely some refinements to be made, we are happy with the base system of Hunting as introduced in the initial Foraging Update. Torrhus Canyon will bring with it some QoL changes to the existing Hunting system as well as substantial gear upgrades to the skill and a new way of hunting!
Q: is the Rainbow Feather item ever going to be obtained?
A: Yes, with Torrhus Canyon, but not in its current state.
Q: Is more foraging islands on the calender, or on the pin wall in the office?
A: I think the content itself already teases or suggest that more might happen, even after Torrhus Canyon, but I wouldn't say any calendars have been pinned with any thumbtacks yet.
Q: Are there still plans for fishing 60?
A: We decided not to reward +1 Fishing Cap from Fishing Chapters as a result of community feedback on the Lotus Atoll alpha. We have some design ideas as to how to let players scale up to Fishing 60 in the distant future but nothing for the time being.
Q: will fishing dyes finally be moved from only being droppable by who kills to being droppable by who fishes them and is fishing ever gonna have its own "dragon"?
A: There are currently no plans to give fishing its own dragon, but maybe in the future.
Q: fishing on the crimson isle, bayou, jerry island, and atoll feel very good, but the older fishing islands (hub, spider's den, barn, oasis) feel unfinished as of right now. do you have any information on long-term design plans for the fishing skill on the game's current untouched islands?
A: In the long-term, design-wise, it would be nice for every island to have its own pool of unique Sea Creatures that drop useful items to help with that island's progression/content theme. A lot of islands currently feel the same due to the shared pool of generic sea creatures, so doing away with that would make things feel a lot fresher. We're not currently working on this, though.
Q: You've previously stated that Pearls from certain Fishing islands will increase Fishing Level cap. It's understandable that that has not happened (as it would be a long time for players to be able to get fishing 60) but are there any other plans you could share about increasing Fishing level cap?
A: We haven't yet decided upon how Fishing 51-60 would be obtained except that it would most likely come from a point in progression where the player is expected to already be at/be approaching Fishing 50 - so something like a future late-game island or system could be it. It almost certainly won't come from something that already exists in the game. Golden Pearls will probably stick to giving flat stats but we still plan on them being integral to lategame fishing progression someday (e.g some lategame stuff can scale off of your amount of golden pearls).
Q: Will early game mining be looked at? the gold mine is currently only useful for like 10 minutes until you get to deep caverns, and even then after a bit you're never leaving dwarven mines, crystal hollows, etc.
A: We are looking at ways to improve large parts of the early game experience but have nothing to share at this time.
Q: Mining content is still largely unbalanced in terms of money making ability to time investment ratio, especially compared to farming. Are there any plans to address this in the future with updates like the Great Glacite Lake adding new equipment pieces to the game?
A: Future updates to mining will look to shift the meta into a place where gemstone mining is preferable over pure ores and the like.
Q: is there currently a plan for the last missing BIS mining equipment piece?
A: While we as Designers have some ideas as to where this final piece of the BiS (Pendant of Divan etc.) mining equipment could come from, nothing is finalized as of right now. We will return to it once the two that have already been announced release.
Q: Are there still plans for an alchemy rework similar to the enchanting minigames?
A: We have concrete plans for the future of Alchemy (as far as the design direction and necessary scope) but nothing is in the development phase at this time and won't be anytime soon. No, we don't plan on making Experimentation Table-esque minigames for it as part of that direction.
Q: Are there plans to increase the alchemy cap when that skill gets the revamped previously mentioned? Additionally, with Foraging v2 can we expect a hunting skill cap level increase?
A: To answer on Alchemy, it's undecided. To answer on Hunting, yes!
Q: What about the Magic find Rework?
A: Currently in development, once ready it will go on Alpha for a sustained period to gather community feedback
Q: Are we ever going to work on simplifying enchants? Instead of having to add 30+ enchants to the melee weapons, add around 5/6 to compact the enchanting system
A: There have been thoughts of reworking/revamping the enchanting system, but this topic is not a simple one, and likely not happening anytime soon.
A huge pain point regarding weapons, especially sword weapons, is the amount of enchants you need to apply on weapons when you obtain a new one. When looking at it from this perspective, reducing the number of enchants required for a weapon to be functional is definitely welcome.
Having a ton of enchantments also makes the item lore extremely long, to the point where the item lore is nearly unreadable. We have been considering some design options to improve item enchantment lore but have not found a concrete solution.
With there being so many enchantments and players likely have significantly invested in high level enchantments, removing enchantments has big consequences and is not an easy undertaking.
We have considered converting some enchantment effects into passives and attributes to reduce the amount of enchantments on items. For this concept, it'd likely only encompass the enchants that boost damage against certain mob types. I wonder how you all feel about this idea.
Q: Is there a plan to make the early game more straightforward?
A: There are multiple updates that are in various stages of production with the goal of improving the new player experience.
Q: Will we get chapters for other islands that already exist?
A: Yes
Q: Will stuff like the mining and combat islands get revamped to include chapters?
A: In short: yes! Not always a "revamp" but we do want to add Chapters across the whole game.
Torrhus Canyon will release with its own set of chapters! When it comes to older islands, giving an island Chapters is more work that it might at first seem, as the Chapters are actually part of a wider island makeover that also includes content modernization and a new latest-version build, as seen recently with the Backwater Bayou changes made as part of the Lotus Atoll release. While the Bayou needed minimal changes on account of being a relatively new island, older islands would need a much more detailed makeover. Out of the existing islands, though, The Crystal Hollows is currently on our radar but no development work has begun yet.
Q: Are there any plans on developing the Social Skill? Socializing with other players is probably the best part of Skyblock, and would love more collaborative content that isn't difficult to get into like Dungeons or Kuudra
A: Would love to say yes, but it's not in the current sets of priorities. We have ideas, but it doesn't mean we'll ever get to developing said ideas. There is just so much we can do at the same time.
Q: Are there plans to make Carpentry more interesting? It doesn't really seem to do much at the moment, but it has so much potential
A: Would say, similarly to my just now previous answer to Social Skills, that we have ideas, so many ideas for carpentry, but there are other parts of SkyBlock at the moment that are in much higher need of updates.
Q: Are foraging EXP rates intended to be so high and if so how will they scale on the new islands?
A: I just want to mention that we're aware of the issue and will continue to monitor it. Sadly I can't say much more than that at the moment.
Q: Why add bestiary like tewtils and lotums that are hunting only BUT not add the pandas invisibugs shulkers, axolotls and frogs from galatea to a bestiary ? You should consider making these a bestiary too because it does not make sense.
A: We will planning on adding these in the future.
Q: Are there any plans to add more "dragon" pets for other primary skills, like the rose or jade dragons?
A: Not right now.
Q: Are there any plans to reword the leaked astranged taikan mask as it would encourage helmet swapping?
A: The fate of this item is currently undecided - it may return in a form less prone to swapping in the future but it's not going to enter the Shen's Special rotation in its current state.
Q: Are there any ideas on bringing back Admin Items such as Minikloon's Ancient Elevators or The Builder's Clay for example?
A: That's not something we plan on doing at this point.
Q: are there still plans to add the fossil essence shop as a garden visitor or as an abiphone contact?
A: Yes, Researcher Beryl (Fossil Essence Shop) will receive an Abiphone Contact in the future, though it's not super high up on our priority list right now.
Q: Bestiary Statement
A: There have been a lot of concerns surrounding the Bestiary. We'd like to provide you with some context of how we originally envisioned the Bestiary, how we will address the current issues, and how we will approach the Bestiary in the future.
When the Bestiary was originally introduced, it was something that was practically impossible to complete. It was intended to be something that players look into grinding when they have nothing else to do in the game.
We revamped the Bestiary in 2023 as we saw frustrations from community members that there's something non-completable in the game. We agreed with this sentiment, and revamped all Bestiaries to have completable kill requirements.
So how did we determine what these "completable" kill requirements should be? At the time, we looked into the kill-counts of top players, and balanced the maximum kills required around their kills.
In hindsight, that was not a good decision. We have since updated many, many bestiaries to have reasonable numbers, but there are still plenty of Bestiaries that have outdated values.
The current philosophy is to balance Bestiaries to max out when you're expected to obtain a chase drop, or when you've killed enough of that mob to obtain all the materials you need from them.
This is a philosophy we still stand behind to an extent, but we're looking to try something new. Rather than balancing around the theoretical kills required to obtain items from that content, we want to undershoot the bestiary expectations significantly. This allows Bestiaries to be completed faster, and let players actually enjoy bonuses from the Bestiary while on their way to grinding a chase drop.
We have also received concerns regarding us adding new mobs to existing Fishing areas, causing players to have to redo an unrewarding grind. There are two potential solutions to this — we can make it easier for you to target particular fishing mobs, or in accordance to our newest stance, just nerf the Bestiary so it is easily completable.
I would add that in theory, we should and will avoid adding new mobs in existing content after the release of an update, to avoid making people regrind content they already had.
All in all, we want to revisit all Bestiaries and are looking to tone down ones that aren't very reasonable. Regarding content in the future we're expecting to play it safe with lower kill requirements, and hopefully avoid having to reduce Bestiary kill requirements after a release in the future.
Q: Is the Primal Dragon Update completely cancelled or are there any plans for (near) future end content?
A: We had large technical issues with the update that would require major rewrites of certain parts of the game, so we don't have any current plans on it. We might look into more end content in the future, but we currently do not have any plans on that either.
Q: Has the abyss been scrapped, or is it just shelved for the time being?
A: While this update has not been on our roadmap at all for years, we still sometimes talk about it internally. It probably will never release as the "Abyss island Update" but, it's possible another more modern idea will release one day.
Q: Is there any planned continuation of the dungeons lore? Watcher's latest journal message leaves the door wide open to that, and rift doesn't seem like a continuation of that.
A: Yes, but not in the form of journals. You will see the "Watcher" again in the future, probably.
Q: Are there plans to change Diana's Mythological Ritual (or maybe move it to a new island) following the hub rework and proposed magic find changes?
A: We do indeed plan to adjust the drop tables of all of the Mythological Ritual mobs as part of the Magic Find Revamp but no, we don't plan on moving the event to a new island.
Q: Will future islands have new hidden ducks?
A: Maybe
Q: Is there a current hidden hunt or easter egg in the game yet to be found by the community similiar to the golden ball?
A: I don't think there are any items that are undiscovered but there are some secret interactions/hidden dialogues that I believe are yet to be found. Two that immediately come to mind are related to the Tarantula Broodfather and Mythological Ritual.
Q: What are some forgotten/never-released updates/items
A: In an older design for the Harvest Feast there was a Pest Minion, but we couldn't get it to work well in the game without really locking it down and stripping everything cool away from it.
Q: Is there a raffle in SkyBlock in the 500th year?
A: Yes!
Q: Will Mithril Gourmand be changed to prevent players from ending the event early? It's quite frustrating to have a new player who doesn't know better end it early, or a player in a bad mood sabatoging it for the whole lobby.
A: I have a change for this written down but there are no plans for when it'll be implemented at the moment.
Q: Will we get more community driven events without relation to Dante / Aura? There was obviously a higher player count and overall community activity and even if it's something like a weekend event, I'm sure it would bring the community together compared to really anything we have right now.
A: They take a LOT of work, a ridiculously high amount of work that can take developers away from developing permanent content. Granted, they are amazing and fun for everyone, so we want to do more for sure, but the timing has to be right, and the idea has to be really good. TLDR; maybe
Q: Is there gonna be an equipment wardrobe?
A: Yes and we actually will have it on alpha soon.
Q: Will the new equipment wardrobe allow us to build full kits including armor?
A: The new system will actually include your wardrobe, equipment, pets, power stones and even hotm/hotf.
Q: Are there plans on adding a kind of husbandry system? And if so what could it look like? Would it be in the garden or have another separate island
A: We do have some ideas for husbandry, but it won't be anytime soon. It will most likely be part of the garden itself and address some of the animal drops that are hard to farm and are mostly limited to minions right now.
Q: How will you manage the left-hand slot since we updated to the newer version?
A: We haven't decided that yet, but it's something that we will have to look into eventually,
Q: can you please implement a way to explain the general stats in game so players don't need to use the "open the wiki button?" besides, the overbloom link doesnt matter cause the wiki isnt updated anyways
A: We have a message that appears when you unlock a new stat that explains what a stat does. That being said, we can do a better job in-game explaining how stats work to players, and that unlock message may not send for the basic stats.
Q: Are you still working on the Official SkyBlock Resourcepack and can maybe share some updates on it?
A: Yes, and we'll have something to show soon, but we're not quite ready to do that yet. Stay tuned!
Q: Are we going to get modern building blocks added to the builder so we can build cooler islands?
A: Can't say at this point but it is something we definitely want to get to eventually, it is a very very large technical undertaking. Other latest version features have taken priority at the moment.
Q: level 520/560 colour?
A: Once we implement functionality for custom colors in the latest versions of MC we would like to do this.
Q: Could the Hypixel API please be prioritized a bit more in the design process? The API is crucial for players and how they engage with the game (SkyCrypt, Elite Skyblock :), etc), but I've had to DM admins asking for specific API data to be added for anything to be added, which while it's worked, is clearly not the way this should happen
A: We're trying to do better with having API features on update day but sometimes things slip through the cracks.
Q: With mods and solvers being a big part of many players' gameplay, do you take them into consideration when designing updates? Have you ever had to alter or remove something because a potential mod feature would get in the way, like make it too unfair for vanilla players?
A: Regarding future design, we try to not design content that requires solvers to complete. It's more important to us that something is reasonably completable without solvers than the advantage that a solver can potentially provide. Of course, if a solver can invalidate certain content/puzzles, we'd likely look for another idea while designing.
Q: any plans to deal with ping dependant content? such as dojo, mirrorverse dancing game, efficient rates mining and such?
A: We don't necessarily want to restrain ourselves from doing cool mechanics and fun gameplay just because players with bad pings are gonna have a worse time, but at the same time we definitely would prefer if Everyone had a good time.
For current existing content, we are always and will continue to look for ways to improve existing ping-impacted content, but we won't always be able to find the right solutions.
For future content, I can't make any guarantees that we'll NEVER EVER make a ping dependant activity ever again, but I want you guys to understand that we are prioritizing design that can be completed at any (or at least most) ping these days already.
Q: Why is 2FA not an option for normal players? Especially since there have been systems proposed that wouldn't cause any additional strain on Hypixel support teams?
A: We previously shared some of the complexities with 2FA that makes it difficult for us to maintain: https://hypixel.net/threads/2243422/
Q: What's the biggest struggle when implementing something new?
A: SkyBlock as a whole is a pretty massive codebase that contains both new and efficient code, and really old, outdated and embarrassing code. I would say that a big struggle is that oftentimes we have to do a massive amount of internal testing to ensure a new feature won't come in and create dupes and exploits that will obliterate the economy, or wipe profiles completely, and even then some of it can still fall through the cracks. We've heavily improved our processes for this, but it is a struggle to say the least.
Q: Whats the type of content that you guys the dev team find fun implementing
A: We are having A LOT of fun with Critters right now. They really brought the Lotus Atoll to life and it's a lot of fun creating their various behavioural patterns/mechanics.
Q: Hypixel Regional Servers
A: We've had a lot of questions about Regional Servers and I have to sit down and give an answer, even if its outside of the scope of the Q&A.
The quick answer is no, this is not something that will happen. While it was something we considered many many many years ago, we've adapted to not having them and when it finally became a possibility, we were no longer in a position where it was worth the time and financial investment to make it happen. There are quite a lot to consider in making this possible but here's the few main blockers:
SkyBLock would need a lot of work in itself, which would require a portion of the team to work on for at least a year, causing a massive delay in content delivery. We are already dealing with a need for content to come out, especially on the combat front, and with us reaching Latest Minecraft content, suddenly there is already a slow down in content creation due to how much bigger updates now have to be.
Server costs are a lot higher than they used to be due to the volume we have today, when we originally had all those lofty dreams and ideals. The financial cost and burden of operating in a different data center would not be offset at all by the gains. This could push the company into making a really bad financial decision, causing us to have to shrink the team to account for it. It's just not worth it.
On top of that, adding a new region also means extra operating complexity, more DDoS mitigation, the need to explore, research and setup vendor relationships, more failure points, etc.
We understand latency is important for players, and we are constantly doing our best to optimize content as best as we can, but there's a limit to all of it. We are trying our best to push the current network to it's limit, but sadly, I have to reiterate - regional servers are not something that is currently on the table for Hypixel.
Q: is Skyblock ever gonna have a officially approved modlist/approved by admins mods to prevent people from getting ratted?
A: We take this concern seriously and always recommend players be cautious with the mods they download and the party & Discord servers they join.
It's honestly not as straightforward as it sounds. Mods update all the time, and properly vetting them on an ongoing basis is a real commitment and something we heavily need to monitor.
We don't want to put something out there that goes stale and ends up giving players a false sense of security.
For now, I would recommend being careful with what you're downloading from the internet to avoid any possible risk to your account.
Q: Will 1.8 support ever be added back again?
A: Nope