https://hytale.com/news/2025/11/hytale-modding-strategy-and-status
They've gone in-depth on their modding plans. They went out of their way to not get a marketing person to write this, but the game's technical director.
This post is very long so I can't summrize it fully.
In short, it will have visual scripting in the form of a note editor. The director notes editing JSON files is painful and not intutive, so he wants the tools to move away from that.
They do not have text scripting and do not intend to add it. His rationale is that Lua et al fail at what they do; they're too confusing for non-technical people and feel nerfed for actual programmers. They're leaning firmly on the side of laypeople here.
The tools are not finished, not fully documented, and unpolished. This is intentional, and in line with getting the EA release out as soon as possible.
Some technical stuff, quoting directly from the post.
>Server Plugins - Java .jar files
> Extend the functionality of the server programmatically.
> Extremely powerful and allows deep modifications to the gameplay experience and core server system.
> Use them to build minigames, economies, commands, custom logic, new asset type, and more.
>Data Assets - JSON files
> Drive gameplay behaviour and define core content:
> Blocks, items, NPCs
> World generation
> Drop tables, loot, and more.
>Art Assets - Sounds, models, textures
> Provide the visual and audio representation of game elements.
> We support Blockbench for creating Hytale models, textures, and animations.
>Save Files - Worlds and Prefabs
> Share whole worlds or specific builds.
> Prefabs are used in creative tools and world generation to place prebuilt structures like trees, houses, or large landmarks.
Alongside development screenshots, they also shared a video of their asset effects system, it reminds me of what the Ratchet & Clank games had.