Skip to main content

LoremHadavi ipsumis dolora world of sand, ruin, and hard-won wonder.

For thousands of years the Days of Judgment scoured the continents, collapsing empires and burying whole ages beneath shifting dunes. What survived did so by becoming tougher, stranger, and more ruthless. In Hadavi, the horizon is never empty for long, dust storms roll in like walls, distant lights burn where they shouldn’t, and the desert quietly gives up pieces of history to anyone bold enough to go looking.

Hytale Reimagined is my long-term project to transform Hytale into Embergrave: a post-apocalyptic fantasy setting I’ve been building for two decades through D&D campaigns, stories, maps, art, and relentless worldbuilding. The goal is a grand-scale, total-conversion survival MMORPG, built in public with the community, where exploration, faction conflict, and progression all serve one thing: making Hadavi feel real.


Embergrave, Project Overview

Embergrave is the Seventh Age of Hadavi: a brutal era that still carries the echo of the old world’s grand ambitions and catastrophic magic. The tone is equal parts savagery and myth, something with the grit and speed of a wasteland story, but also the scale and awe of classic sword-and-sorcery.

This isn’t a setting you “finish.” It’s a setting you live in. Cities endure as rare islands of safety and politics. The wilds are expansive and unforgiving. Power is often found in what the sand has hidden, and the cost of claiming it.


Hadavi, World Overview

Hadavi is an ocean of dunes covering broken continents. Ruins surface, vanish, and surface again as the sand shifts. Relic hunters and drifters treat the desert like a map that rewrites itself, because it does.

Magic follows different rules here. In its raw state it manifests as Shimmer, beautiful, volatile, and dangerous to the unprepared. Much of what people call “magic” survives in relics: objects that hold spellwork like a sealed storm. They’re coveted, traded, worshiped, and fought over.

Travel is a defining part of the setting. Hadavi is meant to be crossed, not just walked through. Drift-ships exist because of float stones, rare materials that can temporarily change how sand behaves, letting dunes move like water beneath a hull. In the far distance, visible across vast stretches of desert, stands Megathra, one of the Towers of Za, lit by the Heart of Ga’lee, a beacon that reminds you how large the world truly is.

Three quick anchors for the setting:

  • A living desert: storms, shifting terrain, hidden vaults, and ruins that reappear as the dunes move.
  • Dangerous magic: Shimmer is real, unstable, and often lethal; relics are power you can carry, if you survive earning them.
  • Drifter culture: travel is identity; ships and caravans are lifelines, targets, and legends.

The MMORPG Vision

Embergrave is a survival-first sandbox MMORPG with authored content. Think a world where you can live off the land, build a base, and trade your way into power, while still having structured progression, roles in combat, and PvE experiences that feel like real destinations.

I want this to land in the space between games like New World and Ashes of Creation, but with more emphasis on travel and exploration as core gameplay, not a commute between objectives. It should support roleplay naturally because the world is built to be inhabited, not speedrun.

Here’s the type of MMO experience we’re aiming for:

  • Sandbox agency: land ownership, building, crafting economies, factions, reputation, and meaningful risk.
  • Authored adventure: questlines, hubs, dungeons, raids, and points of interest that tell stories and unlock access.
  • Long-term progression: skills, crafting, and magic designed to grow over time and support different playstyles.
  • Social gravity: crews, guilds, rivalries, trade networks, and hub cities that matter.

Core Gameplay Loop

We’re still designing the final loop, but the shape is already clear: you prepare, you push into danger, you return stronger, and then you go farther.

That shows up in play as gathering and crafting, traveling into risky regions, discovering POIs and relic sites, taking contracts and quests, delving dungeons and raids, and returning to hub cities to trade, upgrade, recruit, and plan.


Feature Highlights

This project isn’t about adding one “cool system.” It’s about building a coherent world experience with depth across exploration, progression, PvE, and PvP.

The headline features we’re building toward:

  • A massive custom world: distinct biomes, handcrafted points of interest, and major cities built as true player hubs.
  • Environmental storytelling: lore delivered through quests, NPCs, relics, ruins, and the world itself.
  • Deep progression: custom leveling, crafting, and magic systems designed to feel like a real MMORPG.

And the systems that sit amet,underneath consecteturthose adipiscingheadlines:

elit.
    Sed
  • Skills sitand ametstats molestieoverhaul: velit.a Nuncprogression vitaemodel dolorwith pellentesque,meaningful laoreetchoices dolorand nec,long-term pretiumgoals.
  • tellus.
  • Crafting Aliquamwith veleconomy conguepressure: sapien.materials, Inrecipes, hacand habitasseproduction platealoops dictumst.designed Maecenasto convalliscreate laciniatrade justoand idspecialization.
  • consectetur.
  • Faction Aeneanand laciniareputation enimsystems: velaccess, risusbenefits, molliscontracts, lobortis.and Inconsequences pulvinar,tied semto who you work with (and who you cross).
  • PvE content built for the world: dungeons and raids as destinations with story, factions, and reasons to return.
  • PvP with stakes: territory conflict, open-world encounters, piracy, and social consequences.
  • Player hubs that function: cities as markets, meeting points, job boards, faction centers, and staging grounds.

Drifting and Ships

If there’s one feature that defines Embergrave, it’s drifting, ships that cross the desert.

If we execute it the way I want, your ship won’t be a cosmetic novelty. It will be your home and your logistics. You’ll build it, expand it, maintain it, and take it into danger. You’ll bring other players aboard, run expeditions, trade across the dunes, and, if you choose, raid rivals or NPC factions. It becomes a mobile base of operations that ties exploration, economy, and conflict together.

What “ships as gameplay” means in cursuspractice:

pharetra,
    dui
  • Build justoand scelerisqueupgrade: sem,start small, expand rooms and stations, improve storage, survivability, and functionality.
  • Upkeep matters: supplies, repairs, and planning are part of the fantasy, drifting should feel earned.
  • Crew play: invite players aboard for roles, expeditions, escorts, and shared risk.
  • Piracy and conflict: ships create opportunity for ambushes, raids, defense, and reputation.

It’s ambitious. It’s difficult. It’s also the most Embergrave thing we could possibly build.


Quality Standards

This isn’t meant to feel like a messy side project. If it’s in the game, it should feel authored, smooth, and worth interacting with.

Everything we build will be measured against a few simple standards: it must be faithful to Embergrave’s Seventh Age; it must show attention to detail; it must be high-quality and coherent; it must protect immersion; and it must support player agency in a world that still feels handcrafted.


Why Hytale

Hytale makes this kind of project believable.

It’s accessible enough for a community to build together, but powerful enough to support a total conversion. Voxel building lets us author cities, ruins, landmarks, and dungeons at efficiturscale. quamThe justoasset necpipeline enim.(Blockbench-friendly) Sedmakes idit telluspossible massa.to Aenean luctus sed turpis et euismod. Suspendisse nibh turpis, aliquet vel ligula sed, luctus ultricies elit. Duis mollis ac eratcreate a tristique.large Sedlibrary placeratof consecteturcreatures, lectus,gear, quisand euismodworld maurisprops malesuadawithout id.needing Suspendissea dignissimfull antestudio. euWorld lacusgeneration scelerisque,tools quisopen egestasthe leodoor feugiat.to Suspendissebiomes cursusthat variuscan scelerisque.cover a massive world consistently, instead of a series of disconnected scenes. And the server-first approach means players can jump in and experience the project as it evolves.


Current Status

Embergrave is not in early access yet.

IntegerRight posuerenow exwe’re in planning and discovery, building the foundation and assembling the team and community to make something ambitious together. What we do have is the most important ingredient: the setting itself, two decades of lore, factions, creatures, locations, and a clear vision of Hadavi.

To start building momentum (and to give everyone a place to gather), we’re running a vanilla Hytale server with basic mods. It’s a space for the community to play, hang out, and for us to begin testing incremental additions, new creatures, blocks, items, early magic concepts, and eventually the first versions of core systems.

A major dependency is large-scale world creation tooling. Hadavi is mapped, but we need a way to bring that map into Hytale at urnathe placeratright porttitor.size. SuspendisseWhile euwe auguewait rhoncus,for feugiattools felisto in,mature, scelerisquewe’re ipsum.focusing Morbion euwhat dolorwe tempus,can porttitorbuild dolorimmediately: eu,biome posuereexperiments, risus.an Nuncasset ultriciespipeline, loremand dui,modular egetsystems porttitorthat puruswill laoreetlater non.plug Phasellusinto lobortisthe tristiquefull semper.world.

Mauris
pretium

How nuncto acGet ligulaInvolved

commodo,

If utthis fringillais erosthe blandit.kind Etiamof necproject nullayou blandit,want laciniato nuncbe quis,part tinciduntof orci.from Donecthe nonbeginning, justoyou efficitur,can ultricieshelp lacusright vitae, posuere turpis. Duis lobortis dolor rutrum accumsan blandit. Sed felis sem, vulputate ac facilisis nec, aliquet ac orci. Proin sit amet pharetra purus.now.

AliquamJoin dignissimthe dignissimserver, arcu.join Inthe atDiscord, luctusand lectus.follow Praesentalong placeratas sapienwe egetdevelop odioin accumsanpublic. hendrerit.If Maecenas auctor ante sit amet orci egestas gravida. Etiam id mauris arcu. Proinyou’re a sodalesbuilder, augue.artist, Nuncdeveloper, maximusor elitwriter arcu.and Sedyou laciniawant blanditto tellus,contribute, necreach sodalesout. erosThere’s scelerisqueroom a.here Nullamfor facilisispeople interdumwho odiowant quisto fringilla.help turn a setting into a world.

FusceWe’re cursusturning consecteturHytale ligulainto sedHadavi, aliquet.slowly, Praesentdeliberately, vulputateand conguewith gravida.the Aliquamcommunity inwatching elitit sittake amet purus sodales scelerisque. Fusce eget justo porta, consectetur ante sit amet, dictum ligula. Suspendisse sed urna tempor, suscipit turpis non, convallis eros. Nullam malesuada a lectus in porta. Cras porta efficitur urna, nec dapibus justo convallis eleifend.shape.

Nunc blandit turpis vel pretium tincidunt. Proin non porta metus. Praesent vehicula ligula non ante lobortis viverra. Aliquam magna ligula, lobortis vel arcu quis, ornare vestibulum nunc. Integer consectetur mattis erat, in convallis nisi iaculis vitae. Nunc vehicula augue sit amet ipsum vulputate, vulputate malesuada ex aliquam. Vestibulum tristique sollicitudin ornare. Sed nunc lacus, volutpat et scelerisque pulvinar, tristique fringilla mauris. In hac habitasse platea dictumst. Pellentesque egestas facilisis mauris, nec ultricies justo lacinia dictum.