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The World's Biggest UGC Gaming Platform - Hytopia


Hytopia is a fully decentralized, fully customizable, community-driven, play-to-earn gaming platform where world owners can create their own limitless metaverse games or experiences for players or exclusive communities within their worlds. In the beginning, this was entirely built upon Minecraft, using their open-source ecosystem to build worlds, games, and anything else you could imagine. Leveraging the backbone of decades worth of development.


Let's look at some of the simple improvements that will help make Hytopia the future. Included is a slideshow:


When one looks to create a “Movement” it is not enough to try and build something similar. You must create a product that is so good and so much better in any way that it becomes a no-brainer. Anyone who touches the product (or game in this example) will immediately realize it is 1000X better than the old version. We’ve seen it over the past centuries. The automobile replaced steam travel as it allowed for individual usage and more coverage. The plane became a no-brainer because it allowed one to travel anywhere in the world at a blistering speed. The Ipod replaced all music. Compressed files to store/listen to music easily in your pocket. Duh, absolute no-brainer. The phone, the internet… You get the picture


What sets them apart is putting players and creators first. This has been paramount for them when it comes to building everything they are doing. How can we improve the gaming experience? How can we improve the building experience? How can we improve the creative experience? These are the questions that matter. How can they make what they are building infinitely better than what is currently on the market?


Oh, and it's Free!





If you need more references for these please visit: Hytopia Master Plan


There is quite a bit of information regarding what is happening here. Simply put, they are building a game for players and creators to sit side-by-side and have the best experience possible.


We are still only now seeing what is coming but the team is working at a truly blistering pace to get everything to market so players alike can enjoy and play this game. I’ll be sure to include some game-play images so you can see for yourself. This is all early alpha so please do not judge it as the final product. Rough images for the context of what has been accomplished in the past year+ after being rugged by Microsft.









 

The Team




I don’t think I really need to extrapolate much on who ArkDev is. I will be snipping several pieces from a thread he did recently breaking down his journey and how he ended up where he is. I will also add several of my own notes as I see fit. Temp + Dev team I will be working on getting in touch with them and adding several sections to this document and write-up. So let's jump in, from the lips of Ark himself.


“ I got introduced to programming around 7 or 8 years old - it’s hard to remember exact timelines that far back. That introduction started with my parents buying an old windows PC that came with games like Freddy Fish and Spy Fox. Sometimes, those games wouldn’t work which as a kid was super frustrating. I’d try to figure out why, and somewhere along the way I discovered the windows command prompt and was instantly curious. This led me down a rabbit hole of going to my local library and reading any computer-related books I could get my hands on. Eventually, I’d read enough and learned how to write batch scripts and was introduced to early programming languages - Visual Basic being the first. I was always curious when it came to computers, technology, programming, etc and thank my parents for fanning that flame. I remember one of the holidays while I was in middle school they bought me my first computer (vs using the shared family computer) to give me more access & time to program and learn even though they were financially struggling at the time. Laptops were still bricks and expensive. I learned more, built more - websites, database-backed applications, games, etc - I had no one to teach me different architectures and systems in many cases, so oftentimes I’d have to figure out by myself - this was before the days of stack overflow.


I got older and was a pretty misunderstood kid in later middle school / junior high school. I had very few friends, a little chubby and made fun of as an easy target by other kids. This pushed me into being more socially isolated and I turned inward. I spent nearly all my time on my computer building things, looking for community online, etc.


Around 7th or 8th grade, I created a full scale MMORPG in Visual Basic using a free engine (I think it was called MMORPG Maker or something). I did everything from using open licensed 2d sprites and texture pallets, to writing login infrastructure and systems backed by … a relational database, to game mechanics and client/server packet level interactions, and more. In hindsight my isolation at this age in many ways was a gift and exponentially propelled my growth as a creator. That MMORPG never became a big thing, but at its peak had an active community of about 100 players. They enjoyed the game and had so much input to give as they played and shared what they wanted to see added to it next. This was my first meaningful introduction to a relationship with the “users” of something I’d built and wanting to make it better because they were excited about it. I operated that MMO for a while, it eventually faded out and I moved into making new ideas, projects, lots of random things and still always trying to learn more along the way as I got older and moved into my highschool years.


My senior year of high school Facebook was just starting to get popular - I thought it was really interesting, especially coming from using MySpace years prior. I’d had enough experience at this point to understand how these types of social networking websites were built and wanted to try and build one just for my high school. So I did. This consumed the entirety of my senior year. I was the only kid randomly bringing a laptop into class to take notes but in reality was programming and creating what would eventually become this Twitter like social network crossed with the old customizable idea of MySpace profile. That project was released, I posted flyers up around my high school and to my surprise it actually started to get some real traction - I think nearly 60% or 70% of the kids in my highschool were actively using it by the end of the year.


I was a builder that didn’t understand much on the business side of technology yet, nor how to grow these types of things outside of my tiny scope of reach at that age, so it eventually stagnated - but the tech was great! Once it had lost all its users, it felt too good to waste so I put the site up for sale on Flippa and it eventually was purchased for $10,000 - which at my age where I came from was a HUGE amount of money and opened my eyes to learn more about the business side of technology. So that’s pretty much what happened, I started reading the most basic business books, understanding what an LLC was, C-Corps, S-Corps, business plans, P&L, all the boring table stakes stuff and growing the business side skillset.


I had graduated high school now - time for college. I was a TERRIBLE student by the way. Like, literally the worst. My GPA was something like a 2.7, My SAT score was 1,500 something, I took the MINIMUM amount of classes I had to. Never studied, did my homework last minute before the next class it was due for, etc. Idk how I got through highschool - the only thing I wanted to do was build things programming and that’s where The summer after highschool I knew I wanted to learn more on the business side from people who had more experience than me. I put my resume out on craigslist as a PHP developer looking to build web applications.my time went.


A local ecommerce company reached out to me and offered me a flexible engineering job. I was introduced to proper application development here, proper customer acquisition strategies for customers, what a startup with a 100+ person sales team looked like. The CTO took me under his wing and taught me A TON - it was great, I stayed here 1.5 years. I should also mention, I started college after my highschool summer, went for 1 semester and straight up dropped out. I stopped showing up to classes and did not care. I had no degree, no clear path for the future other than this engineering job and just took the leap of faith. I also didn’t tell my parents - I was still living with them at the time and would leave for class at the same time like I was going to college. They eventually found out and were angry at first but ultimately understanding.


Fast forward to the end of those 1.5 years at my engineering job, mobile apps were just opened up to 3rd party developers on the iPhone platform, as well as Android opening up app development. This immediately caught my attention and I furiously began building apps. This started with something as simple as releasing one of the first tip calculator & tip splitting apps on the app store. In a week it had 50,000 users. My mind was blown and I immediately quit my engineering job to fully pursue this even though I had no idea how it was going to support me financially. All I would do was look for what the most popular search trends were that didn’t have an app yet, and would build apps for that It worked fantastically. Tip calculators, games, prank apps, wallpapers, game guides, camera & filter apps, and much more.


Fast forward 6 months later and I’d found out about 3rd party advertising services that could integrate into my apps I build and pay for user impressions & clicks. I had built many of the first and most popular apps across both the Android and Apple app stores in the earliest days and at 19 was making $30,000+/month to $50,000/month from this.


Go forward another 6 months and the apps I’d built (Over 100 different apps at this point) had a sum total of something in the realm of 20,000,000 collective installs and millions of active users. I was approached with an offer by a private party who wanted the applications for advertising inventory. This resulted in the first life changing financial break - I was 20 years old. I took time to just enjoy life at this point. I’d spent nearly all my waking hours up till this point creating, programming, learning and being consumed by my digital life that I’d never really enjoyed life outside of it. I started working on my social awkwardness from being such an introvert and going out of my comfort zone to try and make more friends. Life was good, months after that acquisition. I was living in a pretty basic apartment with some great friends who were also very entrepreneurial minded, running their own internet/app businesses. I didn’t need much to be happy, I never have.


Fast forward some more, I’m still living in the same apartment and going back to my ecommerce roots was building the first idea of “social commerce” with one of those friends I was living with. We basically built the first seamless way to sell products on facebook and instagram before anything like Facebook marketplace existed. This was back in the day when there were just facebook pages, and basic instagram profiles but businesses had begun using them to adhoc their reach to their local communities.


We built tons of tools around that idea of social commerce, eventually reaching something like 100,000 small medium businesses using our services. 4 years after starting this startup, it was bought out by a larger competitor that had moved into the competing space - another exit. During that 4 year period of working on that company I had a brief side project when Pokemon GO got popular. If you played Pokemon GO when it came out, you probably used it. I was the engineer behind the #1 tool in the world for finding where Pokemon were at the time, we had something like 15,000,000 active users at the peak, it was insane.


Around now I was in my mid 20’s, had a decent amount of success, was relatively free to do whatever and looking for what I wanted to build next, what problem I wanted to solve. The e-scooter space was starting to get popular around now. Living in Seattle at the time I had first hand experience of how much of a nightmare dealing with traffic using a car was. Bikes were a pain to manage in my opinion, and these new scooters lying around everywhere were super interesting.


I started a competitor to the other scooter services - bringing about my first introduction to raising venture capital instead of bootstrapping my companies, diving head first into hardware engineering, scaling up a large team in multiple non-technical areas such as … warehousing & field operations, building real world & real time operations and logistical software while also being in the CEO role. This company eventually led to an acquisition of the assets we’d developed.


Stepping back a bit - there are gaps in time here where I’d started many random ideas that didn’t work out. My cycle back then was build a prototype quickly for a problem I recognized, release it, if it didn’t get traction after hitting the target market with it, I’d move on. Now we get more towards the present day. After scooters I helped a friend spin up his first startup by building the “is this idea even possible” proof-of-concept tech for them, staying with them for 9 months to help build out more of the tech side.


While there, NFTs were starting to become popular on Twitter, I was interested.


Near the end of my 9 months I’d started working on NFT Worlds in September of 2021 with no idea of what it would become. I’d loved player Minecraft over the years and had done a lot of random fun projects within the Minecraft ecosystem. I’d also seen sandbox and thought it would be awesome to take my experience in the Minecraft open source community and build out an NFT backed ecosystem of interconnected worlds with developer APIs and services to make all of that possible - thus NFT Worlds was born. I’d known Temptranquil personally for years prior, and he joined in on NFT Worlds to come up with the idea for the world art, website and much of the project as well along the way.


We launched NFT Worlds and it exploded more than what we ever thought it would be as soon as we launched it - I handed off everything I’d been working on at my friend’s startup, tidied up things where I could, and left to full time pursue NFT Worlds days after the initial mint. Months later, we’re where we’re at today - aware of an incredibly large scale opportunity we have to bring a revolution to gaming and provide a ton of value to the world if we succeed. Looking back I could never have expected the twists and turns life had for me along the way. I just followed my gut as I went and tried to always stay curious and learn.


My introvertedness kept me focused because the outside world was so uncomfortable - that brought about a lot of pain in my life at the moment, but in hindsight it was definitely a blessing in disguise. I think the biggest lesson here for anyone that’s gotten this far is… Don’t be afraid to fully pursue whatever it is you genuinely feel drawn to, life’s too short to ask what if and not take the leap.”


Hopefully, that helped shed some light on who Ark Dev is and his journey. He has been building in this space for well over a decade and has tasted success on more occasions than many of us could possibly dream. From Working on Pokemon go all the way to ChatGPT, yes you read that correctly he has a pedigree that dwarfs many trying to build even just a project, let alone an enter game that is going to attempt to go head-to-head with Minecraft.


Something a lot of my followers may not know. This heavily applies to Hytopia.com. My first successful company I launched over a decade ago made mobile apps. I bootstrapped it to 30,000,000+ active users in under a year. My second was at one point the largest frrmium social commerce SaaS produces available. We bootstrapped this to 100,000+ registered small/medium businesses globally in 3 years. My third was the radar app everyone used when Pokemon GO launched. I bootstrapped this to 16,000,000+ DAILY active users in 2 weeks. If you don’t think over a decade of my experience rapidly growth hacking to millions of active users isn’t going to come into play for HytopiaGG… You’re wrong


Oh, the 4th was AIDungeon where I helped them build & launch their MVP and get their first 1,000,000 users within I think the first few months.


Good Question, I think it’s being able to find a market/problem that has an unusual edge opportunity for trapid growth others don’t see. Whether it be growth hacking off of imbalance supply/demand (early apps), asymetric distribution opportunities that align incentives (social + commerce), eyeing demand before it comes and being first to capture it (poke radar), etc. It’s a little different every time but it’s identifying a growth vector + problem that align well for outcomes. Must just look at the problem side.



 

Well that about does it. Better Game. Better Graphics. Free to Play. Better Creator Tools. Better Everything taken the nth degree. Okay, see you guys in the lobby.


 

Just kidding, the fun continues!


Let me touch on why Hytopia is likely to set the world upside down. There has been chatter in the air about digital collectibles and before you lose your mind this has been a long time coming. Ownership of your items on chain will become the common ground for everyone sooner than you think. Entire future generations will be growing up playing games with underlying Blockchain technology that will set the world ablaze.


The argument is funny really. For decades games like:

  • RuneScape

  • CS GO

  • Eve Online

  • Call of Duty

  • World of Warcraft


These have all operated on black market Digital Collectables doing Millions or even Tens of Millions in sales. From the selling of items and in-game cosmetics to entire accounts due to items, mounts, and skills being transferable. We are coming into a new Digital Era which is great.


Change is oftentimes not accepted as normal until one day, it is. There is no reason a company/corporation that already doesn’t care about you should have complete control over everything you do. They can shut down your account and thousands of dollars are spent and hundreds of days if not years of your life invested in these digital worlds are poof gone. Talk about a bad day.


So this is where we find ourselves. Maybe a quote from a leading innovator and master of all things magical would be the best place.


“Wake Up. Web3 games won’t see mainstream adoption until:

  • Crypto/NFTs are NOT pushed as the value prop for why players should play, they don’t care, for now

  • Onboarding friction is solved

  • Fun play mechanics are prioritized over tokenomics/value driven designs”


These are problems that need to be solved. Again, let’s first remember what blockchain is. A tool to make life better and easier for all those using it. These guys aren’t creating a toolbox they are building out the entire framework for what Web3 will look like. How on-chain interactions can look. How items/cosmetics can be traded within an ecosystem using in-game currency or USDC, whichever one prefers. All of it


 

So maybe I lay some blueprints for everyone to follow. If you care about this side of Hytopia please proceed. If you don’t care about anything Web3-related then no worries. The game will be out soon and you now know all you need to know. You can log in and have fun without ever having to worry about anything.


  1. Hub of Innovations for Creators & Gamers

  2. World Ownership

  3. TOPIA/Tokenomics/Foundation Talk

  4. Limitations/ Set-backs/ Challenges

  5. Becoming the biggest game ever

One needs to think in terms of Web 2 vs. Web3


I don’t even like to make these comparisons anymore but there are some important things to consider. #1 This is a game. This is not crypto scamming to scam. If there was ever anything that isn’t a scam it would 100% be Hytopia.


This is a time they pulled up their pants and just kept building. Through all the trials and tribulations they continue to push forward and show they are doing it for the right reasons. Built by gamers, for gamers. Do you see the difference? This isn’t the old Minecraft that is built for Mojang for Mojang…


Many times in life and business we drift. Those who can remain crystal clear and focused find themselves building something truly magical. Right now, this is where they are.


One cannot also tailor strictly to Web 3 degens. Heck, I think I saw some numbers out there saying something around 30M people own a Digital Collectible. Do you realize how freaking tiny that market is if this is all you tailor to? Sure, we want to blaze a new path and show people what can be done but there must be balance. Imagine how hot the sun will be with no moon. Imagine what Ying would be without Yang. We need duality just as much as one needs to be thinking bout Web2 or “normal” gamers. They could care less about floor price or token pumps. They play games and spend money for the love of gaming. They get off work or home from school and want to enter a new realm. Play games with friends, level up, laugh, and escape from life sometimes. So as much as one needs to push blockchain that is just as much as it needs to be the afterthought.



 

Hub of Innovations for Creators & Gamers


Hytopia is set to serve as a hub of innovation for both (Gamers and creators). They must go hand in hand if you ever want to see a game thrive at the mass adoption level (100M+ minimum). Look at Roblox for example. They have hit the nail on the head when it comes to blending game creators and players perfectly.


Let’s look at one of my favorite part-time creators! All Your Loot


In his spare time has spun up this website for Hytopia. But even more, these are the type of things you can create on Hytopia using Metafab to help. Imagine being able to spin up entire gaming experiences on a world or better yet for free. Remember you don’t need a world to do any building. This is 100% free to play and 100% free to build. There are some advantages and bonuses to owning a world or multiple that will be mentioned later but completely free.


Not only creating games but building out bosses, items, armor sets, landscapes you name it. Beautiful UI to create the Fyrelux and be able to do all of this in-house on the TOPIA chain. The future is truly magical.


Hytopia even created its own server list. This is one of the best inventions that has been needed for nearly a decade. Instead of having to pay wild fees for game devs to have their games on a list this is all done in-house now.

  • Server Lists

  • Game Modes

  • Item shop

  • Everything you need in the easiest one click & one-stop shop


Regardless of what game you are building. The ability to remove all friction is needed. You must #1 make the game fun and then #2 make it stupidly easy to interact with. Logging on to play should be the easiest one-click thing. Buying an item/battle pack should be the easiest one-stop click. Picking a game to play from a server list should be the easiest one-click thing you’ve ever done. You see. Make it fun. Make it easy. Then the rest will take care of itself







 

World Ownership


When it comes to Digital Collectibles or Collections in general people want value. So here we are to talk about some value prop for all those who care.


Recently, there was chaos as the team was shipping out ideas. There has never been a team more radically transparent than this team. They have open discussions with not only the team but those involved in the project. This led to some quick reactions as people worried about what would happen to world ownership.


Firstly, it was thought that to build/create games you needed to own a world. However, the further along in building the game, the more this idea needed to be thrown to the side. Imagine showing up to this incredible new game and not being able to build unless you own a JPEG world valued at $5,000. You honestly think little Jimmy down the street would be able to afford this? No chance, his mom might give him $50 for his birthday to buy items but that’s it. Chaos would ensue and this freely made game would fail faster than anything I have ever seen. So changes needed to be made. The question asked: What will drive growth and adoption? The easy answer was to make it all free. And that is exactly what they did. Soon following was the change and a well-discussed plan for future operations World & TOPIA Update.


So let's simplify the changes:

  1. World Utility

  2. Tokenomics

  3. Foundation


I will let my friend Adonis take care of the World Utility, Tokenomics & Foundation talk. A must-follow for all things Hytopia as well




Additionally, let’s break down the graphics. Tokenomics and Foundation talk are done. Thank Adonis for the continued work but now some nuts and bolts since everyone is always screaming “What is the utility”.


Well aside from all the features mentioned above maybe we should break down some #’s to make it more reflective of Value Prop for those only driven by $$$


Roblox Creator Fees = 70-80%

  • You make $10,000 take home $3,000

  • You make $100,000 you take home $30,000

  • High-end figures as off-ramping is difficult


So now let's look at the reworked Worlds


Hytopia Creator Fees = 50% (They are hosting Servers + Marketing) this is massive if you don’t know and will save you as a dev/creator lets say low ball $10,000

  • Each world you own gives 2% reduction in fees

    • Stackable up to 10 worlds

    • (10 Worlds) (2%) = 20% creator fee keep

    • 50% Fee > 30% Fee (This is massive when compared to 70-80% Roblox)

  • You make $10,000 you take home $7,000

  • You make $100,000 you take home $70,000

  • Now add Server Hosting by the Team

  • Add Marketing w/ Foundation and Hytopia Team

  • Server List Advancement (Rarity of World + Gamers playing = Higher Push)

  • All this using USDC onboarding to avoid fluctuation


The team's #1 focus is the growth of the platform and the adoption of players. They are curating an ecosystem for gamers and developers to flourish more than any other on the planet. With the addition of the Foundation, they will be spearheading 24% allocation of supply to improve the game and drive growth. All visions aligned on a common goal: make this game the best UGC ever created. This is one of the biggest I’ve ever seen in a single game. The potential to allow players, creators, and others to partake in making their own game better cannot be understated.


For all those junkies out there let’s play a game. This is the only time I will discuss the floor price of the collectible but I will entertain you for a moment.


Let’s say you can max out your game at 20% fee reduction (10 worlds)


Let’s look at platforms such as Minecraft or Roblox as a better example and see that the top 1,000 games are averaging $50,000 minimum (Top 10 games in the 8-figure range).


So if you are a builder able to make a minimum of $50,000 you will do everything in your power to get 2% + 2% + 2% > End goal 10 worlds so you are taking home an annual salary just from the reduction… Life changing


10,000 Worlds > 1,000 = 10 worlds


So when I start to look at World Supply in my eyes I see a Digital Collection of 1,000 worlds, not 10,000. The supply shock hasn’t set in yet because they are still in Alpha. This is exactly how it should be in all reality, until the game is launched and we have players again much is on the speculative side. Furthermore, if you want to calculate the floor price value I would argue it is 100% intangible at the moment. Likely the market will need to see some games launched and what can be produced on this platform. The moment the cat is out of the bag you will never get it back in. Fee reduction & 1,000 supply shock amongst many other features you will start to see value prop much higher if you ask me. 10-25 ETH I would argue will be the minimum price and yes I will only look at minimum levels. If the game takes off and truly becomes the world's biggest UCG Platform then I have little doubt that you will be looking at some wild levels.


Remember the goal is not to have Digital Collectors playing your game. This is silly. The goal is to have 100,000,000+ players all interacting, building, growing, trading, selling, and buying on an in-house ecosystem fostering the most growth & fun ever. If you can do this then you have scaled and the by-product will be massive growth on a scale not even close to Axie Infinity peak bull. It will shatter all ideas of that being insanity and more so, it will be happening daily.


This also brings up an interesting topic. Will Web3 get adopted? Well, Roblox has already started talking about bringing in tradable/ownable assets. Epic Games has done the same and major banks, institutions, and corporations such as Walmart are diving deeper on a daily basis (Pudgy Penguins). These companies and games have created their entire business on two things.

  1. Free to Play

  2. Creative + Cosmetics


Hytopia will be taking this and doing it 1000X. Real players building a game how it should. Built for gamers and creators. What comes of that is pure magic.


Even more, if Roblox is doing $5,000,000,000 in cosmetic sales it would be good business to put all of that on the chain. Not only do people now own assets but it creates demand and demand drives sales. So say they set fees at 2% which would be unlikely I bet more than 5%+ but they are bringing in a cool $100M+ in rev on the bottom line. Not too shabby for simply allowing your players to own and trade their assets. GG’s


 

Limitations/ Set-backs/ Challenges



Building the world's biggest UGC platform is no small task. Not to mention they are doing something that has not been done before. We are talking about Bill Gates at Microsoft, Steve Jobs at Apple or Elon Musk at Tesla. Radical people who thought something needed to be improved and they set out to do just that.


Ark, Temp & company saw a problem. They are tackling that problem but with innovation and new markets comes massive challenges. Addressable issues:

  • Hatred of NFT’s

  • Crypto Issues

  • Onboarding

  • Growth + Scaling

  • Fun

  • I mean heck I talk about all this on the Spaces so if you want more tune in




Let’s hammer out some things on why I believe a Legacy will be created soon. For those who have been paying attention this is more than a simple Digital Collectables collection. The IP & Tech that is being created are at the forefront. I will continue to point back at companies 20+ years ago that started and are now worth Trillion+ in Market Cap. When you look under the hood of Hytopia it will blow your mind. Aside from building what will likely be a truly massive project they are building what in my eyes could be a Trillion-dollar company down the road (Smart contracts, blockchain, frictionless onboarding, etc). Gaming needs this surely, but heck the entire Crypto space in general does. You are looking at what will replace the dollar as we know it. This will need to be done seamlessly and as Blackrock and other tutes look for technology that can do this well… Okay I drifted back to Hytopia


Cool Stuff Hytopia is doing

  1. UI’s built with embedded web tech unlocking magic. Chat box is effectively an isolated iframe, with an IPC pub/sub event system to easily communicate with the game, dispatch packets for chat, etc. Anyone will be able to build simple to complex custom UI’s for their games.

  2. Revolutionary Tokenmics/ Foundation

  3. Dynamic Shadows

    1. Baked ambient occlusion

    2. Smooth ticking of dynamic shadows

  4. New lighting engines

  5. Improved Frame rates (Legendary status)

  6. Tooling, Tooling, Tooling

  7. Player I/O Feedback and retention look > All. Giving tools to creators to innovate and build

  8. Game Changer: Color selector interface was built using web tech (html/css/js) and functions as native UI to a game, with low to no latency syncing

    1. TLDR; Insane flexibility for UIs

  9. Cross Platform (PC, Max, Linux, iOS, Android)

    1. Webview <- IPC-> Native Game Scene

  10. The architecture of private key control

    1. Player devices will full custody authority keys that control their on chain SCA (smart contract account). Meaning players fully control their accounts, Hytopia nor any other centralized entity has key control

    2. Servers will never touch the plaintext of these keys

  11. Account Creation

1. Player joins HYTOPIA using email, phone or social login (Discord / Twitter)


2. Their game client/device locally provisions a new randomized private key for their player account.


3. The password they choose is used with PBKDF2 & a locally generated salt @ 600,000 iterations & SHA512 digest to encrypt their private key.


4. The ciphertext from the key encryption, along with the public wallet address associated with the generated key, and locally generated salt is sent with their non-sensitive account creation details to HYTOPIA servers for account registration.


5. HYTOPIA servers create a player account, store their provided ciphertext, KMS encrypts their salt and stores it.


Account Login

1. Player provides their email, phone or does social auth login depending how they setup their account.


2. If email or phone, a 2FA code is sent, they provide this to complete the login. If social auth, they just finish their social auth flow to complete login.


3. Their account credentials, their decrypted salt and their private key ciphertext is sent to the player's device/client.


4. Anytime their key is required for signing a transaction, if it's the first time for their play session (or if they configure to be prompted for a password each time in setttings) they enter their password they chose that encrypted their key. Their salt, password and pbkdf2/sha512@600,000 iterations recovers their key locally on their device to generate signatures for account actions.


In-Game/Marketplace Transactions

1. Player wants to initiate some sort of in-game action. Maybe a marketplace purchase, maybe a cosmetic trade with another player in-game or on marketplace, etc.


2. Player is prompted to enter their password to locally decrypt their private key ciphertext in order to sign the arguments for the action they want to perform. (This all happens automatically behind the scene, the UI is effectively enter password and press a button). If user has already provided password to decrypt for the current play session, they can have their account configured to not prompt them each time - or, continue to prompt them each time depending on their account settings.


3. The decrypted private key holds complete authority and control of their on-chain smart contract account, that is effectively where all the player items, game currency, achievements, etc are held. There's functions for them to delegate or backup recovery of this smart-contract account, but ultimately they hold full control. We provide some alternative backup methods but they still require things like using concat'd recovery question answers as an alt-ciphertext decryption key, etc.


4. That key signs the calldata & arbitrary nonce tied to the transaction they want to make. Could be anything from an on-chain transfer, trade, interaction with our Seaport implementation we have deployed on the HYTOPIA chain to power our marketplace, etc. The calldata, nonce & signature are sent via an API request to HYTOPIA servers. HYTOPIA's relayer submits the transaction to the chain.


5. The signer is recovered from the signature & calldata/nonce in the smart contract wallet to determine if the controlling private key that has authority to approve account actions actually signed the call/transaction request. If so, the transaction completes execution.


6. It's also important to note, HYTOPIA's server APIs are not required for these transactions to be submitted to the HYTOPIA chain, it's just a convenience since we subsidize gas. A player since they control their account private key ultimately can use any RPC & typical library/wallet/metamask/etc to submit these smart contract wallet targeted transactions to the chain.


Annnnnd that's it, that's the present draft of the implementation to solve both player friction but offload account custodying from HYTOPIA's servers.

  1. - aes256 for key encryption, pbkdf2 provides hardened encrypt/decrypt keys

  2. Revolutionary Server Discovery Page

  3. TauriApps overlay of game client.

  4. End all Web3 related friction in games



  1. 3M Venture Raised with Delphi Ventures

  2. Hytopia Mainnet (Bridging and lighting fast transactions)

    1. 1 second target block time

    2. Handles 4,000+ REAL tx/s with headroom to scale

    3. Player account abstraction

    4. Checkpoints to eth

    5. More

  3. Mainnet Node

    1. Availability and resilience of the network

  4. Features

    1. Multiple chat changes - you can now copy & paste text, use colors, and scroll.

    2. Creative/fly mode implemented - try /fly and double jumping in the air :)

    3. Particles! Try breaking a block to see them!

    4. Reworked auth - choose between using cached token or generate a new one.

    5. Animations!!! Still a work in progress, but should look nice and smooth.

    6. Items in inventories now display their name (custom or not) along with a description if available.

    7. Automated panic/crash reporting - if your game crashes, we get notified right away and why.

  5. Performance updates

    1. Internal block faces are not rendered anymore

    2. Blocks/entities are now culled ("hidden") if out of view

    3. Chunk meshing sped up by 5 times - this should help against client-server desync issues

  6. Bugfixes

    1. Sound for entities taking fire damage no longer damages ears

    2. Fixed an issue where blocks would not render correctly if multiple were placed in a short time span

    3. Going up a ladder doesn't trigger anti-cheat kicks anymore

    4. Trying to place a block at height limit no longer crashes the game

    5. Blocks in hand no longer render with the player's skin

    6. Game no longer crashes at high coordinates

    7. Fix TAB list displaying duplicate names

  7. 1,000,000+ Pre-registered Players

  8. An entirely new Minecraft inspired game engine in the RUST programming language (http://rust-lang.org) representing what Minecraft should of been had it continued to be led by bleeding edge innovators. The new engine has no code, assets, nothing from Minecraft



  1. Written from the ground up in RUST vs Java. RUST gives us a solid performance boost vs Java.Equivalent Minecraft visual mods that would cause even high tiered PCs to choke will have no issues on modest hardware

  2. A modernized networking protocol that will allow simplified implementation of nearly anything creators want to create - custom models, html/css/js based UI, mechanics, moving objects, physics & and so much more. Every creative limitation of Minecraft is going to be solved.

  3. Hybrid TCP/UDP networking architecture for HYTOPIA servers (Not Minecraft-compatible) using our native server codebase. Allowing very smooth high tick PvP and other interactions that the old 20 tick TCP architecture of Minecraft has made impossible.



  1. Hytopia servers will extend upon the familiar Spigot / Bukkit APIs, supporting the existing standard APIs and adding new APIs for the new protocol functionality.



  1. The new HYTOPIA cosmetics and content marketplaces will be entirely open to anyone building content for the HYTOPIA ecosystem - creators can monetize their player base through cosmetics, lootboxes, content and other mechanics

  2. Open Source tryMetaFab

  3. Hytopia Wallet

    1. Gasless relay or paymaster based interactions with any contract on the HYTOPIA chain. Target contracts do not need to implement any extra functionality to support this. In the past this was typically implemented with ERC2771. For players, this means never needing to worry about gas, tx submission, etc.

    2. Seamless subscription payments for creators & developers that have offerings to their players under a subscription model. Creators & devs in the HYTOPIA ecosystem will be able to do things as simple assign subscription models to content or perks if they deem it necessary. Payments for subscriptions automatically deduct from the SCA wallet that opted into the subscription on a time-based or condition based schedule.

    3. Frictionless account recovery using backup mechanisms tied to social logins, alternative recovery emails, and more.

    4. Multisig by default. Multiple signers can be assigned to our implementation. Authority for any actions is determined using a weighted mechanism with a minimum required weight threshold. All signers depending on needs are assigned a determined weight, and the sum of weights of all signers for any given transaction or interaction must meet or exceed a weight threshold. This allows granular & multiparty administrative-like control of accounts for many, many use cases.

    5. Permissioned calls where the player can grant access to calls of a specific function of another contract when certain conditions are met. One example of this could be that a player wants to schedule a 1-time payment to another player 60 days in the future. Once those 60 days have passed, either an automated system can execute on behalf of the call, or if they player set a condition where only the recipient can execute the 1-time call to get their payment, they can do that too. There are many, many possibilities with this system.

    6. Permissioned sessions where 3rd parties or games/worlds within HYTOPIA can request autonomous access to very granular levels erc20/erc721/erc1155 holdings in order to enable systems where the player otherwise might not (or should not) need to take manual action. The permissioning system allows the player to grant explicitly defined contract functions & balance access to games or 3rd party applications in the ecosystem requesting a permissioned session. This could be useful for game mechanics like idle-farming and other use-cases where a player may not be around to take action or click to approve a transaction, but items/game currency for specific conditions may need to be accessed by the game mechanics.

    7. Implements ERC1271 for signatures.

    8. Implements many of the meaningful idea of ERC4337

    9. Fully upgradable, as we update or improve systems we can upgrade the underlying systems to unlock more wallet level interactions for players as the platform may need them.

    10. Batched multicall & permissioned multicall support for efficiency and atomicity where multiple contract calls must all succeed or fail for specific execution cases.

    11. nd much more. This is probably the most bleeding edge implementation of a smart contract wallet system to date. It solves nearly all issues from a payments flexibility & player UX perspective for how it allows our systems to ultimately be implemented.

  4. Contract Modules

If you think this list is long, it is because it is! However, there are probably another 100 bullet points I could add in terms of the innovation that Hytopia is bringing to the future of gaming. These guys aren’t talking any talk. They are simply walking the walk at a blistering speed. Much of this technology will likely be used for decades to come and modeled by many and I mean many games that come after.


Innovation is a long road. But someone needs to pave it.


As I wrap this section up there are plenty of setbacks but this team has done a great job overcoming them all. They will be forced with the hardest wall of all. How do you bridge Web2 to Web3 and bring over 100M+ gamers into this space? Well, the idea is to remove blockchain friction entirely. Make the game simply the best and as a by-product players will have to come. In theory, it is simple, actually accomplishing that feat is challenging but they are working daily to make it a reality.


I don’t know what the future holds but I can tell you this. If anyone was ever going to do it and show how it should be done it would be Hytopia and company.


 

Virality is a goal. So let’s take a moment to break it down and then add some points on my Hytopia has a very high probability of being a “Viral Game:

  1. Consistency

  2. Reliability

  3. Accessibility

  4. Movement

  5. Breaking it down

  6. Energy

  7. Virality Creation


  1. Consistency is something all businesses crave and many times the reason they fail. I will treat Hytopia as both a game and business in this conversation because it is both.

    1. So what does it mean for a business/game to be consistent? Well, you would be looking at the likes of Fortnite/Roblox. They can consistently create great experiences because they are a “Creator First Game”. The reason they have been successful is due to having the infrastructure to support all things that need to be done/created.

  2. Is your game reliable? Well, I would preface the above 30 bullet points and many that I omitted. These guys have been mother-fookers about creating the best game ever. Making sure it is reliable on all platforms will be first.

  3. Accessibility which I will divide into multiple points

    1. First, they are making it free to play.

    2. Second, they are removing all friction. Heck if you didn’t know it was a Blockchain game you would have no idea it was even used outside being able to purchase items with in-game currency but even then, no different than Robuxs etc.

    3. Third, a Web browser is supported. Eventually, mobile and improved FPS will melt faces meaning even some of the worst PCs will be able to run and use this amazing game.

    4. Fourth, remove all friction from building. You don’t need to own a world to create a game and monetize. Then if you want you can juice up by owning a piece of the pie and give yourself more incentive that fly-wheels back to the ecosystem as a whole.

  4. Don’t create a compelling argument. Change the entire game as it is known

    1. You can’t create change by doing the same thing. You must create something so good, so compelling, such a no-brainer that people have no choice but to switch.

      1. In the end what loyalty do you hold to Mojang? This company along with Microsoft has stifled innovation for years.

        1. They didn’t listen to the players/builders

        2. They didn’t care about improving

        3. They didn’t… You see?

        4. Not to mention this Trillion Dollar company cares about one thing. The bottom line. They could care less about giving tools to creators and gamers to have the best experience possible. I won’t harp on this anymore.

      2. No Brainer is the name of the game

        1. Better Ecosystem

        2. Better Support

        3. Easier Building

        4. Better Game

        5. Better Monetization

        6. Better Playability

        7. Incredible Accessibility

        8. Consistent & Reliable Gaming/Building

          1. The environment is set as well to foster gamers. Go into the discord and voice an opinion. Ark or Temp will be there within hours to address whatever the issue is. They will work to come up with a solution. They care… Let me say that one more time. This is a group of developers who care about the people they are building for. I would argue 99% cannot say that in the slightest.

        9. Better is a lacking word here but you get the point. Take whatever you think possible and 1000X it. Then you have yourself Hytopia and what might join the ranks of a game with 100M+ active players

    2. Oh and remove Y-Axis

  5. Break it Down

    1. I won’t add to this. Go look at the 30 bullet points. Go to their X feed, go into Discord. No problem is too small or too big that they don’t break down to make it infinitely better. Nothing has been left for chance and this is what sends it home.

  6. Energy

    1. When you start to play with mystic matters of the Universe you realize this is all there is.

      1. Energy

      2. Frequency

      3. Vibrations

        1. Within Hytopia even when the Rug got pulled there was still energy spiraling upward. The team didn’t want to leave they embraced the challenge of a lifetime to build and continue. Each subsequent issue that arose they met head-on and tackled it.

        2. Players. We are fired up!

        3. Creators are entering competitions to build stuff that has never been done before

        4. Influencers/Content producers are lining up to share this amazing game.

      4. The energy is a feeling that cannot be made. It’s like a spark in the night that grows and builds into something that cannot be stopped. This is where you start to enter the Virality or Movement level. Once the train starts to leave the station you have created the most no-brainer absolute F-Yes thing in the world. Then you sit back for 1 single day to enjoy and get back to work. The garden will need to be tended and issues will arise. Innovation will need to be continuously fostered and any bugs processed and pushed right along. The journey is now only beginning but what a ride it has been.


I don’t have much more to say. If you like what is here go check it out. Maybe grab some TOPIA or a world not FA.


If you want to play, well heck wait a couple of months and it will be up and running. At the end of the day I haven’t found a team as aligned and direction-driven as these guys which makes the journey all the more exciting.




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