Playing with friends in Hytale is not a matchmaking button. It is a networking stack. You either spin up a quick listen server from inside your world with a Share Code, or you run a dedicated Java server that stays online when you are offline.
This guide explains Hytale Early Access multiplayer end to end: how Friend Join works under the hood (UPnP, UDP ports, Share Code security), how to join friends reliably, when to upgrade to a Dedicated Server, and the troubleshooting checklist for timeouts, auth errors, and rubberbanding. If you want co-op that actually works in Orbis, start here.
Friend Join Share Code
Host From Inside Your World
- ✓ Toggle online play mid-session
- ✓ Router setup via UPnP (when available)
- ✓ Password protected access
- ✓ Best for 2 to 5 friends
Dedicated Server
Always On, Always Joinable
- ⚙️ Java 25 runtime
- ⚙️ OAuth device login for authentication
- ⚙️ Better performance and control
- ⚙️ Ideal for long-running worlds
Managed Hosting
Pay For Stability And Protection
- 🛡️ Built-in DDoS mitigation
- 🛡️ One-click updates and backups
- 🛡️ No port forwarding required
- 🛡️ Best for bigger groups
How Hytale Multiplayer Actually Works The Connectivity Model Explained
Hytale Early Access is built on a split architecture: a desktop client (C#) and a server runtime (Java). Even when you play solo, your client connects to a local server process that simulates the world. Multiplayer is simply the act of making that simulation reachable by other players, either temporarily (Friend Join) or permanently (Dedicated Server).
On the wire, Hytale uses QUIC over UDP for smoother gameplay under packet loss. In the first week of Early Access, Update 1 added BBR congestion control to reduce rubberbanding on real world home connections. The result is a modern network stack, but the surrounding social layer is intentionally DIY right now. Expect to copy codes, forward ports, and troubleshoot firewalls.
Multiplayer Data Flow In A Typical Friend Session
Choose Your Multiplayer Mode Quick Sessions Or Persistent Worlds
The Only Question That Matters
How Friend Join Works Share Codes, UPnP, And Session Security
Friend Join turns your current world into a listen server. You do not return to a lobby. You do not restart the game. You toggle online access while standing inside the world, and Hytale attempts to expose your local server to the internet using UPnP. If UPnP succeeds, your router forwards a UDP port to your PC automatically.
Hytale then generates a Share Code that encodes your public IP, the session port, and a session token. This is why Friend Join feels simple for guests: they paste one string, the game finds you, and the host streams the world state.
Host A Friend Join Session
Join A Friend Using A Share Code
Share Codes Expose Your Public IP
Friend Join is peer to peer. The session does not run through a relay by default. Anyone who has your Share Code can derive the host public IP and attempt abuse like targeted connection spam. Only share codes with trusted people, avoid posting them in public Discord channels, and consider dedicated hosting with protection if you are inviting strangers.
Make Friend Join Feel Smoother
If your co-op session feels choppy during chunk loading, focus on your own system tuning first, then reduce view radius or world complexity. Friend Join lives on the host PC, so host stability matters more than guest hardware.
Why Friend Join Fails UPnP, CGNAT, And Firewall Reality
If Friend Join works for some players but not for you, it usually has nothing to do with Hytale itself. It is the network path between your PC and your friends. UPnP is an automation layer, not a guarantee. When it fails, you see the classic symptoms: Share Code connects locally, but remote friends time out.
Restricted Networks
University, corporate, and managed apartment networks commonly disable UPnP and block inbound UDP. You can generate a code, but friends cannot reach your PC.
Carrier-Grade NAT
Some ISPs put you behind CGNAT, meaning you do not have a unique public IPv4 address. Port forwarding and UPnP will not expose your PC to the internet in the normal way.
Double NAT And Mesh Routers
If you have a modem-router combo plus your own router, or a mesh system with multiple gateways, UPnP mappings can land on the wrong device. Symptoms look like random timeouts.
Firewall Rules
Windows Firewall and third-party security suites can block inbound UDP even when UPnP opens the router port. You must allow Hytale through for private and public networks.
Dedicated Servers Explained The Correct Solution For Persistent Worlds
If you want a shared world that anyone can join at any time, you need a Dedicated Server. In Early Access, Hytale servers run on Java 25 and use a downloader CLI to fetch both server files and the required game assets archive. This is not optional: servers need the asset bundle for physics, collisions, and world generation consistency.
Dedicated servers also use an OAuth device login flow for authenticated mode. On first run, the server gives you a URL and a device code. You complete login in a browser, the server receives a token, and then it can accept proper account connections with skins and identity validation.
What You Actually Run
A headless Java server process that loads an Assets.zip bundle, binds a UDP address and port (commonly 5520), and enforces authentication via a device flow. World and player data persist on disk, so parties can treat the server like a shared home rather than a temporary host session.
Run A Dedicated Server For Friends
If you are hosting from a home PC, do not underestimate hardware bottlenecks. Hytale simulation is sensitive to core speed and tick time. If your server struggles under load, prioritize CPU headroom and reduce view distance before you chase graphics settings. Guides like hardware selection are useful even for server planning because the main loop behavior looks a lot like a single core game workload.
Friend Join vs Dedicated Server What You Gain And What You Trade
Multiplayer Options Compared
| Option | Best For | Pros | Tradeoffs |
|---|---|---|---|
| Friend Join Share Code |
Casual co-op with a small trusted group | Fast setup, host mid-session, no server install | Host must stay online, UPnP can fail, Share Code exposes host IP |
| Dedicated Server Self-Hosted |
Persistent worlds, long-term progression, communities | Always online, better control, consistent performance tuning | Java 25 setup, auth device flow, UDP port forwarding required |
| Managed Hosting Provider |
Groups that want stability without networking work | No port forwarding, backups, panels, protection | Monthly cost, performance depends on tier and CPU |
Connectivity Performance Tips Reduce Rubberbanding And Desync
QUIC helps, but it cannot fix an overloaded host or saturated upload. When you play with friends, the two most common causes of “lag” are (1) the host cannot simulate ticks fast enough, or (2) chunk data is saturating the uplink. Solve those first, then optimize the rest.
Upload Bandwidth Matters
Hosting is upload heavy. Sending chunks to several friends can saturate typical home upload, especially on cable plans. If you feel spikes when new areas load, uplink is a prime suspect.
Ethernet Beats Wi-Fi
Weak Wi-Fi creates packet loss that looks like teleporting or delayed actions. Wired connections reduce jitter and make QUIC do less recovery work.
Lower View Radius First
High view radius increases chunk work exponentially. If players rubberband, reduce view radius before you touch anything else. It is the fastest stability win on both Friend Join and Dedicated servers.
Fix Stutter Locally
Client hitching can feel like “network lag” even when the server is fine. If your gameplay is inconsistent, address frame stability before blaming the server.
Troubleshooting Multiplayer Issues The Errors You Will Actually See
Early Access networking is powerful, but not forgiving. Use this table as your first-pass diagnostic. Most problems collapse into four buckets: blocked UDP, auth token issues, version mismatch, or host performance.
Common Hytale Multiplayer Errors And Fixes
| Error | What It Usually Means | Fix Checklist |
|---|---|---|
| Connection Timed Out | Inbound UDP is blocked or UPnP mapping failed | Allow Hytale through firewall, confirm router UPnP, forward UDP port manually (commonly 5520), avoid restricted networks |
| Authentication Failed | Dedicated server not authorized, or auth token not valid | Complete device login flow, restart server, ensure server is in authenticated mode for normal play |
| Invalid Token | Clock desync can break time-based crypto validation | Sync system time, restart launcher or server, rejoin |
| Version Mismatch | Client and server builds do not match | Update server via downloader, restart launcher on client, avoid mixing stable with pre-release builds |
| Rubberbanding | Server tick overload or unstable network path | Reduce view radius, reduce player count temporarily, switch host to Ethernet, consider hosting provider for stability |
| java.io.IOException | Packet corruption, abrupt disconnects, or unstable Wi-Fi | Use Ethernet, reduce background downloads, if persistent consider a private VPN mesh solution like Tailscale for cleaner routing |
Keeping A Shared World When Friend Join Ends
Friend Join worlds live on the host machine. When the host closes the world, the session ends. If your group wants to keep progress without upgrading to a Dedicated Server, you have only one real option: transfer the world save file between hosts.
On Windows, saves are typically stored under %appdata%\\Hytale\\saves\\. Whoever hosts needs that world folder. This is workable for small friend groups, but it becomes painful fast if you rotate hosts frequently.
If your group is already thinking about rotating hosts, you are already in Dedicated Server territory.
Cross-Platform Reality Check What Early Access Supports
Because the Early Access build is based on the revived legacy engine, multiplayer is currently PC-centric. Windows is the primary platform, with macOS (Apple Silicon) and Linux support also in the ecosystem. Do not expect a console style invite system yet. Coordination is mostly external, usually Discord, plus direct codes and IP connections.
Platform Notes For Playing With Friends
| Platform | Status | What To Know |
|---|---|---|
| Windows | Primary Target | Most guides and troubleshooting assume Windows networking, firewall, and paths. |
| macOS | Apple Silicon | Apple Silicon is the focus. Intel Macs are not the expectation for the client in Early Access. |
| Linux | Native Support | Strong fit for Dedicated Servers due to low overhead and easy automation. Great choice for long-running worlds. |
Social Features And What To Expect The Early Access State
Hytale Early Access intentionally ships without a fully polished social layer. Friends lists exist in prototype form, there is no central hub world for meeting strangers, and official high-concurrency minigame servers are not the foundation of multiplayer yet. The ecosystem is currently shaped by direct connects, third-party server lists, and community hosting.
Modded servers also benefit from Hytale’s server authoritative model, where required content can be pushed to clients when they connect. As integrations mature, joining modded friends will be less about manual setup and more about joining the right server. Until then, keep your group small, keep versions aligned, and keep your network path clean.
Make Co-Op Feel Better
If your sessions feel inconsistent, it is often a mix of network jitter and local hitching. Hone helps reduce stutter and stabilize performance with one-click optimization, so your “lag” is actually network lag and not your PC.
Try Hone Free →Conclusion
To play with friends in Hytale, you choose between speed and permanence. Friend Join is the fastest path: toggle online play, copy a Share Code, and co-op starts immediately. Dedicated servers are the long-term answer: a Java 25 server with proper authentication, persistent world saves, and predictable performance tuning.
Most multiplayer frustration comes from predictable places: blocked UDP, UPnP failures, clock based token issues, or overloaded hosts. Fix those fundamentals, keep view distance reasonable, and your Orbis sessions become stable enough to feel like a finished game, even while the ecosystem is still a construction site.
FAQ
How do I play with friends in Hytale quickly
Use Friend Join. Load into your world, open the Online Play menu, enable “Allow Other Players To Join,” set a password, then copy the Share Code and send it to your friends. They join from the Servers tab using “Join via Code.”
What is a Share Code in Hytale
A Share Code is a copy-paste invite string that encodes your session connection details, including your public IP, the session port, and a token. It lets friends join without typing an IP:port manually.
Is Friend Join safe to share publicly
No. Friend Join is peer to peer, and the Share Code effectively exposes the host public IP. Only share codes with trusted friends and use a session password. For public communities, a dedicated server with protection is safer.
Why can’t my friend connect to my Hytale world
The most common reason is blocked UDP or a failed UPnP port mapping on the host router. Other causes include strict firewalls, CGNAT from the ISP, double NAT setups, or joining from a restricted network like a campus connection.
Does Friend Join keep the world online when I log off
No. Friend Join sessions are not persistent. When the host exits the world, the listen server shuts down and guests disconnect. For a world that stays online, you need a Dedicated Server or managed hosting.
What do I need to run a dedicated Hytale server
You need Java 25, the Hytale Downloader CLI to fetch server files and the assets archive, and an authenticated server setup using the device login flow. You also need UDP port access on your network (commonly port 5520) and enough CPU and RAM to handle view distance and player count.
What port should I forward for Hytale multiplayer
Dedicated servers commonly bind to UDP port 5520 by default. If you change the bind port in server arguments, forward that UDP port instead. Friend Join uses dynamic mapping via UPnP when available.
Why do we rubberband when playing together
Rubberbanding usually means the server cannot keep up with simulation ticks or the network path is unstable. Reduce view radius first, use Ethernet instead of weak Wi-Fi, and avoid saturating upload bandwidth with large chunk loads.
Can I transfer a Friend Join world to a dedicated server
Yes. Friend Join worlds are stored as local saves on the host machine. You can move the world folder to the dedicated server’s universe worlds directory so the same map persists with 24/7 access.

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