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First impressions have been incredible! After installing the launcher on my Deck and logging in (I tried to log in to the launcher on Fedora but it for what ever reason would not open the pop up link, maybe you've got some ideas) I got 2+ hours to just immerse myself in the exploration and foundation of a house.
Some time after that I tuned into Kweebec Corner's stream on the side. Him and his co-creators in voice call gave what I consider a good representation of everyone's experience. Everyone is clueless about the mechanics, things different from a Minecrafter background, and surprised by some of the wilder features like what happens when you drink Mosshorn milk, or that trees regrow. Finally getting to experience cluelessness for the first time again is delightful.
I picked up a few valuable tips while viewing the stream, like how you absolutely MUST enable health bar visuals in general settings, unless you like testing your luck on who will die in combat first. Dagger spamming is also THE movement strategy.
Bugs I've encountered are the rendering of water freaking out and flashing, and maybe some mob AI jankiness. The visual map is another case where the behavior is weird. It should retain any chunks that have been explored, but it seems to either remove them from cache on death or only show chunks that are currently rendered which makes the feature far less useful. A few players mentioned respawn points at beds not working, which got annoying fast, but I didn't face that bug. What to take away from this is that the bugs do not significantly take away from the game, more significant are the rougher edges of the mechanics that make it feel like the pre-release it is.
Timed crafting is odd, stack sizes need improvements, and movement in some places needs work, but what we have right now as of day one release is very good, and this is the worst state Hytale is ever going to be. The 2 years of development funded by the pre-orders alone, added to Simon's 10 year pledge, ensure the game will become stronger in updates. After 8 years in development hell, cancellation, and revival, we're only now just beginning!