hey, i'm owen

I make Hytale mods
that don't suck.

5+ years of Java. I build server-side systems for game servers, things like matchmaking, minigames, class systems, all that. Right now I'm mainly working in the Hytale modding scene.

about

I started writing Java when I was about 14, messing around with Minecraft mods, breaking stuff, trying to figure out how servers actually work. That was over 13 years ago and somewhere along the way it went from a hobby to what I actually do for a living.

Now I'm mainly focused on Hytale. I do the backend stuff that makes multiplayer servers work: matchmaking, ability systems, minigame frameworks, economy mods, things like that. I like writing code that's clean enough to build on later and fast enough to handle a proper player count.

When I'm not coding I'm probably playing the games I'm building mods for. At this point that's basically just research.

tools i use daily

JavaGradleGitMySQLRedis

services

Hytale Mod Developer for Hire

I build custom Hytale mods for servers. If you need a developer to bring your Hytale server idea to life, here's what I can do for you.

Every project is different so I quote per job. Hit me up on Discord (themuscular) and tell me what you need. I'll get back to you with a scope and price, usually within a day.

Hytale Class & Ability Systems

This is what I do most. Full class frameworks with unique abilities, cooldowns, passives, and stat profiles. Config-driven so you can tweak everything without touching code.

Class kits, skill trees, ability cooldowns, passive effects, loadouts

Hytale Matchmaking & Lobby Mods

Queue systems, party support, ELO-based ranking, map voting, team balancing. I've built these for servers with anywhere from 20 to 500+ concurrent players.

Ranked queues, casual matchmaking, party systems, lobby management

Hytale Economy & Trading Mods

Multi-currency economies, auction houses, player shops, transaction logging. I've dealt with every dupe exploit you can think of so your economy won't break on day one.

Currencies, shops, auction house, trading, anti-dupe, balance tracking

Hytale Quest & Progression Systems

Daily/weekly quests, achievement tracking, login streaks, branching quest lines, progression gating. All with custom GUIs so it actually looks good in-game.

Daily quests, weekly challenges, achievements, NPC dialogues, reward tiers

Custom In-Game UIs & GUIs

I design and build custom interfaces from scratch. Inventory menus, HUDs, scoreboards, shop UIs, stat panels, body status screens. If it needs to look clean and work smoothly in-game, I'll make it happen.

Custom menus, HUD overlays, shop interfaces, stat screens, interactive panels

Want a quote for your Hytale server?

Best way to reach me is Discord. Tell me what you're after and I'll let you know what it'll take.

projects

Some of the stuff I've built. Most of these are running on live servers.

Hytown

Mount System

liveMar 2026

Full mount collection and riding system for Hytown

Built a complete mount system for Hytown from scratch. Players collect mounts, browse them through a custom GUI, favourite the ones they use most, and ride them around with unique visual effects per mount. The whole thing is designed to feel polished, not like a default inventory screen.

Mount System GUI showing categorised mounts with rarity tiers and favouriting

Custom GUI

Fully designed UI with stylised inventory frames, rarity-coded borders, and rendered icons for each mount. Players can filter by category, rarity tier, or favourited status without reopening the menu. Everything updates in real time as they unlock new mounts.

Mount Riding

Riding hooks into entity movement with velocity overrides, seat attachment offsets, and per-mount speed/jump modifiers. Dismount logic runs collision detection and safe-landing checks so players don't clip through walls or fall into the void. Each mount has its own particle trail and visual effects tied to its rarity.

Collection & Rarity

Mounts are tracked per-player with persistent ownership state and rarity classification. Common, rare, epic, legendary tiers each with different visual treatments in the GUI. Players can favourite mounts for quick equip and see their full collection progress at a glance.

JavaCustom GUIEntity HandlingParticle FXPersistenceUI Design
Hytown

Dungeon Portal UI

liveMar 2026

Dungeon selection and queue system for Hytown

Built a full dungeon portal system for Hytown. Players walk up to a portal, get a detailed breakdown of the dungeon they're about to enter, and can queue up with their party or solo. Each dungeon has its own difficulty rating, objectives, tips, and potential loot rewards all shown before you commit.

Dungeon Portal UI showing Sanguine Cathedral with difficulty, objectives, tips and rewards

Dungeon Preview Panel

Each dungeon has a full info screen with a preview image, star-based difficulty rating, recommended party size, boss objectives, and gameplay tips. Players can read through everything before they decide to go in. The lore blurb at the bottom sets the tone for each dungeon so it doesn't just feel like a menu.

Loot Preview

The potential rewards section shows what gear can drop, with rarity indicators, stat previews, and item descriptions. Players know what they're grinding for before they start. Loot tables are all configurable per dungeon so server owners can tweak drop rates without touching code.

Queue System

Two options at the bottom: start the dungeon immediately or queue up and wait for more players. The queue handles party formation, checks that everyone meets the requirements, and teleports the group in when it's ready. If someone leaves during queue, it backfills without resetting everyone else's position.

JavaCustom GUIQueue SystemDungeon DesignLoot TablesUI Design
PyreTale

Banking & Economy

liveFeb 2026

Full commerce and banking mod for Hytale - Gilded Dreams

A complete economy mod built for a Hytale server. Physical gold exists as a real inventory item that drops on death, can be stored with bank NPCs, and flows through a fully logged ledger. Every gold movement (deposits, trades, shop purchases, auction sales) is tracked in an append-only table for security and anti-dupe auditing.

Bank UI deposit screen
Bank UI balance overview
Bank NPC interaction

Physical Gold & Accounts

Gold is a real inventory item with proper drop behaviour on death. Players deposit to convert physical coins into a stored balance, withdraw to get physical gold back. Both actions go through a confirmation screen showing gross amount, fee, and net before anything is finalised.

Bank NPC & UI

Bank NPCs are placed by admins via command and persist across restarts. Pressing F opens a custom UI showing stored balance, physical gold in inventory, bank type, and fee notice. No commands, interaction only. Player-owned banks are also supported with configurable fee rates.

Economy Ledger

Every gold movement is written to an append-only ledger: deposits, withdrawals, trades, shop buys/sells, auction transactions, death drops, and bank fees. Each entry logs the player, action type, amount, fee, balance before, balance after, and timestamp. Makes dupe exploits and economy manipulation easy to catch and trace.

JavaSQLiteEconomyCustom GUINPC SystemSecurity
PyreTale

Empires

liveMar 2026

Land, government, and diplomacy mod for Hytale

A full settlement and empire mod for Hytale servers. Players found settlements, grow them through tiers from hamlet to empire, claim territory, collect taxes, form alliances, and go to war. Inspired by Towny but rebuilt from scratch with proper government types, a real diplomacy system, and a map overlay showing who owns what land.

Settlement Tiers

Six tiers from Hamlet to Empire. Settlements auto-promote as residents join and demote if numbers drop, with a grace period so you don't lose progress from people logging off. Each tier unlocks more land capacity, treasury caps, and features. Towns can become vassals of kingdoms, kingdoms of empires, with tribute flowing up the chain.

Government Types

Five government types that actually change mechanics. Feudal Monarchy gives one leader full control. Merchant Republic has elected leaders and trade bonuses. Tribal Confederation runs on council votes and communal resources. Each type affects tax efficiency, diplomacy options, and how decisions get made.

Territory & Economy

Chunk-based land claiming with adjacency rules, outposts for remote claims, and full block protection. The economy runs on configurable taxes: resident tax, plot tax, kingdom-level tax, and vassal tribute. Daily upkeep costs scale with size. Miss payments and you start losing land, then tier, then the settlement falls into ruins.

Diplomacy & War

Full diplomacy system with alliances, rivalries, and mechanical treaties: trade agreements lower taxes, non-aggression pacts disable PvP, mutual defence pacts trigger ally notifications. Formal wars cost treasury money, have siege mechanics for hitting claimed land, score tracking, and peace negotiations.

Map Overlay & Management UI

Custom map layer that colour-codes all claimed territory on the world map. Leaders get a central management screen to handle taxes, promotions, treasury, diplomacy, and permissions all from one place instead of memorising dozens of commands.

JavaMySQLTerritory SystemEconomyDiplomacyCustom GUIMap Integration

Animal Kingdom

liveFeb 2026

Animal-focused survival server

An animal survival server where you pick an animal and try to stay alive. I built the class system and the core gameplay mechanics for this one.

Animal class selection GUI showing Antelope, Zebra, Cheetah and Lion with stats
Leaderboard GUI with tabs for Coins, Kills, and Playtime

Animal Class System

5 playable classes: Cheetah, Antelope, Elephant, Lion, and Zebra. Each one has different abilities, movement speeds, and stats. Cheetah gets a sprint burst for chasing, Elephant tanks hits with a charge, Lion gets bonuses when hunting in a group. They all play completely differently.

Thirst & Hunger System

Every class has its own thirst and hunger that drains at different rates. Herbivores like Antelope and Zebra eat grass and plants to stay fed. Carnivores like Lion and Cheetah have to actually hunt and kill other animals to eat. Water works the same way, you need to find sources and drink, but they can dry up and come back over time. Predators like to camp the water spots too, so you're always weighing up the risk.

Leaderboards

Fully tracked leaderboard system with tabs for most coins earned, total kills, and playtime. Everything updates in real time and shows your current rank. The whole UI uses custom imagery and styled elements to match the server's look instead of just being plain text in a menu.

Quest System

Full quest system with a custom GUI. There's daily quests that reset every 24 hours, weekly quests that rotate on Mondays, and a daily login streak tracker with escalating rewards. Each quest type has its own progress bar and reward tiers. The whole thing runs on timers so quests auto-refresh without needing a restart, and there's a countdown in the UI showing when the next batch drops. Quests are stuff like "hunt 5 prey as Lion" or "survive 3 days as Antelope" so they tie into the class system.

JavaClass DesignGame MechanicsSurvivalCustom GUIQuest Design

Dynamic Health System

in useFeb 2026

RPG body damage and medical mod

Built this for an RPG server that wanted something way more realistic than a single health bar. Each body part tracks its own damage independently and needs specific treatment. You can't just eat a food item and walk it off.

Body Status GUI showing individual body part damage tracking

Body Part Tracking

Head, chest, stomach, both arms, both legs. Each one has its own HP and status effects. Get shot in the leg and you move slower. Arm damage messes with your aim and swing speed. Chest and head hits are critical, they'll down you fast if you don't treat them. There's a full body status GUI that shows everything at a glance with colour-coded damage levels.

Medical Tools

Different injuries need different tools. Bullets need tweezers to remove before you can bandage the wound. Bleeds need tourniquets or bandages depending on severity. Fractures need splints. You can't just spam one item to fix everything, you actually have to diagnose what's wrong and use the right tool for it.

Infections & Bleeds

Untreated wounds get infected over time. Infections spread and get worse the longer you ignore them, eventually they'll kill you. Bleeds drain health at different rates depending on where you got hit and how bad it is. A nick on the arm is slow, a chest wound bleeds out fast. Antibiotics and proper wound care are the only way to deal with infections.

Critical vs Non-Critical

The system splits damage into critical and non-critical. Non-critical stuff like bruises and small cuts heal on their own slowly. Critical injuries like gunshot wounds, deep lacerations, and fractures need active treatment or they get worse. Head and chest injuries are always treated as critical. It forces players to actually care about getting hurt instead of just tanking hits.

JavaCustom GUIRPG SystemsMedical SimStatus Effects
ZHorde

ZHorde

liveJan 2026

zhorde.org

My biggest project. ZHorde is a zombie horde survival server and I built the entire mod from scratch. Not a fork, not a config pack, everything is custom. Players team up, fight through waves of zombies that get harder each round, pick classes, unlock achievements, and try to top the leaderboards. Here's what I built for it:

Wave Manager

I wrote a custom wave engine from scratch. It scales difficulty based on how many players are in, what round it is, and how well the team's doing. Controls what mobs spawn, how fast they come, rest periods between rounds, and boss waves. Everything's configurable per map.

Class System

There's over 15 classes you can play. Tanks, DPS, supports, hybrids, all of it. Each one has its own abilities, passives, and stats. I built it so you can add new classes just through config files without changing any code.

Challenge Mode

Basically a hardcore mode. Permadeath, limited resources, and random mutators that stack each round. Stuff like faster mobs, less healing, elite spawns. There's leaderboards tracking the best runs too.

Achievements

Persistent achievement tracking with stat tracking, tiered rewards, and notifications. Kill milestones, class-specific challenges, speedrun completions, that sort of thing.

Matchmaking & Lobbies

Queue-based system with party support, map voting, team balancing based on skill, and configurable match sizes. You queue up, get matched, land in a lobby, and the server handles everything from there.

JavaMySQLRedisCustom FrameworkGame Design

faq

Common questions I get asked.

How much does a custom Hytale mod cost?

Depends on the scope. A simple utility mod might be $50-150, a full class system or matchmaker is more like $200-400+. Message me on Discord with what you need and I'll give you a proper quote.

How long does development take?

Small mods can be done in a few days. Bigger systems like matchmaking or class frameworks usually take 1-3 weeks depending on complexity. I'll give you a timeline upfront.

Do you offer support after delivery?

Yeah. I fix bugs for free after delivery and I'm available for tweaks and updates. If you want ongoing maintenance or new features down the line, we can work something out.

Can you work with my existing server setup?

Absolutely. I've integrated with all kinds of existing setups, databases, permission systems, other mods. Just let me know what you're running and I'll make sure everything plays nice together.

Do you do Minecraft mods too?

My focus is Hytale but yeah, I've been writing Java for game servers for years. If you've got a Minecraft project, reach out and we can talk about it.

What's the best way to contact you?

Discord is fastest. Add me: themuscular. I usually respond within a few hours. You can also email me at joppibroski@gmail.com if you prefer.

get in touch

Need a mod built?

I take on commissions. If you've got a server that needs custom work or just want to chat about an idea, hit me up.