Hide and Seek is live

Play the latest PTL game

Use stealth to blend in with NPCs in this game of social deduction

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New Zombies Map

Play BAD BLOOD in the PTL

30 new rounds with special zombie types. Can you survive?

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Minecraft 1.12 Supported

Login using 1.8, 1.9, 1.10, 1.11 or 1.12!

Play together with friends on Hypixel using Minecraft versions 1.8 and above.

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Murder Mystery v1.0 is Now Live

New Maps, New Modes + much more

Explore tons of new content in the Murder Mystery full release

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by LyallPD at 3:00 PM
(3,130 Views / 55 Likes)
140 Comments
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Black Friday Sales have arrived! From now until November 26th we are offering savings of up to 90% OFF on the Hypixel Store. As well as discounts on Boosters, Ranks, Companions, Mystery Boxes and Loot Chests, we've also created exclusive Black Friday Bundles offering some of the best discounts in the sale!

Big discounts on
RANKS
BOOSTERS
COMPANIONS
LOOT CHESTS
MYSTERY BOXES

as well as

SPECIAL BLACK FRIDAY BUNDLES
which include a mix of all items.

Make sure to pick up some great deals before the sale ends and have a great Thanksgiving!

CHECK OUT THE DEALS

by AgentK at 2:42 PM
(2,454 Views / 128 Likes)
83 Comments
Hey guys, a bit of a different type of update post than usual, this is the first post in the series of dev blogs that explain some of the back end workings of the server and how we handle/serve all our content to our players.


The primary goal of this technical update was to move the entire Guild system out of the monolithic control system that runs the bulk of the network’s operations. That includes, but is not limited to, load balancing for our front-end servers, Parties, Friend system, Gametype and map balancing, etc. "MasterControl" handles all of these.


The biggest issue of MasterControl was its boot sequence. Below you can find a very simplified version of the old sequence where red parts are blocking actions, most of which are negligible, except for Guilds. [​IMG]


MasterControl started relatively simple but has since grown over the past four years to include many systems, and some of those systems, like guilds, have grown so much that the original design is no longer effective. When we first introduced Guilds, we had 4,000 of them within a few weeks, and to load all of them into memory took a tenth of a second, but now there are over 110,000 guilds. With the original design, when MasterControl booted up, it would download all of the guilds from the database as a local cache. We needed this local cache because of other constraints; we couldn’t just “lazily load” the guilds. Guild commands, guild join messages, guild MOTD, etc. need to have guilds loaded to execute correctly. That took about 15 seconds per boot of MasterControl.


Thus, rebooting MasterControl was an excruciating process. Turning it off required quickly running a series of commands to entirely shut down MasterControl, then starting MasterControl again, during which it would load all of the guilds, then start catching up on the work it missed. All-in-all, MasterControl took about 60-80 seconds to boot up and be fully functional again. During this time no players could join the network, nobody could move lobbies, queueing froze, and almost all commands would stop functioning. That was the cause of nearly every network drop over the past year. Naturally, we tried to keep reboots at high player counts to a minimum, but sometimes we had to deploy critical changes which resulted in scenarios like this:[​IMG]



The Guild Manager was by far the worst module in the boot process. By extracting it and moving it into a submodule of Goliath (More info about this in a next dev blog, since that’s a very feature packed system itself), along with some bug fixes to some of the startup code, we’ve managed to reduce the boot time down to 10 seconds. That means we can now safely reboot MasterControl for updates any time of the day, regardless of online players.


Additionally, we can now independently reboot the Guild module without impacting anything else. Granted, while it’s down we can’t look up guilds on the network, but in most cases, this would not affect much, Social Menu might show you’re not in a guild, no guild tag in lobbies, etc. Commands won’t work at all since they're defined here. Once it’s back up everything returns to normal.


Since we now have a centralized Guild Manager, that we can access through a simple asynchronous API from anywhere on the network, we can now also reduce boot time on lobbies (they still load all guilds, not as big of an issue since we have redundancy). It also opens up the ability to use guilds in-game. For example, enable Social Menu in Housing.


Now that we’ve filled you in on some of the back end changes to Guilds, you guys can look forward to the guild update in the near future!

by ConnorLinfoot at 6:02 PM
(12,574 Views / 122 Likes)
170 Comments
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A new mode has been released for Murder Mystery! Infection is available to play now in the Murder Mystery lobby.

Please note that this mode is in Beta and you may encounter bugs or other issues. Like in the Prototype Lobby or in SkyWars Labs, we want to add more new modes more quickly, and develop them alongside the community based on your feedback. If you encounter any bugs please report them in the forum: https://hypixel.net/forums/server-bug-reports.35/

Continue reading to find out more.

by Relenter at 4:05 PM
(4,035 Views / 131 Likes)
117 Comments
Hey everybody!

Today we have released another bug fix patch, this time for Warlords! This patch also contains some minor balancing changes along with a new feature.

Continue reading for a full list of changes.

by Tactful at 11:10 AM
(13,403 Views / 319 Likes)
320 Comments
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Hey all,

I wanted to give you all a quick overview of what's coming up in November and December on the server and what's going on behind the scenes. We tease a lot of upcoming work on social media but since not everyone uses that, we thought it'd be cool to give a little update here with some more info about upcoming projects.

As always, just because something isn't on this list doesn't mean we aren't working on it / thinking about it. We are a large team that works on many projects at once. Continue reading to find out more.