Hytale Proxy Software: What's Available
If you’re planning a Hytale server network — lobby, survival, minigames behind one address — you need something to sit between your players and your backend servers. In the Minecraft world, that was BungeeCord or Velocity. Hytale’s QUIC/UDP networking makes things different, but the ecosystem is catching up. Here’s everything that exists right now.
In this article: Do You Even Need a Proxy? · Full Proxy Servers · Paid Options · Not Proxies (But Solve Similar Problems) · Comparison Table · Which One Should You Use?
Do You Even Need a Proxy?
Hytale has a built-in transfer system. Servers can send a referral packet containing a target host, port, and an optional 4 KB payload to move a player to another server. The client opens a new connection to the target. No proxy involved.
For small setups — a lobby that sends players to one or two game servers — this might be all you need. It’s native, it works, and there’s nothing extra to maintain.
But it has real limitations. There’s no shared state between servers. No global plugin system. No way to aggregate player counts or manage permissions across the network. Each server handles its own authentication independently. And critically, every backend server’s IP is exposed to the client — there’s no way to mask your infrastructure behind a single address. For DDoS protection alone, that’s often a dealbreaker.
If any of that matters to you, keep reading.
Full Proxy Servers
These are the BungeeCord/Velocity equivalents — dedicated proxy processes that sit between players and your backend servers, handling routing, authentication, and plugin logic.
Numdrassl
The most established Hytale proxy. Written in Java, with Java 21+ listed as the requirement and Java 21/25 tested by the project.
Numdrassl speaks Hytale’s native QUIC protocol directly. Players connect to the proxy (default port 24322), the proxy handles authentication, and routes traffic to backend servers. It supports a full event-driven plugin system, /server commands for transfers, packet interception, and a permission system with provider support.
For larger deployments, it has Redis-backed cluster mode — multiple proxy instances sharing state for cross-proxy messaging, global player tracking, and load balancing. It also exposes Prometheus-compatible metrics and supports HAProxy PROXY protocol for DDoS mitigation services.
The tradeoff: backend servers must run with --auth-mode insecure and a bridge plugin installed on each one. The proxy takes over authentication, so the backends trust it blindly. This means you must block direct connections to your backend servers — if someone bypasses the proxy, they bypass auth entirely.
- License: Proprietary (source code is visible on GitHub, but not open source)
- Status: Most mature option available. Active development.
- Links: GitHub · CurseForge · Setup Guide (hytale.game)
Lineage
A QUIC/TLS proxy written in Kotlin by the hytalemoddingru community. The key differentiator: Lineage preserves Hytale’s official AUTHENTICATED handshake flow. Backends don’t need --auth-mode insecure — the proxy validates authentication properly and passes it through.
It has its own mod/plugin API, console commands, dynamic routing with automatic fallback, health and metrics endpoints, and a localization service. The architecture splits into a proxy/ module (QUIC listener, TLS termination, routing) and a backend-mod/ installed on each server for enforcement and replay protection.
The catch: it’s pre-stable. Version 0.4.0 as of February 2026, and the developers explicitly warn that APIs and runtime behavior may change before 1.0. If you’re comfortable running pre-release software and value proper authentication over maturity, Lineage is worth watching.
- License: AGPL-3.0 (fully open source)
- Status: Pre-stable (v0.4.0). Active development.
- Links: GitHub
Paid Options
getProxy
A proxy + hub bundle sold on BuiltByBit for $20. Closed source, by gethertv.
getProxy takes a more turnkey approach than Numdrassl or Lineage. Beyond the proxy itself, it ships with four customizable server selector menu styles, nine portal block types for server transitions, a scoreboard HUD, lobby protection (prevents block placement/breaking), and IP banning with rate limiting. Backend connections are secured with HMAC-SHA256.
It’s aimed at server owners who want a working network out of the box without writing plugins. The downside is the usual closed-source tradeoff — you can’t audit it, you can’t fix it yourself, and you’re dependent on one developer for updates.
- License: Closed source, paid ($20)
- Status: Commercial listing available. Verify the current version and purchase count on BuiltByBit before buying.
- Links: BuiltByBit
EtProxy
Another paid proxy on BuiltByBit, $6.99 by Hexye. Described as “fast, minimal, and developer-friendly.”
Features include multi-server networking, player transfers, backend IP masking, configurable server pools, and player capacity limits. Beyond that, documentation is sparse — there’s not much detail on architecture or protocol handling.
Very early stage, with limited public documentation. Hard to recommend over the free alternatives at this point unless it develops significantly.
- License: Closed source, paid ($6.99)
- Status: Commercial listing available. Verify the current version and purchase count on BuiltByBit before buying.
- Links: BuiltByBit
Not Proxies (But Solve Similar Problems)
These don’t replace a full proxy, but they solve specific networking problems without one.
QUIC Relay
A lightweight reverse proxy written in Go. QUIC Relay doesn’t know anything about players, plugins, or game state — it operates at the transport layer, routing raw QUIC connections based on SNI (Server Name Indication) in the TLS ClientHello.
The use case: you have multiple Hytale servers on one machine (or one IP) and want players to connect via different domain names. survival.example.com routes to one backend, pvp.example.com routes to another. It also supports round-robin load balancing across multiple backends, rate limiting, and hot-reload configuration.
Hytale doesn’t support SRV records, so an SNI-based QUIC reverse proxy is currently the cleanest way to run multiple servers on a single IP/port with distinct addresses. QUIC Relay is built for that job. It’s not a network management tool — it’s a networking tool.
MLoadBalancer
A free Hytale mod on CurseForge by giofolf. No external proxy — everything runs natively inside the game server.
MLoadBalancer operates in two modes: lobby (redirects players to game servers) and target (receives redirected players). The lobby distributes players across targets automatically. Transfers are secured with JWT-based handoff, so target servers verify that the player was actually sent by the lobby — not connecting directly.
Configuration is hot-reloadable (zero-downtime changes), and it supports both automatic and command-based redirection. If you need simple load balancing without the complexity of running a separate proxy process, this is the lightest option.
- License: Free
- Status: Available on CurseForge. Verify the current download count there.
- Links: CurseForge
Comparison Table
| Numdrassl | Lineage | getProxy | EtProxy | QUIC Relay | MLoadBalancer | |
|---|---|---|---|---|---|---|
| Type | Full proxy | Full proxy | Proxy + hub | Proxy | Reverse proxy | Server mod |
| Language | Java | Kotlin | Unknown | Unknown | Go | Java |
| License | Proprietary | AGPL-3.0 | Closed ($20) | Closed ($6.99) | MIT | Free |
| Auth flow | --auth-mode insecure | Preserves AUTHENTICATED | --auth-mode insecure | Unknown | N/A | JWT handoff |
| Plugin system | Yes | Yes (mod API) | No (built-in features) | Unknown | No | No |
| Multi-proxy clustering | Yes (Redis) | No | No | No | No | No |
| Monitoring | Prometheus | Health/metrics | No | No | No | No |
| DDoS protection support | HAProxy PROXY protocol | No | No | No | No | No |
| Maturity | Most mature | Pre-stable (v0.4) | Commercial | Early commercial | v0.5 | Available |
Which One Should You Use?
You don’t need a network at all: Use Hytale’s built-in transfer system. One lobby sending players to a couple of game servers works fine without any extra software.
Small network, minimal complexity: MLoadBalancer. No external process, JWT-secured transfers, automatic load balancing. Install the mod and configure it.
Serious network, need plugins and control: Numdrassl if you want maturity and ecosystem. Lineage if you want open source and proper authentication — but be prepared for pre-release rough edges.
Multiple servers, one IP, different domains: QUIC Relay. It’s the focused tool for this specific problem.
Turnkey setup with built-in hub features: getProxy. You’re paying $20 for portal blocks, server selectors, and a scoreboard out of the box.
The landscape will change. Hytale is in early access, these projects are all young, and Hypixel may ship more native networking features. But if you’re building a network today, these are your options.