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Hexarchy Playtest now live! - Until the 15th

Hello,

We are excited to announce that Hexarchy will be featured in Tacticon from May 11th - May 15th. In honour of this awesome event, we will be running a playtest from now through to the end of the Tacticon festival on May 15th!

We hope you enjoy the latest playtest, and all the other amazing games featured alongside Hexarchy in the Tacticon festival!



If you have participated in the previous playtests you will be automatically granted access to this playtest - but if you're new to Hexarchy, simply head over to our store page and hit the request access button to gain access. The playtest also includes the game's multiplayer, so bring your friends along too.

We have added some additional quality of life improvements since the previous update too, that should ensure an even better gameplay experience. We would love to hear your feedback either on the Steam forums or on the official Discord.


We hope you enjoy the playtests and the other great games featured in Tacticon!

Hexarchy Alpha Update 0.597

[h3]Misc[/h3]
  • Can click cards stored for next turn to put them back in your hand
  • Fortify no longer executes immediately and therefore can be undone
  • Second Charge effect will no longer activate if it causes the unit to leave an occupied enemy city
  • Removed gold cost from military unit claim ability
  • Border growth can no longer steal a hex that contains an enemy unit
  • Border growth can no longer steal a hex that was manually claimed with a military unit
  • Multiplayer turn timer increased. Time bonus for drawing cards increased (only if more than 30 seconds remaining in turn)
  • Formula for number of cards drawn at turn start simplified to 5 + (total population / 5), max of 8



[h3]UI Changes[/h3]
  • When selecting a hex and then issuing an order without selecting an individual unit first, only one unit will be given the order
  • Units in the selection window are now sorted in the same order as the unit stacks on the map
  • Current orders for units in the selection window are shown above the card so they can always be seen
  • Unit ability icons are greyed out if they can't be used
  • Clicking the unit tokens for a stack will cycle through the units in that stack
  • Added blue card glow when a card is picked up and can be played without targeting a specific hex (e.g. Import, Infrastructure, Breakthrough)
  • Maintenance path line thickness decreased
  • Find game panel in title screen changed


[h3]Bug Fixes[/h3]
  • Fixed issues where incorrect unit strength numbers could be shown when playing events between turns
  • Fixed an issue where the automatic resource distribution when you end your turn could cause the game to get stuck
  • Fixed a bug where you could mess up with the title screen buttons with a sequence of actions


Thanks everyone!

This playtest ends May 1. Thank you, testers!

This playtest concludes May 1. Thank you, testers!

Just like last time, you've given us a lot to work with. Thank you as always for the excellent feedback. There will be more playtests but no announcement on when just yet. Stay tuned!

If you use Discord but aren't on ours yet, we'd love to have you join the conversations: http://tinyurl.com/hexarchy

Hexarchy Binge Night

[h3] āš”ļø Multiplayer Livestream Event āš”ļø [/h3]

Get ready to prove that our community truly rules Hexarchy! Join us this Saturday night @ 7PM (US Eastern time, EDT) as we queue for multiplayer matches and livestream the epic showdown on Twitch, YouTube, and our Steam page.

Twitch: https://www.twitch.tv/maintanksoftware

YouTube: https://www.youtube.com/@maintanksoftware143

šŸ˜Ž Can you outsmart the devs and show off your legendary hexagonal skills? Don't miss this chance to shine! Just load the Playtest and hit Find Game once the event starts and you may end up in our game. See you Saturday night!

Hexarchy Alpha Update 0.592

[h3]Misc[/h3]
  • Ability buttons on the map now disappear while you have another ability selected
  • Added max gold cost to claim territory and max hammer cost to scout gather ability
  • Added warning about multiplayer game settings that could result in map generation failure


[h3]Bug Fixes[/h3]
  • Fixed an issue where the Join button on the "Players are Looking for a Game" dialog would not work
  • Fixed an issue that could cause a multiplayer game to start before all players connected
  • Fixed errors that could occur related to selecting your preferred civ
  • Fixed a graphical artifact that occurred when destroying your civ unit
  • Changes to prevent multiple connection attempts from the same game client
  • Fixed an issue where game client connection errors were immediately disappearing
  • Fixed an issue where a game client connection error would prevent future connection attempts


Thanks everyone!