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Hexworld 0.7.1



Nomad golems join the battle!

Hexworld is slowly getting in shape in terms of content and lore, and this update brings a lot in this regard. First of all, we bring the different golem building styles.

  • Life style is based on the essence of living creatures and nature, those are your favorite chunky bois made of clay and dirt. Sturdy, reliable, and really persistent.
  • Radiant style require hot and sunny places to gather essence, their nomad golems are made of dust and hot air, covered by exquisite canvas. They are swift, can dodge, but a little bit on a frail side.
  • Death style, well.. let's not yet talk about the Death lords and how they make their battle abominations.


Second, the kingdoms now have proper identity, each of them will reside in a specific region and have preferred golem style buildings.



  • Azuria Kingdom and Redplaine Duchy inhabit the Green Continent, and of course, with their grassfields and forests their schools follow a Life style golembuilding
  • Califate Emeralis and the Empire of Tang occupy the Desert continent, and their artificers build golems using Radiant school teachings
  • Mortum.. is Mortum, nothing to see here, let's move on.


You can now start your adventure in any of the regions (well, we just have 2 for now :), so if you already played a lot of Green continent, feel free to start from the Desert.

We also made some QoL updates like a better camera pan. And last, but not least, the music got a massive update, we finally made a proper dynamic music engine and a killer track for it, so check out the Green continent music! Now hopefully it's a bit less annoying to play on repeat for several levels :) Desert one is coming along a bit later, too.

[h3]Full Patch Notes[/h3]
- [New] Dynamic Music Engine and new dynamic track in Green region
- [New] Screen - Regions Map
- [New] Desert structures - Chakram Palace, Dagger Palace, Scarab Lair
- [New] Mortum structures - Bone Archery, Bone Barracks
- [New] Azuri structure - Hound Stable
- [New] Desert golems - Chakram Nomad, Dagger Nomad, Scarab
- [New] Mortum golems - Crossboner, Bonewarrior
- [New] Azuri golem - Hound
- [New] Azuri tiles - Meadow, Steppe
- [New] Mortum tile - Dead Forest
- [New] Art for Boulderswag Pit and Giant Pit structures
- [New] pan camera control, more precise and feels much better than the old one
- Camera pan sensitivity setting added to settings menu
- Slide camera pan option is disabled. We may or may not bring it back at some point

[h3]Locales[/h3]
- Simplified Chinese locale added
- Ru-ru locale added
- We are not enabling official "supported languages" in Steam yet for these locales
- You can switch locale in settings menu
- Locales are stored in \StreamingAssets\Locales folder of the game

[h3]Balance[/h3]
- HexDamage is reduced for Giants and Boulderswags to 10 (was 25) means they will less likely destroy your hexagons
- Giants and Boulderswags spawn pattern is now 2 units max at T3 (was 3 units max at T3)
- Better splash damage control. Now limited by x2 max in the hit epicenter
- Forge: ArmorAdd 5 (was 10), SpeedMod 0.7 (was 0.6), AttackSpeed 1.3 (was 1.5)
- Global MinDamage is now 1.0 (was 0.1) to counter extremely high armor values in some cases
- Few tweaks to desert tiles (e.g. Oasis +3Ra/+3Li, Savannah +2Ra/+2Li)
- Red Pillars tiles give same amount of Iron as Mountain tiles
- Oasis tile has a passive healing aura (+3 hp per second)
- Mortum units now ignore necro tile slowdown effect

[h3]Performance[/h3]
- Introduced LODs for tiles and units. When you zoom out - less details will be shown consuming less GPU resources.
- Introduces Pooling for projectiles and visual effects. Means they will be recycled instead of allocated/deallocated spending CPU cycles.

[h3]Other Fixes[/h3]
- [Editor] Fix for weird offset when dragging a hexagon in some cases.
- [Fireball Wizard Boss] Now you can not kill the boss by destroying the hexagon he is staying on


Hexworld 0.6.3

[h3]Difficulty modes![/h3]
- Three difficulty modes introduced - easy, normal, hard
- Difficulty modes adjust amount of higher tier spawners per level as well as defense structures and spells that enemy can use
- Available for any new game started, can not be changed during that game
- Your existing game before this update counts as "normal" difficulty

[h3]Tile Hit Points[/h3]
- Each tile now adds hit points to base hexagon hp
- Base hexagon hp: 300
- Grass, oasis, cacti, graveyard +100 hp
- Forest +200 hp
- Small mountains +300 hp
- Large mountains +600 hp
- This should help reinforce your formation against hex busters

[h3]Hex Busters Tweaks[/h3]
- Introduced weaker and stronger versions of Flame Cannon and Heavy Ballista (weaker in Region 1, stronger in Region 3)
- Ballista arrow now does shrapnel shots when it hits a structure
- Proper attack sectors now visible for Flame Cannon, Dark cannon and Heavy Ballista



[h3]Unit Health Bars[/h3]
- Golem health bars! Shown automatically when golems are spawned with low HP or when you hover a cursor over a hexagon for a couple seconds
- Golem info now shows correct amount of golem health and all the reductions or buffs applied to that health and max health



[h3]Misc[/h3]
- Fix for flag hotkeys [1-5] not working sometimes
- Hawks are now called Bees, Wasps and Hornets depeding on their grade
- Fireball Wizard now has lower dps (7 fireballs instead of 9, 3.7 seconds reload instead of 3.0)
- New effects for Fortress Tower attacks

Hexworld 0.6.1



TLDR: Hexagons are now destructible, angry hexbusters added, but there are also bubble shields.

[h3]Hexbusters:[/h3]
- Hexagons now can be damaged and destroyed by a special Crush Damage property on some attacks
- Hexagon tile will be destroyed first (e.g. forest, mountains) and downgraded to a simple tile (e.g. dirt or stone)
- Crush Damage is enabled for Giants and Boulderswags but only when hitting non-ally hexagons
- Crush Damage is also applied when hexagon is collided with static obstacles and cliffs
- [Structure] Flame Cannon - enemy only, burst fire, medium Crush Damage
- [Structure] Dark Cannon - enemy only, extremely limited angle, high Crush Damage
- [Structure] Heavy Ballista - enemy only, shots long range arrows with piercing
- [Spell] Great Heal - Greatly restores health of ally golems
- [Spell] Magic Barrier - Creates a magic barrier that prevents projectiles from passing through
- [Spell] Stasis - Immobilize enemy ground golems for a significant period of time
- Purify Tile spell now restores hexagon hp
- [Trait] Storage Slots (7 max). Unlocks when storage is unlocked
- New level modifiers added. These level modifiers are marked with a star on a Aether Map
- [Level Modifier] Artillery - higher chance of artillery towers presence
- [Level Modifier] Air Raid - some spawners replaced with air golem spawners

[h3]User Interface:[/h3]
- Improved level start button icon and interactions
- New resource icons instead of obscure symbols (added in structure and hexagon info panel only)
- Golem info now shows extra attack info instead of "WEP_FireballSmall" when extra attack is present
- Towers range indicator shows when you hover on any tower structure
- Hexagon selector stays when hexagon is selected
- Double tap hotkey to remove any placed flag
- Shortcuts [Q] + 1 ... 4 for hex runes (detach, swap, merge, sacrifice)
- Shortcuts [E] + 1 ... 9 for spells

[h3]Balance Tweaks:[/h3]
- Defense structures balance to make them more effective at close range and less effective on siege range.
- Flame Tower, Frost Tower - AttackDistance 4.5 (was 7)
- Sentry Tower, Guard Tower, Defense Tower - AttackDistance 6.3 (was 10)
- Some tweaks for Guard Tower and Defense Tower to use burst fire instead of multiple projectiles per shot
- [Kingdom Editor] New gold prices introduced for T1, T2, T3 variations of structures. Selling 2xT1 still gives more gold value than selling 1xT2
- [Aether Map] Max levels per region is set to 12 (was 20)
- Structures with low efficiency now spawn raw units with HP% equal to the efficiency (e.g. giant den supplied with 5% essence will produce units with 5% HP)
- Boosters are now more impactful, stronger, but also require more resources. Together with the previous change they should be much more interesting to use
- Fortress Tower HP is set to 5000 (was 10000)

[h3]Fixes:[/h3]
- Fix for hexagon formation stuck for 2 seconds when hexagon with mountains tile is sold
- Fix for gray border line that appears when formation is updated in some cases
- Fix for Fortress Tower inaccuracy, but it is still easy to dodge it

[h3]Localization:[/h3]
- Some work done towards multiple languages support but still work in progress
- Locales are moved to Hexworld_Data\StreamingAssets\Locales and could be modified externally
- Chinese characters support added
- Latin, Creek, Cyrillic, Thai, Georgian, Armenian alphabets are also supported
- More info on locales in future patch notes, no ETA for exact languages support

Hexworld 0.5.11

(in-game cursor concept art)

[h3]Better mouse interactions feedback:
[/h3]
- Added new in-game cursor that changes for different actions (drag-drop, spells)
- Added settings option to switch back to system cursor
- Added hexagon hover indication in Kingdom Editor and during the play
- Added hexagon highlight when a spell is picked

[h3]Misc:[/h3]
- Tweaked Aether Map nodes to have less jittery animation
- Sacrifice hexagon action can not be applied on a hexagon with enemy golems
- Less overlapping sound effects on level completion, especially in boss levels
- Player castle now should ignore all movement input when captured by another team, player still can use spells but not 'detach' action

(spell related highlight)

Hexworld 0.5.10

Unexpected Monday patch due to some severe exploit found. 👀

Fixes and Improvements:
- Fix for exploit allowing free structure upgrades (thanks Mefistofel)
- Floating hexagons now should fly around obstacles on a level
- Floating hexagons can not be sacrificed, sold or swapped anymore
- [Abilities] Fireball Strike L3 now shoots 6 projectiles per tile instead of 4 (thanks Rose)
- [Abilities] Fortify Structure and Disable Structure should not use mana when cast on empty tiles
- [Abilities] Purify Tile can be applied on tiles with structures now