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HexWind Update 10 - Improving Spellcasting Part 2

Hi folks. Update 10 this week continues our work to improve spellcasting in HexWind. Let’s get into it!

[h2]New “Spell” Slot[/h2]

Until this update, lightning has been the only spell available in HexWind. We’ve always wanted to add more spells, but HexWind isn’t supposed to be about managing a big spellbook in a mission during intense combat. So before we jumped in to creating a bunch of new spells, we took some time to think about how spells and choosing spells should work in single missions and across multiple missions.
As we build out the mission system down the road, we want the choice of which spell you pick to matter. As we alluded to last week, we’re building up a light but meaningful slot and loadout system that, if we’ve done it well, should have you asking questions like “Do I want to be a fire wizard or a lightning wizard today?” and filling your slots accordingly before jumping into a long session of either setting bad guys on fire or electrocuting them.

For now, we settled on adding a single slot for a single spell which can be cast using the spellcasting action added in Update 9. This will always be for the hand/controller that isn’t holding your wand, and we’re going to call it your Spell Hand. The idea of spells cast from your Spell Hand is they should be more powerful, and used less often, than wand slashes. The two most basic examples are casting a “clear the screen” spell if you’re overwhelmed by lots of basic enemies, or casting a single more powerful attack when you’re up against a boss with lots of health.

Down the road, we want that choice between spells to matter by having you commit to a loadout used across multiple missions, but there’s a lot more mission design work to do before that makes sense, so for now you’ll be able to switch spells between individual missions.

[h2]New Spells[/h2]

Obviously choosing between spells isn’t helpful if you only have one spell to use, so in this update we added three brand new spells, Lightning Storm, Fireball, and Fire Burst. We also reworked the existing lightning telekinesis spell into Lightning Grasp. You can check out the details of these spells in the new Loadout area in the Mausoleum.


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We love hearing strong feelings about new work after updates, so come on over to our Discord server to let us know what you think!

The Charm Games Team

HexWind Update 8 - Improving Melee Wand Combat

Happy New Year everybody! We have big plans for HexWind in 2025 which we're going to share in a roadmap update after our team ramps back up from the holidays. In the meantime, HexWind Update 8 this week brings major improvements to wand combat, with a focus on melee and HexTime, the time dilation mechanic for when you're up close and personal with lots of enemies.

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[h3]Wand Sword Parrying[/h3]

In HexWind, your wand has always had a "sword mode", useful for parrying melee attacks from up-close enemies and to deflect projectiles. But the sword's auto-retraction could have hilariously bad timing. Think of reaching up to parry an incoming sword swing and seeing your blade auto-retract at the perfect moment to allow an enemy attack right to your face. Well we fixed that! Your wand will now always be in sword mode while you have threats in close range, so parrying should be much more reliable and predictable. (Note - being in sword mode does not stop your wand from slashing to fire projectiles) This change will also feed directly into a family of new combo mechanics we're working on for both melee and ranged combat. More on that soon!

[h3]HexTime Threat Indicator[/h3]

HexTime is always active while you have threats in close range, the goal being to give you ways of slowing down the chaos of melee combat. Our first version of the visual feedback for HexTime was really hard to see and understand with tons of enemies and projectiles around. We redid the visual design for this entirely, and added some new information to show you how many threats are nearby at any particular time. The goal here is to give better situational awareness in close combat without overloading the screen, but that's a fine balance to manage so please let us know how you think these changes are working!

[h3]The Mausoleum[/h3]

We've trickled out a bunch of changes to the Mausoleum over recent updates, as we build it up into your Mission HQ for the fight against Chaos. Be sure to poke around there to see what's new, and keep your eyes open for even more new improvements for mission planning and overall quality of life.

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As always, your feedback gives us life! So let us know what you're thinking here on the HexWind Community page, or come on over and say hi in our growing Discord community.

The Charm Games Team

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[h2]Hey new folks! Want to try HexWind?[/h2] We do our best to keep the free HexWind demo up to date with all major changes to the full game, so if you like what you see here but aren't sure if you're ready to buy yet, head to the HexWind Store Page and grab that demo!

Update 7 - New Enemies, New Modifiers


[h2]Update 7 has arrived, packed with some fierce new foes and a great new way to track your encounters with enemies.[/h2]



[h2]:books: HexWind Codex: Get to know each enemy type intimately[/h2]
Enemies are now unlocked and tracked through the Codex. Study their weaknesses, learn their patterns, and keep tabs on which adversaries you’ve bested. Now, every defeat becomes part of your growing legacy.

[h2]:fire: New Enemies: Charred Knight and Arcane Assassin[/h2]
The Charred Knight is an undead warrior wreathed in smoldering flames, its blazing skull that burns with unholy fire. Specializing in devastating area-of-effect attacks, it conjures and lobs explosive fireballs, scorching the area around them.

The Arcane Assassin is an undead skeleton warrior skilled in both melee and ranged combat, wielding a deadly sword at close range, and from a distance, it conjures a volley of magical arcane arrows that rain down death on its enemies.

[h2] Say Hello to our new Tarot Card System [/h2]

Chance, the Merchant of Fates, has now stocked up on these mysterious cards—powerful passive upgrades and abilities that can tip the scales of battle in your favor and shake up your combat strategy.

[h2]As always, your feedback fuels our journey! Thank you to everyone continuing this Early Access journey with us! If you haven't yet, check out our latest trailer, and go grab the demo - we can't wait to hear what you think.[/h2]

[previewyoutube][/previewyoutube]

Cheers,
The Charm Games Team

HexWind Update 6 - Demo Now Available!


[h3]Hello again to everyone who’s been joining us for this HexWind Early Access period!

Today we’re back with Update 6, which bringing a host of improvements that deepen the rogue-lite elements, enrich meta progression, and make each run more rewarding—and unpredictable. [/h3]

[h2]Here’s what’s NEW:[/h2]

[h2]DEMO is now live on Steam![/h2]
Get a taste of HexWind on us. If you’ve been wanting to see what HexWind is all about, and missed our closed Beta - now’s your chance! Go grab the demo on Steam VR today.



[h2]Mission Gameplay: Shrines & The Run Shopkeeper[/h2]
Fancy a little shopping mid-combat? Certain mission enemies now drop a “Dimensional Door” collectible, whisking you to a secluded shrine for the worship of St. Tempestarii. Here you may choose one offering to help you on your quest.



[h2]Potions & Consumables: Power on Demand[/h2]
Last but not least, we’re introducing a variety of Potions and Consumables. Loot them from enemies, discover them in Shrines, or purchase them from the Run Merchant.
When the going gets tough, a quick swig of the right potion might be all you need to turn the tide.



[h2]Shaping the Chaos Together[/h2]
This update is all about giving you more ways to influence your run, discover hidden powers, and adapt to every challenge HexWind throws at you.
As always, your feedback helps us shape these systems— so let us know what you think!

See you on the inside!
Cheers,
The Charm Games Team

HexWind Update 5

We’re just over two weeks into our Steam Early Access, and the feedback and support has been outstanding - both the happy reactions AND the constructive criticism on what HexWind needs to reach its full potential!

Today, we’re excited to be rolling out major features that address some of the main requests about game progression.

Put another way, we heard it loud and clear: “hey, the combat is great, but how do missions fit together?”

Luckily, expanding this aspect was ALWAYS in the works for us after tightening the core combat loop.

Without further ado, here’s how we’re bringing an exciting new progression system to HexWind:

[h2]🔥 Introducing the Mausoleum![/h2]
Get ready for the new Mausoleum, where you'll choose and prepare for missions. Inside, you'll progress through connected missions across the new map on the mysterious Sarcophagus of Fated Winds.

This magical map allows you to select new chaos rifts, challenges, and missions to conquer, making the game much more than a collection of disconnected battles; it's a gauntlet designed to test your stamina, reflexes, and mastery of magic.



[h2]🌟 Meet Chance, the New NPC[/h2]
In a world...with no NPCs...you get a bit lonely.

The inquisitor’s been aching for a friend. So we delivered.

Say hello to Chance, our first NPC, a mysterious observer of the endless battle between Order (HexWind) and Chaos (the Blind God).

Seek him out in the Mausoleum and other areas to discover how he can influence your journey.

Stay with us to see how we flesh Chance out in future updates!


[h2]💀 Experience the New Death....[/h2]
In HexWind, dying isn't the end—it's more of a stepping stone.

With this new update, your next death might be a bit...different...


[h2]We know these additions bring a whole new dimension to HexWind, that player have been asking for![/h2]

It's time to jump back in, test your reflexes, and embrace the sweet sting of defeat (and, perhaps, triumph?)

As always, your feedback is the wind beneath our wings.

Cheers,

The Charm Games Team 💖