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Major Update - Early Access Build 4

Hey there,

The new early access build is here! After the early access launch back in March, I took a step back to process all the feedback and take some time to rethink the core of Hexagod based on your feedback. Although I think the game was fun, it has some major flaws that I wanted to address, while keeping the fun of tile placement and exploiting adjacency bonuses to gain massive amounts of resources.

So I did just that!

[h2]Summary of Changes:[/h2]
  • I removed Wonders as a win condition, and instead you now need to reach a Quota each day and simply put you gain quota by collecting resources. If you run out of turns on day without reaching the quota you lose. Survive for 3 weeks and you win. I think this system leans more into the fantasy of creating a thriving village. My goal is to then reward you for careful tile placement and strategic exploitation of adjacency effects via this Quota system.
  • Villagers are now called Workers and they are tied to a Village and will work the tile they are on at the end of turn. Workers can only be assigned to adjacent tiles and only one Worker per tile.
  • You Villagers (now called Workers) no longer die if they are not fed each day, instead now your villages will consume food each turn to grow. After they consume enough food they will grow a new worker. Each turn they can eat food equal to their number of workers.
  • All tile improvements and tile based resources are permanent. This means as you place things your village will be growing in power. This will hopefully remove the tedious nature of needing to replace those Berry Bushes.
  • The Tech Tree has been removed and instead each day you get a set of cards and tile groups to purchase with resources. At the end of the day you earn coins which you can spend in the shop to buy cards, relics, and new villages.


This is just the beginning of my ideas for tile improvements, buildings, and relics.

In the coming patches I want to add:
  • Consumables (change tile type, add +1 worker to a village, remove an improvement, etc.) My plan is for you to find these on discoverable islands as well as be able to purchase them in the Shop
  • Packs (example: Food Pack which would give you a choice of 3 food based cards). This would be part of the Shop
  • Other ideas you have?


I already know the balance of the game is a bit off, so please try and break my game and then post about. Bonus points if you can break the UI with how large your numbers get!

Cheers,
Aarimous