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Hexagod News

Early Access Build 4.1

Hi there,

It's been a blast to see you all checking out the new build. This patch adds back in a few features which I had temporarily disabled because they were broken. Most notably Theseus had added in 3 new Ascension Trials to challenge you and see if you are worthy of becoming the next Hexagod.

Up next I want to adjust how villages grow, add in consumables, and add packs to Theseus's shop.

Thank you for all the support,
Aarimous


[h2]Features[/h2]
  • Added back in the automatic run save system. So once again you’ll see the Continue Run button (if applicable)
  • Added 3 new Ascension Levels which add more difficulty (more coming soon)
  • Added Endless mode back in. When you WIN a run (beat day 21) you’ll now see a button to Play One More Turn. Clicking this will start Endless Mode. Currently the Quotas will keep scaling up and every 7 days there is a large jump in quota. I’ll 100% be adjusting this mode in the future.
  • Added a card which will allow you to remove tile improvements and buildings from tiles. Note: this doesn't work with relics or villages, but in the future I want to add ways to sell relics and move villages.


[h2]Balance Changes[/h2]
  • Interest is now +1 coin for every 6 coins you have, but interest is now capped at 10.
  • You now start a run with 5 coins. Previously 0.
  • You now have 5 turns per day throughout the whole run. Previously started at 4 and then gain 1 every 7 days)
  • Adjusted the coins earned each day to be 4 for days 1-6, and 10 for day 7 (this pattern continues for future day). Previously the amount was [3,3,3,4,4,4,5] + Week. But since interest is got buff I wanted to adjust this back a bit and give you a better reward for hitting day 7, 14, 21, etc..
  • Reduced the reroll cost to 3 for both the turn reroll button (3 favor) and the End of Day reroll button (3 gold).


[h2]Misc Changes[/h2]
  • Updated the goal to be survive for 21 days ( previously showed as 3 Weeks)
  • Update the Run Info screen to show you the Quote/Rewards for the next few days instead of the current week
  • Update the numbers to be shown abbreviated once getting to 6 digits
  • Adjusted the End of Day screen to be organized a bit better, explain what level ups do, and to show you the quota for the next day.


[h2]Bug Fixes[/h2]
  • Fixed a bug where relics were all cost the same amount instead of being based on the relics rarity
  • If a village spawns a Worker and there is no adjacent valid tile, it will now walk around the village until a valid tile opens up.


Build 4 Hotfix #1

I did a bunch of small fixes yesterday, but today was the first "real" set of hotfixes aimed at fixing controller support.

  • Added hotkeys to the show/hide button in the End of Day shop
  • Fixed a few bugs with controller support, I'm still not 100% happy with it, so please let me know if you find any issues with controller support
  • Probably a few other bugs that I can't recall right now


Update Next:
  • Adding back in the Continue Run button
  • Adjusting how you grow villages (I'm not happy with how passive this process is)
  • Fixing the tooltip for improvements, relics, and buildings to correctly show on the mouse when you are hovering a valid target.

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

Rework Live on Beta Branch

Hey there,

Finally after 42 days I'm ready to share the next major update to Hexagod. Over the past few weeks I've taken some time to reflect upon what makes Hexagod fun, and what systems or gameplay detract from that fun.

What I think it fun:
  • Placing tiles optimally to create or enable crazy adjacency bonuses (aka Expanding)
  • Setting up tile improvements and buildings to create tons of resources (aka Exploiting)
  • Using relics and tile improvements to find broken combinations (also Exploiting)


I'll make a more detailed post once I make this build live, but for now I hope you can see where I'm focusing my efforts. I'm committed to making Hexagod a game that is as fun as I know it can be. So please let me know if you think some of these changes suck, and I'll do my best to make them not suck (easier said than done).

Before I push it to the live building I've decided to create a BETA branch on Steam so you all can test it out and see if there are any quick and easy balance changes or major bugs I need to fix. There are instructions below for how to enable the BETA build on Steam.

Finally here's a bit of a devlog talking more about these changes and my goals behind them:

https://www.youtube.com/watch?v=-Ij_tgblB6E

Oh, and I have some new Steam art coming which I recently had commissioned. I'll be publishing the full art next week.

Cheers,
Aarimous


[h2]Switching to the Beta Branch[/h2]



Next Patch Timing

Hey there,

The rework has ended up taking a bit longer than expected. My current goal is to publish the new patch next week on May 16th. The changes I'm making are aimed at leaning into what made Hexagod fun and removing the things that did not actively add to that fun. In my head the fun is placing tiles to get good adjacency bonuses, getting relics, and building an engine which yields a ton of resources per turn.

Today I also posted this video on my YouTube channel talking a bit more about my development process.

https://www.youtube.com/watch?v=dgruN-oaqG8

More to come soon.

Cheers,
Aarimous