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Hexagod News

What's Next?

Hey there,

Over the past few weeks I've been thinking a lot about how to make Hexagod better state.

I want Hexagod to be a minimalistic strategy game with surprisingly good depth for how simple the core mechanics are. Right now I think there are a few systems which don't align with that goal or even detract from it. As such I'd like to remove or rework those systems. In my head everything is on the table so please help me question any assumptions I'm making.

Here's YouTube video I also posted today sharing my thoughts about Hexagod after the first few weeks of early access.
https://www.youtube.com/watch?v=m_Lv3OvkVG0

As always thanks for checking out my game, I'm excited to see your feedback on these new ideas.

Cheers,
Aarimous

My Ideas


Note: these are not official changes (yet), but more what I want to work on in the coming weeks. I'm not making any promises here for what will be added to the game or when it will be added.

[h2]New Story/Narrative Framework[/h2]
  • The Hexagod has died, unleashing a divine storm that ravages the world.
  • Theseus, the last Hexagod’s assistant, has limited power. He can only open small pockets in the storm where you, the player, must prove your worth.
  • Your goal is to complete the 6 Ascension Trials to prove you can be the new Hexagod.


[h2]Reworked Corruption → Storm System[/h2]
  • The old corruption mechanic is replaced with a storm system:
  • The player begins inside the eye of the storm.
  • After a certain number of turns, the storm begins closing in one ring at a time.
  • Tiles consumed by the storm are destroyed permanently.
  • If the storm reaches your core tile, the run is lost.
  • Storm turn timer will be turned be tuned by ascension level to match pacing.


[h2]New Victory Condition: Hexagod Feats[/h2]
  • Players now win a run by earning a specific number of Hexagod Feats.
  • Each Ascension Level requires a number of feats equal to its level (e.g., Ascension 3 = 3 Feats to win).
  • Feats are earned by completing quests


[h2]New Quest System[/h2]
  • After the tutorial quests are done, the players is presented with 3 quests and choose one.
  • Completing the quest grants a reward:
    • A new Golem
    • A Tech Point
    • A Feat (toward victory)
    • Specific relic?
  • Once a quest is completed, the player selects a new quest from a fresh set of 3.
  • Generally speaking the quests will get harder as the game goes on
  • Quest types can include:
    • Resource collection
    • Place a specific number of tiles
    • Tile placement patterns
    • Pay X resources every turn for Y turns
    • Build X specific structures
    • Other interesting stuff?


[h2]Villager Rework → Golems[/h2]
  • Villagers are now Golems, magical constructs of divine energy.
  • Golems:
    • Have species tied to core resources (Wood, Stone, Food, Favor, Ore, Water?).
    • Have sub-types that grant unique traits or bonuses.
    • Are permanent run upgrades — no upkeep, no daily needs, cannot die.
    • Are earned through quests, not crafted with resources. (player will get the first golem for free)
    • Provide passive or active bonuses (harvest boosts, auto-collection, tile buffs, etc.).
  • Golem design will emphasize visual distinctiveness, strategy impact, and flavorful identity.


[h2]Days = Turns[/h2]
  • The game now runs purely on turns which I’ll thematically call Days
  • The previous 6 turns per day system was a result of needing a cadence for how often your villagers eat, but since Golems won’t eat I can merge turns and days
  • Ascension-Gated Tech Tree Progression
  • The tech tree is now unlocked in chunks as the player completes ascension levels.
  • Each level unlocks 6–9 new techs, ensuring a smooth complexity curve.
  • Ascension levels also unlock:
    • New Golem sub-types
    • New Relics
    • New Quests
  • This pacing prevents players from being overwhelmed early on and rewards long-term progress
  • The game will start at ascension 1 with the storm being active from the start. My goal is for ascension 1 to be the tutorial (10-20 min playtime) which which only deals in learning about tile placement, golems, resource collects, quests, and the storm. Level 2-6 will add in the refined resources and more interesting techs


Build 3 Hotfix #4

  • Update the settings screen so all the setting are in one panel (I'll add back the tab once the panel get's to large). This should make navigation on a controller/steam deck much easier.
  • Fixed an issue where the Options Screen and Settings Screen could lose focus when using a controller.
  • Added in some better focus highlighting to the Setting Screen so it's a bit easier to see what your have selected
  • Fixed a bug where moving from Setting to the Main Menu would result in no button being focused.

Build 3 Hotfix #3

Added a button to skip the camera zoom/panning tutorial. This is to allow players who are using a trackpad to easily skip past this step.

Build 3 Hotfix #2

Fixed a bug that could cause the game to crash during one of the tutorial steps.

Build 3 Hotfix #1

Fixed a bug where the setting screen for the main menu would show off the screen.

Have a great weekend,
Aarimous