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Hexagod
Aarimous Developer
Aarimous Publisher
2025-03-24 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Public Linux Depots:
  • [0 B]
Build 7 Hotfix 2

Fixed a bug where the Cook House was not placeable.


[ 2025-07-19 16:05:38 CET ] [ Original post ]

Build 7 Hotfix 1

- Added a note "More TRIALS coming soon!" to the run setting screen that shows when you make it to the 4th Trial. - Fixed bug where the tooltips for Revitalization and Drought were showing some placement requirements even though they dont have any - Fixed a bug where the Cook House (building to make Feasts) was not actually showing in the loot pool - Fixed a bug where the Endless Mode TRIBUTE values were not being calculated correctly


[ 2025-07-19 12:51:29 CET ] [ Original post ]

Early Access Build 7

My Goals for Build 7


This build ended up being aimed at cleaning up the UI/UX from BUILD 6. I tested out the ideas I mentioned in the last post, but adding back in resource costs and the tech tree made the game feel too complicated for what I think the core fun is with Hexagod.

I love how the game loop makes getting into the fun easy and still offers the fun of roguelike decision making. In the coming builds I want to keep adding in relics, buildings, and tile improvements which give the various resource distinct purposes and synergies. My hope is that the depth and richness then comes form what you find during a run and how you position things, but the core gameplay loop is super simple. In the next build I'm going to work on adding in more tile shapes, rework the current relics, and then add in new tile improvements/buildings.

Thanks for checking out my little game.

-Aarimous

Patch Notes


New Things


  • Added a new daily BONUS GOAL to collect a certain amount of resources.

    • If you reach the bonus goal youll be rewarded with a choice of 3 relics at the end of the day.

    • Then the next day the goal amount will grow.

    • Failing to reach it will result in no relic rewards.

    • Regardless of success or failure the type of resource is randomized each day.

    • In future builds Ill likely expand upon this new system.

  • Added a new refined resource called Steam to be the the refined version of water.

  • Added a new refined resource called Feast to be the the the refined version of food.

  • Added back in the CHOAS card which randomized the type of a target (this is an uncommon card)

  • Added in 6 rare card which will change the type of a target tile to a specific type

General Changes


  • Buildings and Tile Improvements are now also moveable any time.

    • My goal with this is to allow you to continually optimize or pivot your village as you place more tiles, find relics, and progress though the game.

    • This should also make the bonus goals something you can rework your village to achieve.

    • Removed the SMITE card since everything is now moveable

  • Chests are not moveable and will now always give you the option to take a random relic or skip to gain +1 reroll.

  • Adjusted the balance and placement logic for many Buildings and Improvements. Mostly my goals was to shake up the current meta to see what else I can learn about the balance.

  • Dynamic Loot Generation

    • Added some back end logic to how the BUILD offerings are generated.

    • It will now dynamically increase the weights of items you havent seen.

    • It will also prevent you from seeing an option twice in a row.

    • My goal was to making rerolling a bit more interesting.

    • I will adjust this in the future more to potentially add some additional weighting so the quality of what you find is better.

  • Rarity changes

    • Ive adjusted how rarity works for card so that in the early game you will only see common cards and then each day the rarity shifts toward more uncommon and rare offerings as the run progress.

    • For example on Day 10 the rarity is 5% common, 45% uncommon and 50% rare.

    • My goal is to use these rarities to put more mid/late game options in the Uncommon and Rare tiers which should be more powerful than the early game (common) cards.

  • Daily tribute values have been increased for each day. I think the game became to easy with everything being moveable and it was already fairly easy once you figured it all out. My hope is for the daily values to be balance in a way where your decisions still feeling meaningful throughout the game. I will adjust these numbers as need and might even explore making the ACENSION level increase the daily tributes instead of all having the same base amount.

    • Old: 25, 50, 150, 300, 500, 750, 1250, 2000, 3000, 4200

    • New: 42, 120, 260, 500, 850, 1350, 2000, 2900, 4200, 6000

Miscellaneous & Bug Fixes


  • Popups now once again animate on/off the screen

  • Updated the tutorial to have new steps. All players will need to go through the tutorial again so you can find any bugs or give me feedback on it. Thank you!

  • Moved the turn counter to the END TURN button

  • Added a UI element to the top bar to show the the offering type you will get. Ill add more info to this component in future builds.

  • Update the Villager art to look a bit more like tokens from a board game

  • Updated the Village art to have a flair which will match its color

  • The resource tool tip will now show how much TRIBUTE each resource type counts towards

  • Tile transformation effects no longer destroy everything on the tile (could be some interesting implications since this means you can make an Improvement or Building be on a tile type that it normally cant be placed on)

  • Fixed a bug where there were only 9 turns played each day instead of 10

  • Fixed a bug where you could be offered duplicate relics

  • Fixed a bug where if you rotated a village and canceled the movement the villages villagers would not go back

As always, none of these changes are final and I'm open to any ideas/feedback for how I can make this Hexagod more fun.


[ 2025-07-18 14:59:52 CET ] [ Original post ]

What's Next?

Hey there,

Over the past few builds of Hexagod, Ive been experimenting with different ways to present the core mechanics of tile placement, village building, and how you're tested as a candidate to become the next Hexagod.

I'll admit, some things have worked well (like the addition of Villages), and some not so much (like the MULT mechanic). Ive also tried removing a few systems like hunger, resource costs, and even the tech tree to see how the game feels without those systems.

All of this has taught me a lot about what works and what doesnt.

So with Build 7, I want to take a step back and think about what worked across the last 6 early access builds. Specifically trying to identify the systems that will work well together. So if theres anything you miss or want to see return, let me know! Im always open to feedback, and please note these are just plans, so everythings subject to change.

Im taking a short vacation this weekend, but Ill be back on July 7th. If all goes well, you can expect these updates to go live sometime between July 1017.

My development philosophy is one of taking risks, making big changes, and learning along the way. So I really appreciate your patience and all the feedback youve shared as Ive been working through the early access journey of Hexagod.

Cheers,

Aarimous

Plan for Build 7


  • Turns and Resource Costs

    • Problem: In past builds with resource costs, you fairly easily create a village that produces so many resources that the cost of building a improvement/building became trivial. Since there was no limit to the number of actions you do on each turn you could then scale faster and faster very quickly out pacing my intended difficulty curve. Then all of a sudden you're decisions were meaningly. In my head this is a very similar to how I feel in the end game of Civilization games. If I reach the end game Ive typically build such a large and powerful empire that scaled up to the point that Im already winning by so much that each turn feels like a chore of doing a bunch of meaningless decision to simply try and run out the clock on what I already know is a win.

    • Solution: Limit 1 Action Per Turn

      • My idea is to limit you to one action per turn. This way the natural tradeoff of doing one action is that you did not do another action. I will experiment with this and its possible that I instead of simply 1 action, I give you 3 action points, and then the various actions are balanced by increasing their action point cost. Im pretty excited about this idea since it seems that it could solve a lot of the run-a-way builds that seem far to easy to create.

      • 5-6 Types of Actions:

        [olist]
      • Place Tiles: choice of 3 tile groups to place (free)

      • Grow: +Villager (cost Food based on total population) or place Village (cost Wood/Stone increase based on # Villages

      • Build: place a building or tile improvement (cost resources based on what you are placing)

      • Use Power: use a Hexagod power to move thing, remove thing, terraform tile, etc.. (cost resources based on what you are placing)

      • Unlock Tech Tree

      • ??? Probably need something to stick to the hex theme

      • [/olist]
      • Things will once again cost resources to play and youll no longer sacrifice all your resources at the end of the day

      • Doing an action ends the turn

  • Return of the Tech Tree

    • I think the old version of the tech tree (back in build 1-3) was interesting in the early game, but I thought became meaningless as you would get the unlocks you needed. But now that it will cost an action there will be a natural tradeoff to spending a turn unlocking something in the tech tree. Plus this tradeoff will reward careful pathing though the tree.

    • You can use an action to unlock improvements, buildings, and Heaxgod powers

    • Unlocks will cost resources based on what youre unlocking with the cost increasing deeper into the tree

  • Game Structure

    • Survive for 10 days to win a run

    • 10 turns per day (all turns are played)

    • Each day you must collect enough resources to reach the Quota, missing the quota and you lose

    • Bonus Goal

      • Each day Theseus will give you a bonus goal (ex: collect 10 Food)

      • If you reach it you get to select one out of 3 relics at the end of the day

      • Goal here is to give you some direction to build in and a powerful incentive to try and get the bonus each day


[ 2025-07-03 15:29:43 CET ] [ Original post ]

Build 6 Hotfix 1

  • Fixed a bug where you could go negative with Rerolls
  • Fixed a bug where if you Skipped using SPACE it would also end the turn


[ 2025-06-27 13:33:51 CET ] [ Original post ]

Early Access Build 6

My Goals for Build 6


This build is a bit of an experimental build to see how the game feels without resource management. In previous builds I found resource management was really only an early game challenge, since I could very quickly gather far more resources than the cost of any card.

As always, none of these changes are final. My goal with the early access of Hexagod is to explore the systems that work well with the core ideas of Hexagod. For me, this means making large changes like this to test what works and what doesnt work. 1) Strategic tile placement to create good tile adjacency 2) Exploiting those tike adjacencies to create tons of resources

So What's Next?


In the coming days I'll be posting hotfixes for any minor changes or bug fixes.

For build 7, I'll either be:

  • Adding more relics, tile improvements, and buildings to create new synergies

OR


  • Reverting some of these changes if you all hate the new build :)

Thanks for checking out my little game.

-Aarimous

Patch Notes


  • VILLAGES are now moveable and rotatable, but their VILLAGERS are not. Instead villages will keep their relative location to the VILLAGE as it's moved/rotated.

    • Relics are still moveable

    • Building/Tile Improvements are not moveable

  • Stuff no long cost resources to place and instead each turn during a day you are presented with a different type of choice

    • Place tile Groups

    • Place a new villager or village

    • Place a building or improvement

  • If you don't like the options you can either Reroll to get new options OR you can SKIP to gain +1 REROLL

  • At the end of the Day you get +1 REROLL and a choice of 3 RELICS

  • Discoverable islands now have CHESTS again and when opened will give you a choice of 2 things randomly selected between RELICS and TILE IMPROVEMENTS

  • There are now 10 turns in a day, and 10 days to Win (previously it was 6 turns and 21 days)

  • Updated most of the UI/UX to fit the new core gameplay loop

  • I took a balance pass at almost everything and will fine tune as needed

  • Generally speaking, I think there needs to be a lot more synergy things added to the game. So plan to update/add a lot more adjacency based buildings, improvement's, and relics. My goal is to add bonus effects based on what's been added to adjacent tiles so not only the tile types will matter, but also what you choose to place on them.

As always, none of these changes are final and I'm open to any ideas/feedback for how I can make this Hexagod more fun.


[ 2025-06-26 17:39:37 CET ] [ Original post ]

Build 5 Hotfix 1

Fixed a bug where the hotkeys and show/hide button would not work during the End of Day Shop.


[ 2025-06-13 01:33:25 CET ] [ Original post ]

Early Access Build 5

Developer Notes:


My Goals for Build 5


My main goal for build 5 was to see how the game feels without MULT.

I think one of the core fun things in Hexagod is to make a lot of resources appear on the screen. And since you get a score per resource the game naturally encourages you to work towards the fun of clicking END TURN and seeing tons of resources spawn.

But MULT does not directly do this and instead actively lowers the number of resources you need to create to win. Which can be interesting, but since its currently a global multiplier, it ends up feeling blah (technical term). So my idea is to remove MULT and instead adjust relics and buildings to be geared towards scaling through creating more resources, or using local adjacency effects to essentially multiply score gained. My other goal was to make the game more challenging. I believe on average the game has gotten harder without MULT, but I think that's a good thing since the game was a bit too easy once you figured out the core mechanics.

So What's Next?


Randomness. Each turn you are given an offering of 3-5 cards, and 1-3 tile group cards. You can spend FAVOR to reroll the offering and can lock cards so they dont reroll. I think this system is far too random.

Right now the card generation is a simple weighted randomness based on a card's rarity (common: 1000, uncommon: 700 , rare : 100).

Rerolling is a great tool which I added as a way to combat the randomness of the loot pool and locking cards is a way to have more control over rerolling.

BUT, currently I think this randomness isn't too bad since the loot pool is so small, but I fear that as the card pool grows from 20 cards to +100 cards this randomness will be too much. So in Build 6 I want to experiment with a few ideas for how I can give you a bit more control over the loot pool and I am thinking specifically of the stuff you are offered each turn.

Anyways, thanks for playing my little game!

-Aarimous


Patch Notes


Note: I'm experimenting with some of the new core systems here so all of this is subject to change or be reverted based on your feedback.

Balance and Core Gameplay Changes:


  • Quota is now called TRIBUTE to fit a bit more thematically.

  • MUTL/SCORE have been removed from the game and instead collecting resources will always gain you QUOTA.

    • Relics/Resources which granted you MULT have been changed to grant QUOTA.

  • You will now play all the turns each day.

    • This is an experiment to see how it feels since a lot of you have asked for this.

    • In my own play testing I don't like this, but that might be due to the current balancing

  • Adjusted the TRIBUTE amounts to be a smooth increase and. Generally the first 14 days are about the same, while the final 7 days are going to be harder to hit.

    • My goal is that the base game should be hard to win, but if you are strategic and understand the systems you should be able to win reliably.

    • Then ASCENSION TRIALS should each add more difficulty and really give you a challenge. In BUILD 4 this was not the case, so I wanted to take a stab at making the game harder.

    • I will adjust this all as needed, but my goal is for this game to give you some good challenge.

  • Tiles now start with a base of one yield and gain 1 for every adjacent tile of the same type.

    • This previously it only kicked in after 2 adjacent tiles.

  • Added a few new relics and adjusted the MULT based relics to instead grant TRIBUTE

Miscellaneous Changes


  • During the end of turn phase the pace at which events are triggered will now speed up. This should hopefully make the late game turns go a bit quicker. I'll tweak this system in the future and likely add a control to allow you to adjust the overall speed at which the triggers happen.

  • Optimized the resource icons that spawn to be pooled and show a bit less when you are spawning more that 100 from a single tile.

  • Added slight hover effects for tiles by adding sounds, scale, and a bit of positional change.


[ 2025-06-12 13:51:19 CET ] [ Original post ]

Build 4.1 Hotfix #2

  • Added an About the Game screen
  • Added a button to view the About the Game screen to the Main menu


[ 2025-06-09 20:39:25 CET ] [ Original post ]

Build 4.1 Hotfix #1

A patch to clean up some of the bugs and bad UI/UX introduced in build 4 and 4.1. I'm going to start working on Build 5 now which will have some balance changes and refinements to the new core systems. Specifically I'm looking to figure out a better way for you to have more control over the cards offered each turn and I'd like to adjust how relics work so they are more focused on adjacent tiles. More to come on those changes in the next build.

Hotfix Patch Notes:


  • You can now assign villagers to their village to make them idle. At the start of a new turn the village will try to auto assign villagers to an adjacent valid tile.
  • Adjusted the villager idle animation and size
  • Adjusted the villager working animation and size
  • Placing a Village onto a tile that a villager is working will now make that villager idle
  • Fixed a bug where a Village could auto assign a villager to a tile with a relic. This resulted in you being unable to move the relic.
  • Fixed a bug where you could not select an idle villager from the Village to move them around
  • Fixed a bug where the bonus effect from a tile improvement was not removed when removing the tile improvement via Smite.
  • Fixed a bug where the villagers would show behind the tile icons when moving them around
  • Adjusted the mouse hotspots to be consistent across all mouse shapes, but still show the grabbed item on the center of the mouse
  • Adjusted the outline colors for key words to either have been dark or white depending on the color of the keyword. Please let me know if you think I should adjust a keywords outline color.
  • Fixed a bug where the Relic art would not show property when first placing the art
  • Fixed a bug where the MULT popup was not correctly showing the decimal places. This made it appear as though the MUTL was adding 0. I have confirmed it was just a rounding error on the UI side and should now be fixed.
  • Fixed a bug where your run would not end during Endless Mode even when you failed to reach the QUOTA.
  • Adjusted the game over screen to properly hand when you fail during Endless Mode


[ 2025-06-09 17:20:47 CET ] [ Original post ]

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

Features


  • Added back in the automatic run save system. So once again youll 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) youll 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. Ill 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.

Balance Changes


  • 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).

Misc Changes


  • 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.

Bug Fixes


  • 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.


[ 2025-06-03 16:53:04 CET ] [ Original post ]

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.


[ 2025-05-31 22:23:24 CET ] [ Original post ]

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!

Summary of Changes:


  • 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


[ 2025-05-30 15:47:04 CET ] [ Original post ]

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

Switching to the Beta Branch





[ 2025-05-23 23:55:39 CET ] [ Original post ]

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


[ 2025-05-09 21:59:33 CET ] [ Original post ]

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.

New Story/Narrative Framework


  • The Hexagod has died, unleashing a divine storm that ravages the world.
  • Theseus, the last Hexagods 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.

Reworked Corruption Storm System


  • 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.

New Victory Condition: Hexagod Feats


  • 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

New Quest System


  • 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?

Villager Rework Golems


  • 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.

Days = Turns


  • The game now runs purely on turns which Ill 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 wont 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 69 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


[ 2025-04-11 20:40:43 CET ] [ Original post ]

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.


[ 2025-04-11 17:29:06 CET ] [ Original post ]

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.


[ 2025-04-10 19:32:22 CET ] [ Original post ]

Build 3 Hotfix #2

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


[ 2025-04-07 15:20:23 CET ] [ Original post ]

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


[ 2025-04-04 14:41:33 CET ] [ Original post ]

The old Hexagod is dead, and now a STORM rages across the Hex-a-world. The Oracle Theseus has chosen you to ascend as the next Hexagod. But first, you must prove your worth by completing his Trials of Ascension.

Place Hexagon Tiles

Find Relics and Improvements

Exploit Adjacency Bonuses


MINIMAL SETUP
  • OS: Linux/X11
  • Processor: 2.5Ghz or betterMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: Support for OpenGL 3.3
  • Storage: 1 GB available space
RECOMMENDED SETUP
  • Memory: 4 GB RAM

GAMEBILLET

[ 6442 ]

1.00$ (90%)
24.87$ (17%)
8.27$ (17%)
15.11$ (24%)
16.79$ (16%)
16.59$ (17%)
7.44$ (17%)
17.75$ (11%)
4.00$ (80%)
3.93$ (21%)
42.45$ (15%)
6.61$ (17%)
7.07$ (12%)
8.39$ (16%)
8.27$ (17%)
5.03$ (16%)
3.00$ (80%)
24.87$ (17%)
16.97$ (15%)
17.75$ (11%)
8.19$ (18%)
19.59$ (22%)
2.50$ (75%)
20.72$ (17%)
16.59$ (17%)
12.42$ (17%)
6.61$ (17%)
26.65$ (11%)
24.98$ (17%)
12.42$ (17%)
GAMERSGATE

[ 1376 ]

1.28$ (91%)
0.68$ (91%)
6.6$ (67%)
0.43$ (91%)
8.5$ (83%)
3.19$ (87%)
0.6$ (91%)
2.5$ (75%)
1.7$ (83%)
0.26$ (91%)
1.7$ (91%)
9.9$ (67%)
6.0$ (60%)
6.8$ (66%)
10.0$ (75%)
1.0$ (80%)
0.43$ (91%)
1.28$ (91%)
1.31$ (91%)
0.42$ (79%)
6.0$ (80%)
1.7$ (91%)
3.26$ (87%)
0.6$ (91%)
2.89$ (83%)
1.31$ (91%)
0.85$ (91%)
10.91$ (22%)
2.55$ (91%)
16.5$ (67%)
MacGamestore

[ 1859 ]

2.49$ (75%)
15.89$ (21%)
15.99$ (20%)
1.19$ (88%)
8.99$ (10%)
2.99$ (70%)
5.99$ (85%)
27.49$ (8%)
4.99$ (83%)
7.99$ (20%)
51.49$ (26%)
1.19$ (88%)
0.99$ (75%)
2.49$ (75%)
1.99$ (87%)
37.89$ (5%)
3.99$ (69%)
2.48$ (50%)
21.49$ (14%)
0.99$ (75%)
1.19$ (76%)
1.19$ (76%)
53.99$ (10%)
8.99$ (55%)
0.99$ (93%)
4.99$ (80%)
17.49$ (20%)
1.24$ (75%)
1.24$ (75%)
1.99$ (60%)

FANATICAL BUNDLES

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