- It's Been A While - 26 June 2026
Hello there! It's been a while since I last worked on Hexagod, but I never forgot about it. About a year ago I took a break from Hexagod early access to make my 3rd game, and it ended up going a bit viral. But I'm not here to talk about that game I'm here to share a new Hexagod build I just published this new build on the beta testing branch! So over the past 6 months I've fallen in love with TFT. And as I grinded my way up to Emerald, I couldn't help but think, gosh, this system could work really well for Hexagod. So over the past week I did that. I think it fits better than the simple 1-of-3 choice system the current live build has. On top of the TFT inspiration, I also took out a lot of systems like forced tile placements, villages, and yes, even villagers. I will note, right now the UI/UX is very much TFT and will likely evolve as I get some feedback on what info needs to be there v…
- Build 9 Hotfix 3 - 1 September 2025
Fixed a bug where the Hammer of Argus would crash the game
- Build 9 Hotfix 2 - 29 August 2025
Changed some of the French translations based on feedback Please let me know if you think any of the other translations need to be updated!
- Build 9 Hotfix 1 - 28 August 2025
Changed some of the Portuguese translations based on feedback Please let me know if you think any of the other translations need to be updated!
- Early Access Build 9 - 26 August 2025
Hey there,The main goal for this build was to finally add in translation support for Spanish, French, German, and Portuguese. I also took this as a movement to do a rework for the current relics so they are now driven from the adjacent tiles.In the next few builds I plan on adding new improvements/buildings, new relics, and perhaps adjusting how the daily bonus goals are presented.As always, thank you for checking out my little game!-AarimousPatch NotesAdded translation for Spanish, French, German, and PortugueseAdded a new drop-down to the setting screen to change the languageUpdated all the resource based relics to now trigger when resources are produced from adjacent tiles instead of gaining resources from anywhere. My goal here is to reward careful positioning and adjacencies.Update the Cornucopia and Very Smol Rocks relics to now instead produce more resources when enough food/rock…
- Build 8 Hotfix 3 - 11 August 2025
Fixed some bugs with controller support so now the game should be playable on controller again I'm not 100% happy with how it plays on the controller right now, so I'm going to take a pass at cleaning up the animations and what not during my work for Build 9. Please let me know if there are any changes you want to see to make it more played on the Steam Deck and or Controllers.
- Build 8 Hotfix 2 - 10 August 2025
Had an idea for another tile shape while I was playing DnD, so I added it!
- Build 8 Hotfix 1 - 9 August 2025
Fixed a bug where Shrines would not be correctly loaded when continuing a previous run Fixed a bug where the bonus goal would reset when continuing a previous run
- Early Access Build 8 - 7 August 2025
Hey there,I had a simple goal for this build: Add more tile shapes to make the tile placement more interesting and varied.I ended up adding 7 new shapes and in the future I may add even more as I did some reworking of the system to make it far easier to add new shapes.In the next few builds I plan on adding new improvements/buildings, reworking the relics, and adding more relics.Thanks for checking out my little game!-AarimousPatch NotesAdded 7 new shapes to the tile placement actionAdjusted the scale for the original 3 shapesAdjust the underlying code for tile shapes to make it easier to rotate and add new shapesAdjust the generation logic for tile shapes to reduce the likelihood of seeing duplicate shapes and the same shape after rerolling.In the future I may consider adding a some rarity to the shapes, but for now I am happy with a purply random system with some weights to reduce dup…
- Build 7 Hotfix 2 - 19 July 2025
Fixed a bug where the Cook House was not placeable.
- Build 7 Hotfix 1 - 19 July 2025
- 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 don’t 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
- Early Access Build 7 - 18 July 2025
My Goals for Build 7This 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 Note…
- What's Next? - 3 July 2025
Hey there,Over the past few builds of Hexagod, I’ve 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). I’ve 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 doesn’t.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 there’s anything you miss or want to see return, let me know! I’m always open to feedback, and please note these are just plans, so everything’s subject to ch…
- Build 6 Hotfix 1 - 27 June 2025
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
- Early Access Build 6 - 26 June 2025
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 doesn’t 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 synergiesOR Reverting some of these changes if…
- Build 5 Hotfix 1 - 13 June 2025
Fixed a bug where the hotkeys and show/hide button would not work during the End of Day Shop.
- Early Access Build 5 - 12 June 2025
Developer Notes:My Goals for Build 5My 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 it’s 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,…
- Build 4.1 Hotfix #2 - 9 June 2025
Added an About the Game screen Added a button to view the About the Game screen to the Main menu
- Build 4.1 Hotfix #1 - 9 June 2025
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.…
- Early Access Build 4.1 - 3 June 2025
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 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…