Hexborn news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3313880
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperCaspian Interactive
- PublisherCaspian Interactive
- Parent gameNot available
Company pages: Developer: Caspian InteractivePublisher: Caspian Interactive
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Hexborn Steam news
Hexborn news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- đź’€The Dungeon Fights Back: Deadly Traps and Hostile Environments - 22 July 2026
Hey everyone👋 It’s been a little while since the last Steam update, so I wanted to share another part of what I’ve been building for Hexborn.In the previous update, I talked about handmade rooms and branching reward choices. Since then, I’ve been focusing on how you actually navigate those spaces during a firefight, and how the dungeon itself can create pressure alongside the enemies inside it. More Than One Kind of ThreatOne of the new spaces is a bridge lined with swinging axes.The room still contains a smaller enemy encounter, but the danger doesn’t come from enemy numbers alone. You also have to read the timing of the blades, jump onto a narrow side platform to avoid them, and then return to the bridge when the path is clear.Reducing the number of enemies while adding environmental pressure gives the room a different rhythm from a conventional combat arena. Movement and timing beco…
- 🩸Choose Your Offering - 12 May 2026
Hey everyone! It’s been a while since the last Steam update, so I wanted to share what I’ve been working on.Hexborn is a roguelite boomer shooter about surviving brutal FPS fights, drafting perks, and snowballing into an occult murder machine. But I don’t want Hexborn to feel like one flat arena where you wait for waves to arrive. Lately, I’ve been building more exploration into the runs: castle halls, crypts, ritual spaces, recovery rooms, branching choices, and corrupted old-world interiors that connect the bloodshed into a forward-moving descent. Handmade Rooms, Procedural RunsHexborn’s runs are built from handmade rooms arranged into a procedural dungeon flow.That means each run can change, while the rooms themselves still feel intentional and memorable. Instead of only fighting in disconnected arenas, you move through combat spaces, corridors, ritual rooms, secrets and moments of r…
- ⚡From Playtest to Progress - The New Active Perk Wheel - 29 January 2026
Hey everyone! Recently I brought Hexborn to DreamHack (a big gaming festival here in Sweden) and ran the demo live on the show floor. It was the first public showing of the demo, so I was honestly pretty nervous. But I was really happy to see how well it was received. People were leaning into the chaos, the arenas felt satisfying, and the “snowball into a monster” fantasy came through. After DreamHack playtests, I reworked Active perks to be easier to use mid-chaos. The result is Flow + the Active Wheel, one quick choice that turns into a big power spike. 🛠️ An opportunity for improvementOne thing I noticed during playtests: players weren’t using Active perks as much as I expected and occasionally they were triggered by accident in the middle of the chaos.In my previous Steam update I shared Actives as a meter-based system with high-impact abilities. The abilities themselves felt great…
- 🔥 Firestorm Unleashed - Massive New Power Perk Arrives in Hexborn - 18 November 2025
Hey everyone! Hexborn recently crossed 2,500 wishlists and is now rapidly approaching 3,000 - a huge milestone and a massive motivator for me. Thank you all for the support. I’ve been laser-focused on preparing the first playable prototype, which will be available to try on-site at DreamHack Stockholm next week.As the game grows, I’ll be using wishlist milestones to gauge interest and guide the next steps. But for now, here’s a look at one of the new systems going into the prototype: Active Perks. ⚡ What Are Active Perks?Active Perks are a new perk type that give you explosive, high-impact abilities during combat. They’re powered by a Unified Power Meter that fills as you fight. The Power Meter appears as a half-circle ring around your crosshair, and once it’s full, it enters a Ready state. Your next specific action automatically triggers the perk.No new keys.No cooldown timers.No extra…
- 🩸How Perks Turn Hexborn Into a Roguelite Monster Machine - 10 July 2025
💀 Inside the Perk System of HexbornHexborn started with blood and bullets, a tribute to 90s FPS legends like Blood and Doom. Fast weapons. Crunchy feedback. Cultist guts splattered across a cathedral wall.But that’s only half the story.Beneath the gothic gore is a roguelite engine, a dynamic system that transforms every run, reshapes every room, and lets you build toward something monstrous.This devlog is all about the Perk System: how it works, why it matters, and how it turns Hexborn from “just another shooter” into a dungeon-sized engine of chaos and synergy. ⚔️ Build Your Own MonsterIn Hexborn, every enemy drops crystal shards, your XP. Level up, and you’ll choose from three randomized perks to evolve your build.These perks aren’t just flat stat boosts. They reprogram your playstyle. They stack. They interact. They spiral.Hexborn’s perk system comes in three core types:🩸 Passive –…
- 🎌 Hexborn Featured in Japanese Gaming Press + Now Available in Japanese! - 27 May 2025
So far I’ve been posting development updates here on Steam but this time, I want to share some really exciting news: Hexborn was recently featured by two major Japanese gaming sites — Game*Spark (like Japan’s Kotaku) and Goo News! 🎉 It’s honestly surreal to see this little retro roguelite FPS reaching players around the world so early in development, and it’s a much-needed boost for me as the developer 🙌 📰 Game*Spark: https://www.gamespark.jp/article/2025/05/17/152711.html 📰 Goo News: https://news.goo.ne.jp/article/gamespark/trend/gamespark-152711.html 🎌 Now Available in Japanese! As a small token of appreciation to Japanese players, I have added a Japanese localization to the Steam page. If you’re a Japanese speaker and you notice anything that could be improved, feel free to leave a comment and let me know. I’d love your feedback to make sure it reads naturally. 🎮 And If you’re…
- 🔥 Enemy Spotlight– The Shotgun Cultist - 9 May 2025
"Zombies are fun target practice... but what happens when your prey starts shooting back?" In this month's devlog, I want to introduce a new enemy in Hexborn, my roguelike retro FPS inspired by 90s shooters like Blood, soaked in Gothic horror and eldritch madness. 🕯️ Meet the Cultist Inspired by the iconic shotgun-wielding zealots from Blood, the Shotgun Cultist is designed to punish complacency. While zombies shamble toward you brainlessly, this guy sees you, chases you down, and fires on sight. https://i.imgur.com/8QFyz5W.gif His animations are classic 2D sprite-based, in line with the rest of Hexborn’s weapons and enemies — but when paired with modern FX and sound design, he hits hard. 🧠Behind the Design I wanted a ranged enemy that keeps you moving and makes you sweat, especially in tight spaces. Something that breaks the zombie rhythm and forces you to treat every encounter like…
- 🗡️ Weapon Spotlight – The Heartseeker Stake - 27 March 2025
"When your triple-barrel shotgun runs dry, there’s only one thing left to do..." In this week's feature, I want to share a melee weapon I’ve been working on for Hexborn, my roguelike boomer shooter drenched in Gothic horror and eldritch chaos. Inspired by Blood’s pitchfork and twisted execution tools from the medieval era, I wanted something raw, vicious, and just a little cursed. That’s how the Heartseeker Stake was born — a brutal iron spike used in ancient rituals to bind demons. Now it’s your default weapon when all else fails. 💀 Behind the DesignI knew I needed a fallback melee weapon, something the player could switch to when they’re out of ammo. But instead of a “basic” knife, I wanted it to feel like a weapon of last resort — something terrifying but effective. To get the design right: I referenced old torture instruments and execution stakes from the 15th century. I gave the a…
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