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HEXOPODS

HEXOPODS Steam news

Florent Vieillescazes | Nov 17, 2017 | game

Released

0players observed · 25 September 2026 - 12:06:52 UTC

ActionCasualIndieSports4 Player LocalSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score60% positive

HEXOPODS news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score60% positive
  • Total reviews15
  • Release dateNov 17, 2017
  • DeveloperFlorent Vieillescazes
  • PublisherFlorent Vieillescazes

Genres: Action, Casual, Indie, Sports

Company pages: Developer: Florent VieillescazesPublisher: Florent Vieillescazes

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HEXOPODS Steam news

HEXOPODS news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Hexopods 11/21/2017 1.0.1 Update - 20 November 2017

    - - BOOMER - - ■ Bomb initial speed increased from 750 to 900 ■ Bomb acceleration increased from 100 to 300 ■ Bomb AoE increased from 300 to 325 ■ C4 AoE increased from 300 to 400 ■ Turret now shoots 2 bullets at a time rather than 1 - - VENOM - - ■ Snake duration decreased from 7 to 6 seconds ■ Snake' Slow reworked : -The slow is now dependent of the time the snake passed before hitting a target. It works like this : "3 - (timeAlive/4)" secs instead of a constant 2 seconds.

  • Hexopods 11/21/2017 1.0.1 Update - 20 November 2017

    - - BOOMER - - ■ Bomb initial speed increased from 750 to 900 ■ Bomb acceleration increased from 100 to 300 ■ Bomb AoE increased from 300 to 325 ■ C4 AoE increased from 300 to 400 ■ Turret now shoots 2 bullets at a time rather than 1 - - VENOM - - ■ Snake duration decreased from 7 to 6 seconds ■ Snake' Slow reworked : -The slow is now dependent of the time the snake passed before hitting a target. It works like this : "3 - (timeAlive/4)" secs instead of a constant 2 seconds.

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