HEXTERMINATE
Playing now
0Sampling since 08:33 UTC
—of peak
All-time peak
06 Sep 2026
Playing now
0Sampling since 08:33 UTC
All-time peak
06 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | HEXTERMINATE in 2026 After a year where HEXTERMINATE was on ice as I explored prototyping other games, programming languages and writing another engine, one thing became abundantly obvious: I really, really like HEXTERMINATE and working on it. A month and a half ago I picked it back up, and started looking into what improvements could be made to the game. These are broadly split into four categories: · Development… | — | |
| Game update | HEXTERMINATE v2.0.7 Bug fixes · Windows build accidentally had God Mode enabled. My thanks to Hové for the bug report. Follow the development · Join the Hexterminate Discord · Official forum | — | |
| Game update | HEXTERMINATE v2.0.6 - What do you mean, 106 fleets in a sector? New features · Rewrote the fleet spawn system (my thanks to Gimpel for some exciting save games, one of them had 104 fleets in a single sector). This allows fleets to correctly reinforce contested sectors, and addresses several bugs. Bug fixes · Sectors can now have more than 9 fleets contesting them. · A player will now always be able to enter a sector, no matter how many fleets are contesting… | 14599130 | |
| Game update | HEXTERMINATE v2.0.5 - A little personal space please Balancing · In the Infinite War game mode, it was possible for enemy homeworlds to spawn too close to the player's homeworld. As enemy fleets will spawn from a homeworld, this could very quickly lead to a loss. The galaxy generation has been adjusted and enemy homeworlds now have a minimum spawn distance. · The Hegemon faction (green) had the wrong loot table associated with them. They were dro… |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.
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| Game update | HEXTERMINATE v2.0.4 - Bug fixes Bug fixes · Fix for an issue on Windows when window scaling was in use where the mouse cursor would be clamped and unable to reach the bottom right of the screen. · Fixed a crash when all the ship's modules were removed when in the shipyard. · Fixed a rare crash in very large battles where the number of projectiles was hitting a hardcoded cap. Follow the development · Join the Hexterminate Disc… | 14038018 |
| Game update | HEXTERMINATE v2.0.3 - Bug fixes Bug fixes · Fix for an issue on Windows where window scaling was set to 125% or above. This would cause the game window to be significantly larger than it should, cropping the UI and causing very low quality rendering. My thanks to player Midnight for helping me identify the source of this one. · Fixed a crash when exiting the game while the tutorial was on-going. · Fixed a crash after leaving… | 14008069 |
| Major update | HEXTERMINATE v2.0 - Free to play, open-source, Linux support It has been a long time since Hexterminate has had a release, and given the size of the changes I think it justifies a 2.0 release! There is a lot more to come, but I wanted to draw the line somewhere and give players a new version. If you’d like to join me in Discord , I’ve created a new server where I’ll provide regular updates and discuss any issues you might find. Hexterminate is now free a… | — |
| Game update | Build 19 - crash fix Bug fixes · Fixed a crash when accessing the Fleet menu. | 7534888 |
| In-game event | HEXTERMINATE - Build 18 update Hello everyone. This build contains substantial engine changes ahead of a public Linux build and these changes touch many parts of the game. If you find a bug or a crash, please jump on the forum and let me know! Additions · Added new Codex to the main menu, with descriptions of the various modules and factions. · Added vignette post-processing effect. Changes · Upgraded post-processing pipelin… | — |
| Community | HEXTERMINATE - Developer blog #7 With holidays and birthday season out of the way, it’s time to let you know what’s been happening in HEXTERMINATE land. Engine upgrades Linux support & Proton Being stuck on holiday with a laptop that only runs Linux Mint, I thought I’d try to get the game running on it, as the majority of the code was meant to be portable anyway. That was the theory. In practice, it required quite a substantia… | — |
| Community | HEXTERMINATE - Hyperscape Overview Hyperscape will be a new game mode and is where the long term development of HEXTERMINATE will take place. In a way, Hyperscape is HEXTERMINATE 2, building on the pre-existing foundations, but freely available to anyone who has purchased the game. Rather than a structured campaign, it takes a turn towards the roguelike style. The player takes a fleet from Real Space into hyperspace, ex… | — |
| In-game event | HEXTERMINATE - Build 17 update Additions · The main menu has been replaced with the new User Interface. · The player ship can now strafe, using Q and E. · There is new Navigation perk, Thrust Vectoring , which increases how quickly a ship moves sideways and backwards. Changes · Dodging when using the Evasive Manoeuvres perk is now achieved by double-tapping Q or E. · Dodging left and right no longer have separate cooldowns.… | — |
| Community | HEXTERMINATE - Developer blog #6 Community Discord server This should definitely have happened a long time ago, but I've created a Discord server for HEXTERMINATE, as well as general games development and programming. If you'd like to have a chat and discuss where the game is going, join our Discord server here . A new User Interface It is one of those things which are inevitable in software development: mistakes are often obv… | — |
| In-game event | HEXTERMINATE - Build 16 update Improvements · Ships can now have an outline surrounding them, helping you identify whether they are friend or foe. This is enabled by default, but can be turned off in the Options screen. The player's ship has a cyan outline, any friendlies are blue and hostiles are red: · An accessibility option has been added to allow firing turrets to be a toggle, rather than having to hold the left mouse b… | — |
| Community | HEXTERMINATE - Developer blog #5 With HEXTERMINATE having been out for a while and the bulk of the issues resolved, it is time to talk about what will happen to the game in the long term. Although the game is has been released, development will be carrying on for a long time to come: HEXTERMINATE is one of my two hobby projects and one that has an ever-growing list of things I’d like to do. Before we go any further, let me jus… | — |
| Game update | Crash & hardcore fixes Fixes · Fixed an issue where some of the main menu's logic would still be active during general gameplay. This is believed to be the source of some crashes and odd behaviour, such as duplicated player fleets. · Fixed a bug where the "kill this save" flag was not being correctly cleared. | — |
| Game update | HEXTERMINATE - Build 14 update Fixes · Infinite War achievements should no longer unlock in the Campaign mode. · Fixed a stuttering issue introduced in build 13. | — |
| Major update | Infinite War update Infinite War After a couple of months of development, the Infinite War update is ready. With it, HEXTERMINATE gains a new game mode with procedurally generated galaxies and brings new challenges to the players. In this new game mode your objective is to capture the homeworlds of all the factions. To assist you with this, you can boost your defenses with powerful starforts and use probes to keep… | — |
| Community | Developer blog #4 The Hegemon The Hegemon are the new faction you can fight against in the Infinite War mode. Their ships are loaded to the brim with the best technology available in the galaxy, making a fight even a single Hegemon ship a difficult battle to win. And of course, you'll rarely find them alone. Capital heavy, sporting particle accelerators and antiproton cannons, you'll need a balance of maneuverab… | — |
| Community | Developer blog #3 The new modules of Infinite War As the work for the Infinite War update carries on, the last couple of weeks have been focused on the module assets and effects. I had been somewhat slowed down due to an issue with the Blender exporter plugin, but with that fixed and out of the way, it was time to get some new models in-game. Quantum state alternator Here's the new quantum state alternator modul… | — |
| Community | Developer blog #2 After a few updates over the last couple of weeks which addressed the issues some people were having with ramming, development time is shifting to the Infinite War update. I thought I’d give you an overview of what is currently being worked on. Infinite War game mode In addition to the Campaign mode which you are familiar with, the Infinite War mode will procedurally generate a new galaxy for y… | — |
| Game update | HEXTERMINATE - Build 12 update Improvements · The calculations behind the ramming mechanic have been revamped. The mass of both ships is now taken into account: a smaller ship ramming the player will now mostly bounce off but if the player get rammed by a larger ship that will hurt a great deal. · The tooltips for missile interceptors and engine disruptors now inform you of how much energy these modules use when activated. ·… | — |
| Game update | HEXTERMINATE - Build 11 update Improvements · Marauders and Pirates can now roam better, being more capable of finding sectors to target as the various factions expand. Balancing · Regenerative armour has had its regeneration rate reduced (10% per second to 5% per second), as it was vastly superior to the other alternatives. Bug fixes · Fixed a complicated campaign progression bug which would happen if the Pirate Flagship ha… | — |
| Game update | HEXTERMINATE - Build 10 update Improvements · When in the Shipyard, the module tooltip will now display the damage type dealt by a weapon. Bug fixes · Fixed a crash if the player entered the Cradle of Isaldren after a shipyard had been built there by another faction. · Fixed a case where the achievement This isn't even my final form wouldn't be granted. · Fixed a specific variant of a bridge where the tooltip and shipyard de… | — |
| Community | Developer blog #1 A week since release Well, that was a ride! Actually shipping the game and seeing people playing HEXTERMINATE has been a rewarding experience. The community which has been taking shape in the forum has been very positive and constructive, crucially contributing to tackling some particularly critical bugs in a timely fashion. With four patches released over the past week, covering crashes, progr… | — |
| In-game event | HEXTERMINATE - build 9 update Improvements · The shipyard now displays all titles for all the various subsections (Engines, Armour, Addons, etc). · Modules in the shipyard now have considerably extended tooltips, providing more information about their functionality. · Reinforced bridges no longer boost the individual bridge module's health. Instead, they provide a bonus to ramming damage reduction for yourself and your flee… | — |
| Game update | HEXTERMINATE - build 8 update Thanks for the community, I've been able to track down two separate progression issues which were preventing players from advancing in the campaign. Improvements · Ships belonging to the neutral faction have been recoloured, so it is easier to differentiate them against the player's ships. Bug fixes · Fixed a campaign blocker where the Marauder campaign would spawn an invalid invasion, · Fixed… | — |