Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Hexagod›Events›Early Access Build 7
Major update

Early Access Build 7

Hexagod · published 14 months ago · build 19276178

All eventsPlayers around this dateRead on Steam

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 you’ll 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 I’ll 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 haven’t 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

    • I’ve 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. I’ll 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 it’s 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 can’t 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 village’s 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.

More from Hexagod

Other announcements

All events
Community26 Jun 2026It's Been A WhileHello 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 T…HexagodGame update1 Sep 2025Build 9 Hotfix 3Fixed a bug where the Hammer of Argus would crash the gameHexagodGame update29 Aug 2025Build 9 Hotfix 2Changed some of the French translations based on feedback Please let me know if you think any of the other translations need to be updated!