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HexagodEventsEarly Access Build 5
In-game event

Early Access Build 5

Hexagod · published 12 Jun 2025, 13:51 UTC · build 18840925

All eventsPlayers around this dateRead on Steam

Developer Notes:

My Goals for Build 5

My 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, but I think that's a good thing since the game was a bit too easy once you figured out the core mechanics.

So What's Next?

Randomness. Each turn you are given an offering of 3-5 cards, and 1-3 tile group cards. You can spend FAVOR to reroll the offering and can lock cards so they don’t reroll. I think this system is far too random.

Right now the card generation is a simple weighted randomness based on a card's rarity (common: 1000, uncommon: 700 , rare : 100).

Rerolling is a great tool which I added as a way to combat the randomness of the loot pool and locking cards is a way to have more control over rerolling.

BUT, currently I think this randomness isn't too bad since the loot pool is so small, but I fear that as the card pool grows from 20 cards to +100 cards this randomness will be too much. So in Build 6 I want to experiment with a few ideas for how I can give you a bit more control over the loot pool and I am thinking specifically of the stuff you are offered each turn.

Anyways, thanks for playing my little game!

-Aarimous

Patch Notes

Note: I'm experimenting with some of the new core systems here so all of this is subject to change or be reverted based on your feedback.

Balance and Core Gameplay Changes:

  • Quota is now called TRIBUTE to fit a bit more thematically.

  • MUTL/SCORE have been removed from the game and instead collecting resources will always gain you QUOTA.

    • Relics/Resources which granted you MULT have been changed to grant QUOTA.

  • You will now play all the turns each day.

    • This is an experiment to see how it feels since a lot of you have asked for this.

    • In my own play testing I don't like this, but that might be due to the current balancing

  • Adjusted the TRIBUTE amounts to be a smooth increase and. Generally the first 14 days are about the same, while the final 7 days are going to be harder to hit.

    • My goal is that the base game should be hard to win, but if you are strategic and understand the systems you should be able to win reliably.

    • Then ASCENSION TRIALS should each add more difficulty and really give you a challenge. In BUILD 4 this was not the case, so I wanted to take a stab at making the game harder.

    • I will adjust this all as needed, but my goal is for this game to give you some good challenge.

  • Tiles now start with a base of one yield and gain 1 for every adjacent tile of the same type.

    • This previously it only kicked in after 2 adjacent tiles.

  • Added a few new relics and adjusted the MULT based relics to instead grant TRIBUTE

Miscellaneous Changes

  • During the end of turn phase the pace at which events are triggered will now speed up. This should hopefully make the late game turns go a bit quicker. I'll tweak this system in the future and likely add a control to allow you to adjust the overall speed at which the triggers happen.

  • Optimized the resource icons that spawn to be pooled and show a bit less when you are spawning more that 100 from a single tile.

  • Added slight hover effects for tiles by adding sounds, scale, and a bit of positional change.

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