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HexLandsNewsv0.38.0 is here! Shop, new cards, increased difficulty, reworks and more!
In-game event

v0.38.0 is here! Shop, new cards, increased difficulty, reworks and more!

HexLands · published 10 Aug 2025, 07:39 UTC

All newsPlayers around this dateRead on Steam

Hi guys!

0.38.0 is here! As always: if you'd like to get instant access to the playtest then all you have to do is join my Discord server! Just PM me and I'll grant you access. I'd love to hear you feedback! :)

Instead of the usual quick summary, I'll just jump right into it:

Coins & Shop!

  • Now you can collect coins which is persistent between islands.

  • Use these coins to buy, remove or upgrade cards at the shop! :)

  • If you don't like the cards you can buy, you can reroll them for a small fee.

  • Look out, because one card is always on a 50% sale! ;)

  • if you don't choose a card from a treasure chest, now you get coins instead of resources,

  • Tasks and cards can also give you coins!

New Cards!

  • One boring thing was that some tile resources had only just one card to be used on them...
    Not anymore! :)

  • Besides integrating barbarians, now you can also raze their settlement giving you some resources and freeing up the said tile.

  • Instead of a gold mine, build a mint on top of gold and you'll receive some coins that you can spend the next time you visit the shop.

  • Getting wood from forests is boring. Now you can get food too!

  • Instead of a stone mine, build a quarry! It gives you a small amount of stone everytime you use a card!

  • Need a new card or some coin? Build a treasury which grants you a treasure chest!

  • If you want to boost your population, build a tavern which grants you bonus population based on nearby housing buildings.

  • Want to increase a town's population without building anything? Organize a festival!

  • Instead of sustainable fishing, catch all the fish from a tile, granting you some food and a free festival card!

  • Lots of useless, empty water tiles? Say no more! Now you can build houses on the shoreline! (= on the water tile) - Their capacity is a bit lower than regular houses though.

Harder Tasks and Demands!

  • Both quests and demands got harder, especially demands.

  • You have less time to fullfill demands.

  • Instead of receiving a task after 3 turns and then a demand after another 3 turns, and so on... Now demands appear 1 turn quicker than tasks. So on early levels: after 3 turns a task appears, and then after 2 turns, a demand. On later levels a task appears after 2 turns, and then a demand after just 1 turn. (all of these still behave in a repeating pattern)

Rerolls!

  • You don't like the cards found in a treasure chest? Now you can reroll them once for free!

  • For a small fee you can also reroll the buyable cards at the shop.

  • Rerolls will almost guarantee that all cards will be different from the previous ones.

Tile Selling Rework

  • Instead of giving you food and wood directly, now you sell tiles for gold!

  • Now your starting deck contains 2 Imperial Supplies cards, which gives you wood and food... but now for some gold! (Also removed Buy Food and Buy Wood, because they felt redundant)

  • This way tile selling can be used for a lot more stuff!

Resource Per Turn Improvements

  • You always produce a small amount of resources every turn.

  • The resources that you'll receive next turn are displayed on your resource panel.

  • You no longer have to hover over buildings to see which ones are still producing their resources. Now these and other similar "effects" are always shown above their tiles. So if a building has no effect indicator above it... then it's safe to destroy! :) (Except housing buildings of course!)

  • These floating indicators can be toggled with a checkbox near the population panel.

Other Notable Changes

  • Floating texts while holding a card in your hand now also display resulting population change.

  • Housing buildings' tooltip now displays the population they accomodate.

  • Removed total population text from world map to make space for coin display.

  • Non-trivial UI elements received tooltips.

  • Balanced some cards and other mechanics.

  • Fixed some issues.

Sadly, the next patch won't arrive anytime soon because I'll be working on a new trailer and screenshots. The current one is horribly old and it had already tons of flaws when it was released. But once the new trailer and screenshots are public, I still won't be able to progress a lot with the game itself, because I'm getting married and then going on a relatively long honeymoon. However, I know myself, so I don't want to pretend that I won't think about ideas everyday while I'm away. ^^ I can already see myself getting hyped about arriving home and jumping back into the codebase. Hopefuly I'll be able to release something in early November.

So this next, autumn patch will hopefully have some longwaited features: a unique final level for the currently available world map and some meta progression!

Once again, thanks for sticking around, and let me know what do you think about the shop, the new cards, or any of the changes. As always, join my Discord server, just hit me up and I'll grant you instant access to the playtest! I'd love to hear you feedback! Thanks for reading, and have a nice weekend! :)

Tudvari a.k.a. Portgate Studios

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