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HexivNewsSave and Reload, Resource Icon Rework!
In-game event

Save and Reload, Resource Icon Rework!

Hexiv · published 11 Jun 2026, 17:40 UTC · build 23686282

All newsPlayers around this dateRead on Steam

Save and Reload mid-game:

I've been hard at work this past month finishing work on saving and reloading and it is finally here! It turned out to be a much more challenging project than I had expected and I have been working on it on and off the last few months.

I've done my best to anticipate and test as many edge cases as I can so it just works out of the box, but if you encounter any bugs please report them!

Reloading even works correctly across multiple profiles, devices, and steam users on the same device!

Icon Rework:

I also put a lot of thought into a rework of Hexiv's resource icons. Production has been renamed to Supplies, and a new resource 'Work' now replaces the sand dial "Turns" icon cost on cards. I'm thrilled how much these seemingly small changes transform these mechanics into being more intuitive.!

  • Card Time cost has been renamed to Work. This better represents the requirement of having a crew work a tile for it to progress. Instead of being the number of turns required by crew, it is now the amount of Work required, and crew are what supply work.

  • Action time icon has been deprecated. All time indicators are now represented with the same Turns icon.

  • Added work icon to tile progress UI, representing that your crew is present active on that tile.

  • Updated Idling icon to match new Work icon. Since these are now similar icons, it reads much better as a connected action that Crew either provide Work or Idle.

  • Renamed Production -> Supplies and has a new icon. As a construction cost for both buildings and crops, Supplies is a much better term for representing this mechanic.

  • Renamed Electricity -> Power. Honestly this just an easier word to say and is shorter.

  • Power icon updated to be always present for Power suppliers. It will show as deactivated when power is not available from that building.

  • Power icons UI now shows missing resources required for structure activation instead of showing the action button in red. This hopefully removes the confusion of why the button is not press-able. This should better reflect exactly what the tile needs to activate and combines bespoke solutions like Distiller, Recycler, etc. into one UI.

  • Slightly updated Icons for Research, Food, Power, and Coins to be more detailed.

Here's what the new icons look in action!

Steam Cloud + File hierarchy Fixes:

  • Updated local files hierarchy to support unique profiles on the same PC for multiple steam account. Existing save files should migrate to the new structure the first time you load to active steam account.

  • Reduced number of profiles from showing 4 but being infinite, to fixed at 3. This will prevent errors with steam cloud usage limits. If you were using your 4th profile, it still exists and can be renamed into slots 1-3 to resume using it.

  • Updates to local profile files should update automatically when you first launch the game.

Other Updates:

  • Added distinct Terraformer tile icon, included in both the tile and the world map.

  • Added Latitude lines to islands Map. These represent a previously hard to see mechanic of travelling south impacting # winter months. Each latitude represents the local temperature being 1 degree warmer. Since each winter month is added for each additional -5 degrees, most island hops represent nearly 1 winter month removed.

  • Trader window can now be opened again for the rest of the turn.

  • Improved card detail descriptions for tile actions.

  • Breeder placement tile updated: Deer Tile -> Grass. Action cost 2 Food -> 3 Food. Having to play this on a deer tile was cool and unique but not practical.

  • Improve island thumbnail visual accuracy by adding preview tree textures to forest tiles.

  • Reworked and expanded Calendar Winter Months tooltip to better explain winter progression.

  • Add arrow in calendar bar that indicates direction of calendar row movement, and allows for placing a hover tooltip explaining current/next turn.

  • Moved date bar with year and island # from left to right side of bottom UI. It now also shows month #. Makes more sense being next to the End Turn button. Patch # text swapped places with it and is now next to bug report button.

  • Card Details from Tile card info display now opens with left mouse in addition to right mouse button. I observed a lot of players instinctively using left click here instead of right click.

  • Updated Research Lab descriptions to use Rich text boxes.

  • Bribe move 1 -> 2, Bribe+ cost Coins 1 -> 0, on kill 4-> 3

  • Evac play cost updated: 4 -> 3 Supplies.

  • Pause menu layout updated.

  • (Alpha) Basic boon Upgrade reward: Upgrade a random card -> Upgrade 1 of 2 random cards. It also guarantees different cards being offered so it will not offer 2 corn etc.

  • (Alpha) Great boon Upgrade reward: Upgrade 1 of 3 random cards -> Upgrade a card.

Bug Fixes:

  • Fixed Reward menu skip button showing up when it shouldn't.

  • Fixed damage preview on attacking entities not showing when using single-click movement and several other bugs with that UI.

  • Fixed Sawmill and several other Tile sprites not shadowed by clouds.

  • Fixed bug with movement sometimes allowing you to attack something out of range.

  • Fixed some issues with crew UI not aligning.

  • Fixed snow particles not syncing to calendar properly.

  • Fixed tooltip for end of turn resources summary not showing.

  • Fix various UI elements showing up above Cards in hand.

  • Fix Crew Quest reward descriptions not showing up even after completion.

  • Fixed Corn place-able when a distiller is present regardless of cost and tile being targeted.

  • Fixed bug with unlocking new chapters duplicating user profiles when syncing steam cloud on a new device.

  • Probably fixed a lot of other random bugs.

Notes:

  • I've noticed that game load times seem to have gotten longer than patches a few months ago. I think this is due to recent tile shadows update but haven't had the chance to look into it yet. Faster load times will be an ongoing task I return to. :)

  • When playing feel free to use the bug report button (bottom left) to submit bug reports or feedback!

Cheers!Graeme

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