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Hex Tower BoogieNewsThe Big Onboarding & Logistics Update
Major update

The Big Onboarding & Logistics Update

Hex Tower Boogie · published 30 Jun 2026, 20:01 UTC

All newsPlayers around this dateRead on Steam

Since the last build we rebuilt the whole first level, reimagined how grabbers work, gave resource points a life of their own, and smoothed out the feel from top to bottom.

A campaign that actually teaches you

  • A brand new hand-held first level walks you through every step, place the Split Shot here, route the grabber there, upgrade this tower, with on-screen arrows, a live checklist, and the crew cheering you on.
  • The whole early campaign now teaches as you play, each mission reveals its goals one at a time instead of dumping the lot, and later missions loosen the reins once you have the hang of it.
  • The tutorial is on rails where it counts, you build where the step wants and finished buildings stay put, so a stray drag can never quietly break your machine.

The grabber, reimagined

  • Tap a grabber and its hexes lift right out of the board into an exploded assembly view, you grab the glowing arm and drag it to re-aim the input and output, no more fiddly little handles.
  • Input and output are colour coded now (cyan in, orange out) and the badges brighten with throughput, so you can read your logistics at a glance.

Resource points that feel alive

  • Resource points spit ammo out on a little arc with a comet trail and feed their neighbours on a timer, the old Harvester building is gone, the source just produces.

Feel and polish

  • Reworked screen shake, a swarm of kills no longer leaves the camera permanently rattling, plus a shake intensity slider in settings, all the way down to off.
  • Ammo is carried hand to hand by the grabber claw instead of appearing to fly across the field, and rounds no longer double up with a phantom second flight.
  • A beefier hit sound that gets punchier with bigger hits, without ever turning into a wall of noise on a big wave.
  • Hover a card to see every station it fits, hover a station to see which cards in your hand work on it, both light up so compatibility is obvious.
  • The ammo and context panels now show every effect a round is carrying, and the Merger recipe got a full redraw so it reads as one clean card.

Quality of life and fixes

  • The Start button no longer goes green before your build is actually done, so you can no longer launch a wave into a dead pipeline by accident.
  • Trackpad pinch to zoom works on the web now instead of zooming the whole page.
  • Fixed the missing Fullscreen option on the web display menu, a stray Game Over popping over the main menu, the WAVE CLEAR banner showing a box instead of text, and a stack of smaller guidance and timing hiccups.

One small ask

  • A quiet Wishlist on Steam line now sits under the Start button between waves, if you are having fun, that little click genuinely helps us a lot.
More from Hex Tower Boogie

Other announcements

All news
In-game event25 Jun 2026See your factory work, a visibility updateThis update is about reading the board at a glance. A lot of your factory's state used to happen invisibly, and now you can see it. See your factory work: the grabber arm now articulates as it hands ammo along, parks on its output when idle, and dozes off when it is starved of input, so one glance tells you what every grabber is doing. Ammo reads at a glance, with rounds on the belt now showing…In-game event22 Jun 2026Build chain reactions — the new trigger & punch-card systemBuild chain reactions — the new trigger & punch-card system The biggest change since the last update is how your tower's ammo actually works. It's worth a proper explanation, because this is where the depth lives. Effects vs. triggers Every round your factory crafts is made of two things: · Effects — what the bullet does: Multishot/Split, Splash, Burn, Ice, Homing, Pierce… · Triggers — when tha…In-game event19 Jun 2026First Steps — a brand-new way into Hex Tower BoogieYour first ammo line Meet First Steps , the new Level 1. No pre-built factory humming away while you watch — this time you build your own ammo line from scratch, and the game teaches you right on the board, one step at a time. No wall-of-text intro, no checklist off to the side: a little objective box ticks off what's done, what's now and what's next, and red arrows point at the exact hex you n…