STEAMDATA.GG

Hexagod — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
It's Been A While2026-06-26Hello 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 TFT. And as I grinded my way up to Emerald, I couldn't help but think, gosh, this system could work really well for Hexagod. So over the past week I did that. I think it fits better than the simple 1-of-3 choice system the current live build has. On top
Build 9 Hotfix 32025-09-01Fixed a bug where the Hammer of Argus would crash the game
Build 9 Hotfix 22025-08-29Changed some of the French translations based on feedback Please let me know if you think any of the other translations need to be updated!
Build 9 Hotfix 12025-08-28Changed some of the Portuguese translations based on feedback Please let me know if you think any of the other translations need to be updated!
Early Access Build 92025-08-26Hey there,The main goal for this build was to finally add in translation support for Spanish, French, German, and Portuguese. I also took this as a movement to do a rework for the current relics so they are now driven from the adjacent tiles.In the next few builds I plan on adding new improvements/buildings, new relics, and perhaps adjusting how the daily bonus goals are presented.As always, thank you for checking out my little game!-AarimousPatch NotesAdded translation for Spanish, French, German, and PortugueseAdded a new drop-down to the setting screen to change the languageUpdated all the resource based relics to now trigger when resource
Build 8 Hotfix 32025-08-11Fixed some bugs with controller support so now the game should be playable on controller again I'm not 100% happy with how it plays on the controller right now, so I'm going to take a pass at cleaning up the animations and what not during my work for Build 9. Please let me know if there are any changes you want to see to make it more played on the Steam Deck and or Controllers.
Build 8 Hotfix 22025-08-10Had an idea for another tile shape while I was playing DnD, so I added it!
Build 8 Hotfix 12025-08-09Fixed a bug where Shrines would not be correctly loaded when continuing a previous run Fixed a bug where the bonus goal would reset when continuing a previous run
Early Access Build 82025-08-07Hey there,I had a simple goal for this build: Add more tile shapes to make the tile placement more interesting and varied.I ended up adding 7 new shapes and in the future I may add even more as I did some reworking of the system to make it far easier to add new shapes.In the next few builds I plan on adding new improvements/buildings, reworking the relics, and adding more relics.Thanks for checking out my little game!-AarimousPatch NotesAdded 7 new shapes to the tile placement actionAdjusted the scale for the original 3 shapesAdjust the underlying code for tile shapes to make it easier to rotate and add new shapesAdjust the generation logic f
Build 7 Hotfix 22025-07-19Fixed a bug where the Cook House was not placeable.
Build 7 Hotfix 12025-07-19- Added a note "More TRIALS coming soon!" to the run setting screen that shows when you make it to the 4th Trial. - Fixed bug where the tooltips for Revitalization and Drought were showing some placement requirements even though they don’t have any - Fixed a bug where the Cook House (building to make Feasts) was not actually showing in the loot pool - Fixed a bug where the Endless Mode TRIBUTE values were not being calculated correctly
Early Access Build 72025-07-18My Goals for Build 7This 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 thing
What's Next?2025-07-03Hey there,Over the past few builds of Hexagod, I’ve been experimenting with different ways to present the core mechanics of tile placement, village building, and how you're tested as a candidate to become the next Hexagod. I'll admit, some things have worked well (like the addition of Villages), and some not so much (like the MULT mechanic). I’ve also tried removing a few systems like hunger, resource costs, and even the tech tree to see how the game feels without those systems. All of this has taught me a lot about what works and what doesn’t.So with Build 7, I want to take a step back and think about what worked across the last 6 early acce
Build 6 Hotfix 12025-06-27Fixed a bug where you could go negative with Rerolls Fixed a bug where if you Skipped using SPACE it would also end the turn
Early Access Build 62025-06-26My Goals for Build 6 This build is a bit of an experimental build to see how the game feels without resource management. In previous builds I found resource management was really only an early game challenge, since I could very quickly gather far more resources than the cost of any card. As always, none of these changes are final. My goal with the early access of Hexagod is to explore the systems that work well with the core ideas of Hexagod. For me, this means making large changes like this to test what works and what doesn’t work. 1) Strategic tile placement to create good tile adjacency 2) Exploiting those tike adjacencies to create tons o
Build 5 Hotfix 12025-06-13Fixed a bug where the hotkeys and show/hide button would not work during the End of Day Shop.
Early Access Build 52025-06-12Developer Notes:My Goals for Build 5My 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 building
Build 4.1 Hotfix #22025-06-09Added an About the Game screen Added a button to view the About the Game screen to the Main menu
Build 4.1 Hotfix #12025-06-09A patch to clean up some of the bugs and bad UI/UX introduced in build 4 and 4.1. I'm going to start working on Build 5 now which will have some balance changes and refinements to the new core systems. Specifically I'm looking to figure out a better way for you to have more control over the cards offered each turn and I'd like to adjust how relics work so they are more focused on adjacent tiles. More to come on those changes in the next build. Hotfix Patch Notes: You can now assign villagers to their village to make them idle. At the start of a new turn the village will try to auto assign villagers to an adjacent valid tile. Adjusted the vill
Early Access Build 4.12025-06-03Hi there, It's been a blast to see you all checking out the new build. This patch adds back in a few features which I had temporarily disabled because they were broken. Most notably Theseus had added in 3 new Ascension Trials to challenge you and see if you are worthy of becoming the next Hexagod. Up next I want to adjust how villages grow, add in consumables, and add packs to Theseus's shop. Thank you for all the support, Aarimous Features Added back in the automatic run save system. So once again you’ll see the Continue Run button (if applicable) Added 3 new Ascension Levels which add more difficulty (more coming soon) Added Endless mode ba
Build 4 Hotfix #12025-05-31I did a bunch of small fixes yesterday, but today was the first "real" set of hotfixes aimed at fixing controller support. Added hotkeys to the show/hide button in the End of Day shop Fixed a few bugs with controller support, I'm still not 100% happy with it, so please let me know if you find any issues with controller support Probably a few other bugs that I can't recall right now Update Next: Adding back in the Continue Run button Adjusting how you grow villages (I'm not happy with how passive this process is) Fixing the tooltip for improvements, relics, and buildings to correctly show on the mouse when you are hovering a valid target.
Major Update - Early Access Build 42025-05-30Hey there, The new early access build is here! After the early access launch back in March, I took a step back to process all the feedback and take some time to rethink the core of Hexagod based on your feedback. Although I think the game was fun, it has some major flaws that I wanted to address, while keeping the fun of tile placement and exploiting adjacency bonuses to gain massive amounts of resources. So I did just that! Summary of Changes: I removed Wonders as a win condition, and instead you now need to reach a Quota each day and simply put you gain quota by collecting resources. If you run out of turns on day without reaching the quota
Rework Live on Beta Branch2025-05-23Hey there, Finally after 42 days I'm ready to share the next major update to Hexagod. Over the past few weeks I've taken some time to reflect upon what makes Hexagod fun, and what systems or gameplay detract from that fun. What I think it fun: Placing tiles optimally to create or enable crazy adjacency bonuses (aka Expanding) Setting up tile improvements and buildings to create tons of resources (aka Exploiting) Using relics and tile improvements to find broken combinations (also Exploiting) I'll make a more detailed post once I make this build live, but for now I hope you can see where I'm focusing my efforts. I'm committed to making Hexagod
Next Patch Timing2025-05-09Hey there, The rework has ended up taking a bit longer than expected. My current goal is to publish the new patch next week on May 16th. The changes I'm making are aimed at leaning into what made Hexagod fun and removing the things that did not actively add to that fun. In my head the fun is placing tiles to get good adjacency bonuses, getting relics, and building an engine which yields a ton of resources per turn. Today I also posted this video on my YouTube channel talking a bit more about my development process. https://www.youtube.com/watch?v=dgruN-oaqG8 More to come soon. Cheers, Aarimous
What's Next?2025-04-11Hey there, Over the past few weeks I've been thinking a lot about how to make Hexagod better state. I want Hexagod to be a minimalistic strategy game with surprisingly good depth for how simple the core mechanics are. Right now I think there are a few systems which don't align with that goal or even detract from it. As such I'd like to remove or rework those systems. In my head everything is on the table so please help me question any assumptions I'm making. Here's YouTube video I also posted today sharing my thoughts about Hexagod after the first few weeks of early access. https://www.youtube.com/watch?v=m_Lv3OvkVG0 As always thanks for chec
Build 3 Hotfix #42025-04-11Update the settings screen so all the setting are in one panel (I'll add back the tab once the panel get's to large). This should make navigation on a controller/steam deck much easier. Fixed an issue where the Options Screen and Settings Screen could lose focus when using a controller. Added in some better focus highlighting to the Setting Screen so it's a bit easier to see what your have selected Fixed a bug where moving from Setting to the Main Menu would result in no button being focused.
Build 3 Hotfix #32025-04-10Added a button to skip the camera zoom/panning tutorial. This is to allow players who are using a trackpad to easily skip past this step.
Build 3 Hotfix #22025-04-07Fixed a bug that could cause the game to crash during one of the tutorial steps.
Build 3 Hotfix #12025-04-04Fixed a bug where the setting screen for the main menu would show off the screen. Have a great weekend, Aarimous
Early Access Build #32025-04-03Hey there, Now that the game seems a bit more bug free I wanted to take my first big stab at reworking the system based on feedback from players. This build contains a rework to the Tech Tree and Villager Trait system as well as a few new traits and relics. A lot of stuff changed under the hood, so please let me know if I broke anything so I can hotfix it for you. Next up I plan to add some more quality of like items like: Keyboard shortcuts for the current build menu (thinking of using number keys) Hotkey to prevent the building/improvement from dropping off your mouse after placing it Hotkey to copy the building/improvement you are currentl