
A satisfying roguelike village builder set in the eye of an apocalyptic storm. Place hexagon tiles, unlock adjacency bonuses, and find powerful relics to create game breaking synergies. Prove you are worthy of becoming the next Hexagod… before the storm destroys it all.
Modeled estimate, not a reported figure. How we estimate →
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About
The old Hexagod is dead, and now a STORM rages across the Hex-a-world. The Oracle Theseus has chosen you to ascend as the next Hexagod. But first, you must prove your worth by completing his Trials of Ascension.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I honestly played through the whole game thinking that it was a gate keeping tutorial for what might be a cool, stackland-like game. Nope. Avoid this until it is much more cooked. Nothing to see here, move along.
Discovered this game through Godot, YouTube, and gamedev communities. After playing, it merits a formal review. The mechanics are robust, though expansion is needed. The UI stands out positively, with minimal bugs. A built-in feedback system for reporting issues would be useful. The sound design is effective and consistently engaging. Priced under $10, it offers good value and will likely occupy more of my time. For those interested beyond gameplay, the developer’s YouTube channel provides honest, insightful content.
Cool game, turned into balatro for no reason
(build 9) This game changed a lot during early builds. Since build cca 7 it seems like it finally found the direction the it wants to go. I would say, the core mechanic of placing workers and improvement is pretty solid and fun. But other than that it is pretty bare bones. Not much content, not much replayability. (Each build from start to finish took me like 3 hours and I tested like 3-4 versions) So right now I cannot recommend, but this might very well change as it comes out of early access with more content.
Just played the latest release and really enjoyed it! I had a couple issues with picking up the villagers to move, but really loved the limitation of villagers can only work near their village as well as seeing all the numbers go up with the adjacencies bonuses. I had a lot of fun and played much longer than I intended to. Minor, but I was hoping for a more climatic ending. Maybe in the full release?
The core game play you have is very good. I understood it almost instantly, and I found myself quickly forgetting I was even playing a game. I was just in the flow state. However, after beating the game I found myself wanting way more. I was also frustrated with a few things. I don't know how complex you want this to become, but in its current state it feels far too limited for me to enjoy fully. My core problems come down to the fact that it feels like you are trying to give me an environment to make all of these crazy combos and build up to bigger and bigger cards (which is 10/10 by the way) but you have several things in place that stop, and or don't support me in doing that. The first thing I noticed was that after placing a structure I can't destroy it if I want to build a better one there later, and while yes this forces me to think about how I am doing things it also limits my options. I would make it so players can get rid of buildings but make them pay for it in some way. (like spending gold) Give me the option to get rid of a building if I decide it is worth it but still make it cost something so I am forced to think about where I build so I can try my best to avoid destroying buildings. The second thing is the thing that annoyed me the most, and it is that there is no way to increase how far from the village villagers can go. It is good that you are limiting this, but I want a way to expand it and feel the growth of my village beyond just "oh look another lil man." The third thing is that I want more variety in my tile options. I would love a single tile even if it is more expensive. The fourth and final thing is that it felt like the resources themselves didn't really matter. At first I was trying to get a wide range of them, but after a while they started feeling like different images for the resource number. I felt this even more when it came to the more advanced things like planks. I would love to see them be more important. What I suggest that could be cool changes would be: a tech tree where you can do things like unlocking and placing multiple buildings on the same tile, destroying buildings, upgrading buildings, terraforming terrain etc being able to upgrade villages when you click on them whether that be how you increase their range or specialize them in set things In conclusion, I really like the game and am excited to see where you take it. You have great core mechanics. I am aware this is a lot of work, and that what I might have said collides with many factors I didn't consider. I hope this helped in some way, and wasn't too annoying. Have a great day! :)
As someone who usually plays FPS games, Hexagod took me by surprise. This minimalist roguelike village builder lets you place hexagonal tiles, manage resources, and care for villagers. The tile placement offers plenty of strategic depth, with adjacency bonuses that can make or break your village. The game’s simplicity hides a surprising amount of depth, where every decision about resources and tile placement counts. The in-house sound effects add a nice touch, enhancing the immersive atmosphere and showing the care put into the game’s design. If you’re a fan of strategic roguelikes or games like Catan, Hexagod is definitely worth checking out!
For a strategy game it lacks depth, builds, replayabilty. The game feels like it lacks in content.
This has turned into a really fun little game :D i tried the demo a few days before the EA and was a little confused as to how the mechanics worked but with the Updates the EA, this has been completely fixed, everything is spelled out beautifully and i am really having fun with the mechanics, looking forward to the new updates. all in all a great game from a good dev :)
This is an excellent game! Lots of replay-ability and different ways to win. I specifically enjoy the interplay between map building and building construction.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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