
HEXCRAWL is a turn-based dark fantasy RPG about crossing a hostile world one hex at a time. Explore myriad terrains, manage supplies, survive lethal encounters, hunt powerful bosses, and gain increasingly powerful rewards where every step is a risk.
Modeled estimate, not a reported figure. How we estimate →
Media

About
HEXCRAWL is a turn-based dark fantasy RPG focused on overland exploration, survival, and hard choices. You cross a procedurally generated world, one hex at a time, committing to each step as the land, the weather, and your dwindling supplies push back.
Terrain slows or strains you. Time passes. Hunger sets in. Random encounters—combat and non-combat—can reward you, wound you, or end the run outright. There is no safe route and no guaranteed progress, only judgment calls and their consequences.
The world spans more than 20 terrain types, from plains and forests to deserts, jungles, swamps, mountains, and frozen tundras. Scattered throughout are ancient ruins, forgotten temples, abandoned forts, towering landmarks, shipwrecks, cities, and other sites—some offering shelter or profit, others promising trouble.
Combat is tactical and turn-based, built to be fast, lethal, and readable. You’ll face over countless monster varieties and unique bosses, from roaming threats and regional tyrants to legendary dragons and endgame horrors. Each boss is distinct, drops unique loot, and permanently shifts the balance of risk and reward.
There are no traditional character levels. Power comes from what you carry, and what skills you can master. Weapons, armor, trinkets, consumables, temporary boons, and a wide array of "Masteries" define your build from moment to moment and over time. Inventory space is limited, forcing hard choices about what’s worth hauling forward.
Progress comes through exploration—discovering new hexes, uncovering secrets, surviving encounters, and claiming rewards worth keeping. Clear zones to unlock deadlier regions and higher-stakes threats. Push too far, and the world answers in kind.
Currently the zones are procedurally-generated and potentially endless in number and configuration, but future plans include crafted settings as well as a Creator tool allowing users to design their own maps for others to explore, one hex at a time.
Other plans for future expansion include:
Core Gameplay:
Mounts System — Horses and other mounts that increase movement speed and inventory capacity at the cost of additional rations
Upgradeable Bastions — Clear entire zones to claim and upgrade personal strongholds with forges, libraries, and training halls
Roaming Bosses — Powerful enemies that move across the map, creating dynamic threats
Content & Modes:
Zone Events & Invasions — Regional disasters and invasions (Elemental Forces, Undead Marches, Demonic Armies, Celestial Hosts) that transform entire zones until their Overboss is defeated
Expanded Settlements — Cities and towns with their own explorable maps
New Zone Themes — Exotic realms including an Underworld and other themed regions
Sea Events — Special encounters during ocean voyages including storms, sickness, and opportunities
Community & Customization:
Creator Mode — Design and share custom worlds for others to explore
Solo Story Mode — Randomly-generated story prompts for narrative-focused play
Guildmaster Mode — Manage an Adventurer's Guild, sending multiple characters and parties on missions
Visual Gallery — Journal feature showcasing discovered monsters, bosses, items, and locations in a honeycomb view
Quality of Life:
Controller Support — Full gamepad compatibility
Bestiary in Journal — Interactive visual gallery of encountered creatures
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Early access initial impressions after just a few hours: Fun and addictive, right out of the gate. Definitely scratches that "old school dungeon crawler" itch for guys like me who grew up on the earliest editions of D&D. Although each region is its own separate sandbox the overall configuration is more open-world due to the free exploration and ability to travel easily between regions. Each terrain type has its own characteristics, such as movement speeds and potential hazards. Various dungeon delves, often associated with bounties, are scattered around to give you something specific to explore. Lots of random events and encounters, some creative, some repetitive. Plenty of different kinds of critters to fight. The different "death penalty" levels depending how hardcore you want to be. Four main character archetypes -- fighter, hunter, spell-user, thief. I'm playing a dual wield thief and am finding the combat to be not super challenging yet, but so far I am still in the first region so presumably things will get tougher in other regions. Lock picking seems pretty easy as well -- I have yet to break a lockpick despite numerous uses. Lots of variations in weapons and gear, not so much with armor. I haven't really attempted the crafting yet, mainly because carrying capacity is extremely limited and I don't want to use those slots for crafting ingredients when they can be used for more valuable or useful loot. IMHO the carrying limitations are maybe a bit too restrictive. Other neat features include towns and cities with various services available -- more in cities, such as trainers to improve your weapon or magic skills. Not surprisingly with early access there are some minor glitches ... missing images for Gargoyle-based crafting components, for example, and I think the combat may need to be rebalanced a bit to make it more challenging. Also, as with any procedurally generated game I expect it to become grindy once the novelty wears off. Overall, however, I am loving this so far and look forward to seeing more of what it has to offer.
Fought my way through a dungeon, only to die to some mobs in the wild and lose everything. Made a new character, ran into the same mob that killed me, and it still had all my previous character's loot. 10/10.
A very nice looking game! These are the games that grab me and pull me in. They look minimalist but are far from it. It's the game play that matters, not the graphics. By the way, LOVE the graphics. In all my years of gaming (since the Apple //e) the closest I can come to this game would be Wizardry: Proving Grounds of the Mad Overlord but that game has a 3D maze. The game was black and white but it was the game's mechanics that proved just how good it was and it was only about 12 levels long. Not a long game, but the way the game was made through the mazes took me YEARS. It's NOT the graphics that make the game but the breadth and scope of what can be placed into it that matters. Makes me think of the AMAZING Infocom games that had no graphics. Even the old Ultima games used sprites for the graphics but it was the game play itself that made the program a massive seller. The inventory system is wonderful. Double click to sell is easy. Drag and drop to equip or move. LOVE IT. The music in this game is truly haunting as you traverse the darkened landscape to find your way across the massive world of the world that has been created for you. PS: Start on EASY mode. Trust me, until you know what you're up against and know where you're going to in your generated world this is you best bet. The bounty boards are a nice touch until the quests are added. Try your luck. Some of the things you need to accomplish look downright scary and daunting. I've been buying up so many of these flat, top down hex games that I never got to play or mess with and with the right developer with the right means I can see just how far these games can be made to really hook in players. This game is no exception and it looks like it has a little bit of time before the game is released. I may be wrong but I never ran into a quest or anything else of the type. I may be walking the wrong way or doing something wrong but the battles are very interesting. I look forward to see how this game develops. I am thankful for the playtest and will continue to check the game out as you are still building it. I am enjoying the inventory system as well as the character wearing/hold stats on the same screen. These micro management things are CRUCIAL to a good game! Well worth your $15 folks.
Lovely horror-vibe art style, rolling D20 for combat and hex based exploration. Killed a midwife that had too many miscarriages and began spawning demon children in a cave. Smashed a clanker in some old magic tower it was left guarding. 8/10 - Looking forward to testing more classes and exploring more of the content available and to be added in the future.
Great basic D&D style game. Even though it is not fancy, it scratches the itch of exploration, loot whoring, and not being too easy with the dice sometimes being brutal. It is great to feel stronger from loot and mastery which you get through buying or using skills, so you can go back and kill that baddie that made you run earlier. Found some bugs but dev is already working on them and responds quickly in the game discussion boards. If you are looking for something to tide you over until the next big dungeon crawler, this is a place you can lose yourself for a while.
Nice game may be too difficult in Marked mode and too easy in Mercy mode : balance ?
Ein wirklich schönes Dungeon Spiel. Ein aktiver Entwickler, fast täglich Updates. Ständig Verbesserungen und es wird auf die Community eingegangen. Ich kann dieses Projekt nur unterstützen und daher uneingeschränkt empfehlen!
Amateur de JDR à l'ancienne, de l'esthétique des années 80, des livres dont vous êtes le héros ou encore d'Escape the Dark Castle ? Foncez : HEXCRAWL est une véritable déclaration d'amour à cet univers ! Ici, il faut prendre son temps. Explorer cette map « hexagonale », développer son inventaire, améliorer ses compétences et découvrir les possibilités d'artisanat... Un véritable coup de cœur à mes yeux. À essayer absolument, mais surtout : prenez le temps de le découvrir et de l'apprécier à sa juste valeur !
Related
Related
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.
Related
| Valheim | $54.1M | 539.1K | 94% | $29.99 |
| Enshrouded | $48.7M | 104.1K | 86% | $29.99 |
| ARK: Survival Ascended | $79.3M | 114.4K | 60% | $44.99 |
| Stoneshard | $15.7M | 35.2K | 75% | $16.24 |
| Last Oasis | $12.8M | 24.2K | 62% | $29.99 |
Related
| Desktop Audio Visualizer | $3.1K | 66 | 64% | $2.99 |
| Death Tractor | $3.1K | 91 | 69% | $0.99 |
| deer hunter II | $3.1K | 61 | 80% | $2.99 |
| Traumada | $3.1K | 55 | 93% | $3.99 |
| Amazing Fix | $3.1K | 52 | 94% | $4.99 |
| The Dragons' Twilight | $3.1K | 61 | 93% | $2.49 |