
HEXCRAWL is a dark fantasy RPG about striking out across a dangerous open world, one hex at a time. Explore wild country, uncover hidden places, hunt monsters, find powerful gear, and push farther than you probably should.
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About
Pick a direction and head out. Forests, swamps, mountains, deserts, tundras, coastlines, ruins, settlements, strange landmarks and worse things wait beyond the edge of what you know.
In HEXCRAWL, every step moves time forward. Terrain can slow you down. Weather can turn ugly. Food runs low. Your pack fills up. Eventually, every expedition reaches the same question: turn back with what you have, or keep going and see what else is out there?
Sometimes the next hex is empty.
Sometimes it isn't.
Random encounters can bring monsters, travelers, merchants, ambushes, oddities and opportunities. Some are worth fighting through. Some are worth talking through. Some are a good reason to leave.
Ports open the way to harsher country as you travel. Mark a ruin you are not ready for and come back later. Clear a zone and you can raise a Bastion there — a foothold before the next push outward.
Scattered across the world are caves, temples, forts, tombs, shipwrecks, ruins and other places you can enter and explore. These Delves shift the game from overland travel to room-by-room exploration — traps, hidden passages, darkness, loot, and whatever has taken up residence inside.
Move carefully. Light matters. Foes can notice you before you notice them.
Combat is turn-based, quick and dangerous. Enemies range from common wilderness threats to rare monsters, regional bosses, dragons and other creatures that can badly punish an adventurer who wandered into the wrong place too early.
And you can absolutely wander into the wrong place too early.
HEXCRAWL has no traditional character levels, and enemies do not scale themselves to match you. Your strength comes from equipment, Masteries and learning what keeps you alive. A weapon that seemed valuable yesterday may become dead weight tomorrow. A strange relic can change the way you approach a fight. Limited inventory space means you will not be carrying everything home.
Craft at settlements. Learn recipes from trainers, tomes and what you find in the wild. Track quests, beasts and discoveries in your Journal. Choose a Calling — Fighter, Practitioner, Hunter, or Sneak — as a starting kit, not a class you are locked into forever.
Find a road and follow it. Cross a mountain range just to see what is on the other side. Hunt a boss because you want what it is carrying. Get lost. Run out of food. Make it home with something you had no business finding.
Then head out again to explore further — one hex at a time.
This is Early Access. The map keeps opening ahead, and the game continues to grow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
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.
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Languages: English, French, German, Spanish - Spain, Spanish - Latin America, Russian, Ukrainian
Hours played at review time, across 20 reviews with recorded playtime.
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.
There's already a very solid base here. The game has a nice gritty feel to it and the art and sounds are well done. The mechanics are straightforward with surprising amounts of depth as you progress in certain areas (towns with various shops and services offering skill training, bounties, supplies, equipment, etc.), and even the random map generation feels great - however, at this stage, combat is a bit simplistic (DnD dice rolls with few attack options) and quite brutal, with one random encounter able to flatten your poorly equipped hero when you're first starting out. To put it plainly, it still needs some mechanics built out and QoL passes, but since this is an EA game, that is perfectly acceptable and the dev is very responsive, fixing issues as soon as they are reported and also listening to player ideas and feedback. That said, the roadmap looks very robust. If all of those ideas are implemented along with more QoL features and balance, this game will be a banger of the genre.
Really amazing game Enjoying it Not regretting my purchase Fully recommend it
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.
What a gem! In early access, a lot of updates, developer responded super quickly after a bug report on discord. Now nearly 10 hours in and Iam still in the starting area ( ok, I died a lot). Maybe don´t start in the hardcore mode like i did ;-)
Surprisingly addictive for such a seemingly minimal game. At first you might think "Is that it?", and you would be mistaken. I have found so much to chase in just the first few hours that I have been playing this game. I started with a hunter and I am having a romp with it. Even so, I am already thinking about how the other classes will play out, how the gearing, enchantments, potions, meals, and trinkets will play out with them to make fun and exciting builds to try out. If you like rouge-like, solo RPGs, you will like this game I am sure. I can see it being my obsession for the next little while!
Awesome game! It's nice for those of us that are forever DM/GM for TTRPGs and want a way to play our favorite TTRPGs!
sympathique petit jeu j'ai hâte de voir jusqu'ou il vas allez, et merci pour la localisation en français
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