
Hexguardian is a roguelite, tower defense game where you build your own maps with hexagonal tiles! Build and upgrade towers, recruit armies, learn spells, construct wonders and place hexagonal tiles to create a path to enhance your defenses. With plenty of game modes and talents to unlock!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 12 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 31 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.19−90% | 703reviews | 80% | — | $19K |
| $11.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good
天赋感觉还是挺重要的,不过也太难解锁了,没天赋后面不好打
alright game, gets really laggy in later rounds and it doesnt seem like its being worked on anymore
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Não dava nada por esse jogo, mas ele é extremamente divertido!!! Amo a combinação de tower defense+escolher onde colocar as peças do mapa. Ele é extremamente desafiador e tem boa variedade de mapas e estratégias. Meus únicos poréns é que as torres deveriam ser visualmente mais diferenciadas de um upgrade para o outro facilitando o player visualizar quais já receberam upgrade (a mudança atual é muito sutil). E que o jogo fica injogável no late game devido a lag, muitas pessoas comentaram isso. só que tu se diverte muuuuuito até conseguir chegar em um nível de habilidade boa o suficiente para isso ser um problema.
I'm all for letting enemy health scale to infinity and beyond, but the tile generation system seems actively opposed to letting me close off all but a single path. Funneling enemies is the only way to get the highest score.
Hexguardian is an interesting premise when it comes to Tower Defence games. I've played a lot of these both growing up and on steam, and I haven't encountered one where you literally build the map you're placing your defenses on - and that concept was what brought me into the game to begin with, and got me curious to see what the game has in store. Rather than immediately list out the negatives I have, I think it's a good opportunity to draw some comparisons to give some ground work to the kind of pros and cons this game has. In a lot of ways, this game reminds me of Fieldrunners - though instead of using towers to make a maze on a pre-existing map, you're instead building that map using a secondary resource gained occasionally through killing foes. Tiles are numerous and varied - though the game does seem to try to offer pieces that will fit holes in your existing grid. For example - if I had a space with two land connections and two water connections, I'd have good odds of finding a tile that can fit in that exact space, which helps remove the harshness of poor RNG. Building out bigger maps is essential to find resources, close and extend enemy portals, and even win maps using the only true victory condition there is - closing all portals that enemies can spawn from. Now we can move onto the negatives. Since Hexguardian is not designed around the idea that you can conventionally win (beyond having a victory failsafe in case the player does close all portals), all maps and runs are essentially an endless mode - where the only goal is to get as far as you can. This is great in theory, but falls apart with two simple problems - enemy scaling, and lag. Enemy scaling is very, very aggressive even on the lowest difficulty, and poorly optimised or poorly upgraded defenses will struggle to make it even into the double digits of waves. Unlocks are essential, and the only way to acquire the currency needed to buy these upgrades is by surviving longer and longer, giving the game a slow start. As soon as you start to hit around wave 25, enemy scaling starts to really get out of control, and by wave 30 enemies will have tens of thousands of health. My best run survived until day 54 - at which point enemies had, what I believe was 540,000 HP each - not counting armor, which is far, far, far beyond what even an armada of powerful turrets can deal with. It is still possible to win, but this is where you run into the second problem - lag. Enemy durability, combined with enemy density and a plethora of particle effects caused by your hyper upgraded towers (which you need to be using if you want to get that far, since the less intensive towers cannot stack the statuses you need to exploit to reach that point), can slow the game pace down to a crawl. I've got a pretty solid PC, and Hexguardian *really* started to struggle around wave 35, and by wave 45 it wasn't uncommon for frames to hit the single digits. I don't want to imagine what a weaker PC might experience. The only other problem that I have, though, is the achievements themselves - namely, just how grindy and slow they are. 200 boss kills, my final achievement, is essentially 200 runs on hard or above that reach day 10, and then you have to kill the tanky enemy that spawns. One of those runs takes about 5 mins. spending 1000 minutes on a single achievement (though you'll get a lot more during the process if you hadn't already) was tiresome, especially since it's far easier to farm up the 5 million gold, 50,000 stones and other such tedious amounts on the lowest difficulty... where bosses don't spawn. Also, bosses *only* spawn on wave 10, and only once. I'm not sure why it wasn't every 10 waves, that seems like a poor choice. The rest, though, was very enjoyable. Aside from poor optimisation and excessive particle density, the graphics are charming, simple and clean - a very easy on the eyes aesthetic. Sound design is solid, and music loops well and avoids being repetative. Sound effects even mute if you zoom out enough, which is a nice touch. The towers are nicely varied (though I don't feel there needed to be a tower and troop variant of everything, and I think Dark damage is a bit of a nothingburger) - and there are lots of solid strategies and compositions that allow you to reach those later levels. The Talent tree is solid, though I really don't like the 20% loss for respeccing or the limited amount of locks, and contains a very respectable amount of power. Hexguardian is a tower defence that stands out for me, for it's unique approach to the map, which is something I haven't seen innovated much in the TD's i've played. While it has it's flaws and shortcomings, Hexguardian's novel approach, short runs and easygoing art make dipping your toes in for a few hours an easy and welcoming prospect, while the high difficulty curve, vicious enemy scaling and challenging difficulty modes prove to be engaging and interesting for those that have come to master the base systems. It cuts a nice balance - and while I feel it did outstay it's welcome and was too grindy for how short and sweet this game ultimately is - the base product itself is strong enough to stand on it's own as a desirable and interesting title.
纯狗屎,游戏能坚持多少关卡纯看运气,地形卡完全就是随机,捞的淌口水。非常不建议购买。
cozy
6/10 First time playing a roguelite Tower defense game. It is very cool how you build your own map as you play. You can even close of paths completely. Reducing the amount of enemies you get, and give you more control. How ever, whilst this is a cool concept, the rng is way to heavy. Almost everything is dependent on rng. What Towers you will be able to use, what upgrades you will get and the map pieces. Some issues here. 1) The economy is terrible. Towers and upgrades does not have a set price, they will instead get more expensive each time you buy one. Very quickly will you struggle for money, The worst part about it is that the upgrades that you buy is worse than the ones you can get for free after each round. Most buyable upgrade is just a big blast radious, 2 extra foot soldiers, and some turrets can hit 2 enemies instead of just 1. It sounds good, until you realise that the free upgrades will increase your attack speed, damage, crit chance and damage. cause your turrets to deal and place an elemental attack / effect on hit. These free upgrades offer so much more than the ones you have to buy, so why is the prices so high ? 2) Enrage mechaninc. All enemies will get buffed, Their Health, Armor and Movement speed will be increased. Very quickly will they just run past all of your towers and cause you to lose. When you first start getting to round 10 is nearly if not impossible. Now 11 hours in i am struggling to get to round 20. This buff they get is far to strong and starts way to early. 3) The camera is not the greatest. To zoomed in and if you select a tile to place down, the camera can just freeze up and you will have to move your mouse back and forth until it respons. 4) The talent tree has its prices all over the place. It is not like the price goes up the further down the path you go, it is just random prices. Also for whatever reason, you will only get 80% of your points back if you reset the Talent tree. You will lose a lot to no fault of your own due to it being a rouguelite. It is a cool, unique and kind of fun game, but the Rng and the terrible economy and with how qucikly enemies becomes overpowered. Really really makes it a frustrating ordeal. For the price you will find some enjoyment and i would kind of recomend it. But damn do these cons really bring it down.
Got it on the cheap. Considering it cost me a little over a dollar and I've spent an hour on the thing so far, I'm not sure how anybody can complain. It's a rogue-like. You get the low-grade stuff at the beginning because you're building overall experience and selecting bonuses and unlocking new tech. I haven't hit a bug yet and it's definitely worth the money at 90% off. I like it a lot. *edit* 4.5 hours in. I'm still hooked. The challenge is to anticipate what hex you'll get next so you can close off portals. Throw useless ones to the side and march on. BTW, armored calvary sucks. Poor archers! Loving this game!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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