It's costing us more to run the Hex Gambit servers than we make from selling the game. So it's with a heavy heart that we announce the end for HG, probably my favorite game design in our nine years doing this.
Servers will cease operation for online matchmaking starting Tuesday, June 18, and the game will no longer be listed on Steam or the Humble Store.
After Alex bowed out, he planned to peck away at the remaining work and eventually make good on the Switch port, maybe sometime in 2020. But the prospect of bleeding money until then just isn't an option. We're both very sorry that this is how it ends.
Launch day update!
Launch day is here! We've all excited here at OML, but wanted to squeeze in 1 more update fnishing up some odds and ends.
Fixes:
Fixed bug with Flametraps causing selection of units to stop working after triggering it.
Flametraps no longer trigger if a friendly unit is on top of their own flametrap.
Flametraps no longer cause a crash when trying to surf through a flametrap.
Fixed some localization errors.
Fixed a few animation bugs with minion deaths on lower end hardware.
Fixed several bugs in tutorials where players could get into a limbo state and tutorial wouldn't end.
Replays and in-game UI handle crowd surfing animations better for large moves.
Fixed UI and AI bug showing incorrect ability status.
Fixed a few visual bugs involving AI doing a sequence of moves.
Fixed bug with looping spawn audio.
Fixed bug with looping blizzard audio.
Added more SFX.
All Captains available in Blitz Royale only.
Updated visual FX for Flamespaces and shout.
Fixed tutorial animations stopping mid-dialogue.
Update minion and captain ability in-game text to reflect latest balance changes.
We've got plenty of stuff we wish to add in the coming weeks, and as players pile into the Apex Cup we'll be monitoring any issues on the hub or our discord.
Happy Hex Gambit Day!
Preparing for launch update!
We're just a mere 2 days away from PC launch of Hex Gambit! We're still trying to get as many finishing touches squeezed into the final release as well as resolve some lingering bugs.
New:
New Apex Summit scenery and faction victory cinematics!
New Blitz Royale Completion screen
Updated Captain selection screen
Improved/Changed:
Added better support for offline mode
There is now a soft cap of 30 games per account simultaneously
Tossing via brute no longer is a crowd surfable action
Fixes:
Fixed a bug where hypnotizing a runner would self damage the runner upon movement.
Fixed a crashing bug with Motivator AI in Blitz Royale
Fixed stat bug with Runner's hardsurf not being unlocked at correct VP on servers.
Fixed ranking bug in profile screen always showing 'contenders'
Fixed a bug that allowed players to delay game timeouts indefinitely.
Fixed an occasional crashing bug involving placing minions during placement phase
Fixed an AI bug where some Captains would attempt to target recently spawned units
Pathfinding update and more!
We're closing in on launch day but we're still not done improving the game. We're trying to squeeze in as much polish as we can in the coming days, as well as get to the bugs and usability requests that have been lingering on our to-dos for far too long. Hex Gambit launches October 15th! Be sure to tell your friends and get ready for the first ever full season of Apex Cup!
New:
Re-worked pillar tapping UI. It is now integrated into your action bar. The in-game iconography is now a 3D icon.
Pathfinding has been re-worked from the ground up. Resolves a lot of edge cases where runners and other units would take longer routes rather than favoring crowdsurfing.
As a result of new pathfinding, movement highlights now show every space you can move to rather than just your range + 1 crowd surf.
Improved:
You can now deselect units by clicking anywhere
Updated Stadium Visuals
Fixed:
Inspire Visualizations now correctly remove themselves in replays
Fixed Match History not remembering dismissed games.
Intimidate Visuals now disappear correctly if you've targeted multiple enemies.
Doubletime passive ability now becomes active mid-turn for Brutes if you cross the required VP threshold
Play Hex Gambit in Spanish, German, French, and Russian!
We've always wanted to bring our games to a larger audience, but never had the resources to do so adequately until now. Today we've finally hit that milestone and are updating Hex Gambit to support 4 additional languages: Spanish, German, French, and Russian!
After a successful Kickstarter campaign in August of 2017 and half a year of hard work in Early Access, our competitive turn-based strategy game, Hex Gambit, is finally ready for its official Steam launch! Early Access saw the addition of two minion classes, league play with a community-wide turf war, and the Blitz Royale, our single player challenge mode.
We hope you're as pumped as we are for this massive milestone! Mark your calendars for October 15th and come be a part of the new Hex Gambit community. You could even grab your copy while we're still in Early Access and start practicing today.
Turn List Match History Update!
We're releasing today a quality of life update that'll allow players to view their past 5 completed matches via their turn lists. Unseen matches will be brightly colored, just like your current turns, and you have the option to view or dismiss them. Viewed and/or dismissed games will be dimmed and placed at the bottom of your turn list.
New and improved:
New stadium art
Game over screen has some additional stats
Ability to view the replay after a game over cut scene
Turn lists now show your last 5 completed games.
You can dismiss these games and they will go to the bottom of your list.
We've got a lot of long awaited bug fixes, some UI improvements, and localization coming in the next few weeks so stay tuned!
Hot fix for Pacifist in online games
We just deployed a fix for players using Pacifist in their loadouts. There was a bug where if you pacified a unit and then exited the game, reloaded the match with the pacified unit, it would cause a 'fatal error'.
Hot fix for captain charges in online games
There was a server-side bug that would grant ultimate charge to all captains whenever VP was earned. We've identified, fixed, and deployed it as of the time of this post. Captain Ultimate charges should now behave as expected. As a sidenote, there may be some side effects involving ultimate charges in games that are currently still in progress, but new games should abide by the new rules.
Tutorial update!
Today we're releasing the long awaited tutorial update. Finally we have something for new players to immediately dive into and learn the basics of Hex Gambit without reading walls of text in PDFs! We're in the home stretch now. Beyond localization, we'll be going through the game and improving visuals, implementing missing VFX, fixing bugs, polishing animations, etc. We're almost there!
New:
Interactive Tutorial Mode! No more dinky PDF links.
AP icons pop out of characters now, showing more clearly what costs AP in context.
Improvements:
Lots of new audio for UI and minions
Turn banner now auto-dismisses
Improvements in AI behavior when they have 0 AP but still have actions left.
Salvador's AI now can protect units as well as barriers properly