Genre: Strategy, Turn-based strategy (TBS), Card & Board Game
Hexarchy
Hexarchy 1.3.1232
Balance
Mine now adds only 1 Hammer yield instead of 2
Fort now grants +1 range to ranged units on its hex (does not apply to units with Skirmisher)
Shield Wall damage reduction changed from 100% to 75%
Fixes
Fixed an issue where Skirmisher promotion could be applied to Fusilier
Localization fixes
Misc
Card art tweaks
Huge content update + biggest discount EVER to celebrate!
We’ve just added two brand new civs and more, PLUS Hexarchy is 90% off as part of the Yogscast Games Holiday Sale!
[p]The world of Hexarchy is expanding even more as Japan and Prussia join the line up of fearsome playable civilizations. They come with some exciting abilities to utilise; Prussia boasts an extra promotion spot for each unit while Japan loads up with an increased storage space! [/p][p]Both civs have a whole team of new units for you to discover, why not try them out in Ladder Season 4 which has just started! The rankings have been reset, but don’t forget you can show off your best ranking from last season using the distinct season 3 badges.[/p][p][/p][p]To celebrate two mighty civs joining the roster we’ve made Hexarchy 90% off—thats the cheapest it’s ever been! What a fab gift it makes for a pal for the holidays! Tell your buddies, tell a snowman, tell your dog! [/p][p][/p][p]Hexarchy is part of the Yogscast Games Holiday Sale so why not check out the rest of the Yoggy catalogue, snap up a deal, and check out some awesome new demos! [/p][p]Check out the full patch notes to see all details of the 1.3 update:[/p][p] [/p]
Japan, Prussia, Ladder Season 4, and More
New Civilization - Prussia
Passive Bonuses
All units have an extra promotion slot
When you promote a unit, draw a card that grants Charge once per turn
City buildings give +2 gold
Prussia Unit - Fusilier
Unlocks a tech tier 4
25 strength
Cost 7 Hammers
+4 base strength for each allied unit on its hex and neighboring hexes. Applies at the start of a turn.
Prussia Ability - Drill Promotion
Unlocks at tech tier 0
Cost 1 Hammer
Unit gains 20% base strength every turn up to 100%
New Civilization - Japan
Passive Bonuses
Increase resource storage space by 4
Increased trade Gold overhead and reduced Gold from selling resources
Hammers in every city within 5 hexes of capital
Hammer from Fishing Huts
Japan Unit - Samurai
Unlocks a tech tier 3
12 strength
Cost 5 Hammers or 1 Iron
Takes 50% damage when attacking
Starts with Berserker
Japan Ability - Blessings of the Sea
Unlocks at tech tier 0
Cost 1 Hammer
Add a random water resource to a hex in your territory
Ladder Season 4 Begins
Ladder rankings reset
Your best Season 3 ranking can still be showcased using the distinct Season 1 and Season 2 badges
Hegemon Update - Eliminations
After 4 days of a weekly Hegemon round the bottom half of civilizations are eliminated
Players fighting for an eliminated civilization can "reroll" to randomly be assigned one of the remaining civilizations
Player contributions from eliminated civilizations do not transfer to the new civilization
Balance
City Gold maintenance cost increased slightly
Roads - length buildable at base cost increased from 4 to 6. Extra cost for hills and forest reduced
Multiple water resources can now spawn on the same hex
Fixes
Fixed an issue where a Charge effect could be consumed by having a land melee unit attempt to attack a boat
Fixed an issue where Great Wall could allow a Warship to move onto land
Fixed graphical stutter that could occur when tech tree panel appears
Fixed issue where tool tips would no longer show up after game has ended
Misc
Bot AI tweaks
Unity Engine updated to 2022.3.62f2
Tacticon 2025 - Panels & Talks! We'll Be There + 75% off to Celebrate! 🥳
[p]We're excited to announce that Hexarchy is part of TactiCon 2025 - the fourth edition of this amazing strategy gaming showcase featuring over 106 curated strategy games![/p][p][/p]
What is TactiCon?
[p][/p][p]TactiCon gathers over 106 recent and unique strategy games from long-established studios to solo indie developers. This highly curated selection embodies the broad plurality of the strategy genre, featuring everything from modern RTS to crafty Tactical Roguelikes, revisited 4X games, and Strategic Management experiences.[/p][p][/p]
🎙️ Don't Miss Our Talk Tomorrow!
[p]Hexarchy Post-Mortem discussion will be featured in the Panels & Talks section:[/p][p]When: Tomorrow, 18th July 11 AM PT / 7 PM BST / 8 PM CEST[/p][p]Where: TactiCon YouTube[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/39225023/23d2dab158ff45939a4c761899a4021907149691.png"][/p][p]Get behind the scenes insights into Hexarchy's development journey and learn about the challenges and triumphs that shaped the game![/p][p][/p]
🔥 MASSIVE 75% OFF SALE!
[p]In celebration of TactiCon 2025, Hexarchy is now 75% OFF during the event![/p][p]Sale Period: Thursday, July 17 at 10 AM PT / 6 PM BST / 7 PM CEST - Monday, July 21 at 10 AM PT / 6 PM BST / 7 PM CEST[/p][p](Live Now!!)[/p][p][/p][p]Visit the TactiCon 2025 sale page to explore all the other featured strategy games and catch the panels & talks![/p]
Hexarchy 1.2.1171
Fixes
Fixed a rare issue that could occur when loading a single-player game
Hexarchy 1.2.1164
Fixes
Fixed an issue that was sometimes preventing single-player games from loading
Fixed an issue where some experimental rules were not working in multiplayer
Hexarchy 1.2.1161
Experimental Rule Mode Updates
These changes are only when using the "Experimental Rules" option for skirmish and custom multiplayer games
Removed Embark hammer cost
Draw card draws 2 cards and costs 5 gold
Shuffle costs 5 gold
Redraw costs 5 gold
Base card burn gold increased to 5
Fixes
Fixed an issue where using a VPN with split-tunneling could cause single-player games to fail to load
Fixed an issue that could cause orders to very rarely time out in single player
Fixed an issue with the font for Flank Attack notifications in Portuguese
Fixed an error in the Player Explorer
March Update
This update includes an option to use some new experimental rules for single-player skirmish and custom multiplayer games. The experimental rules are intended to change some of the incentives for burning cards in your deck and slightly extend the duration of games.
Experimental Rules
Can enable "Experimental Rules" for Skirmish and custom multiplayer games
Card burns now give 4 gold for first burn per turn then 3,2,1
Firewood burns still give 2 hammers and 1 science
Palace gives 1 additional hammer
Mine adds 1 additional hammer to yield
Scout gather hammer cost removed
Huts are more likely to give science
Hut spawn rates increased
Fixes
Fixed an error in the Player Explorer
Fixed an error that could occur with citizens when a city is pillaged
Hexarchy 1.2.1147
Misc
Added a leaderboard in the Player Explorer for total XP earned
Some adjustments to player login management
Fixes
Fixed issue where you couldn't charge into one of your own occupied cities if it was only occupied by a Catapult, Cannon, or Warship
Fixed an issue where orders could timeout showing the disconnect icon when they shouldn't have
Fixed an issue where loaded save games would not show players as eliminated if they were eliminated before the game was saved
Fixed an issue where cards in the tech tree could get stuck if you close it with the escape key
Fixed issues related to Charge and friendly cities in team and co-op games
Fixed issues related to multiple players having Great Lighthouse
Fixes for issues where the Great Lighthouse model not appear sometimes after being built
Great Lighthouse gold bonus is now immediately applied to nearby citizens
Fixed an issue where you could play Mass Produce again without the effect being consumed from the first time played
Fixed an issue where Catapults, Cannons, and Warships could not be spawned on a Barracks near city with 1 population
February Update
This update includes significant improvements to several mid and late game cards. Several were not powerful enough to justify the cost of reaching them in the tech tree or to not almost always burn them in favor of playing other cards. They were also rarely being used by players according to our analytics.
Balance
Mass Produce - Now always drawn at start of your turn if it is in your deck
Annex - Also claims all unclaimed hexes adjacent to target hex. Cost increased to 10 gold
Courthouse - Now also produces 4 gold. Culture production increased to 4
Garrison Promotion - Now produces 2 happiness in a city and reduces maintenance cost by more. Defense bonus increased slightly
Craftsmanship - Now also gives 1 gold per building or improvement. Roads no longer count. Range reduced to 2.
Pathfinder Promotion - Now also removes terrain movement penalty for unit itself
Misc
Bots are now less likely to use military units to claim hexes with no resources
Units that already have orders are greyed out in selection window
Added effect when a unit is captured
Fixes
Captured warships in a city can no longer capture or burn the city
Fixed an issue where Frenzy ability would default to using hammers instead of luxury
Fixed an issue in multiplayer where Annex could be used on a Holy Site next to an enemy settler but it would not actually claim it
Fixed an issue in multiplayer where embarked Settlers could block claiming neighboring Holy Sites
Fixed an issue where a Barracks could be assigned to a pillaged city making it unusable
Fixed an issue where Granary yield increase wouldn't immediately show after being built
Fixed an issue where yield increases from pillaged improvements and buildings would show until the next turn
Fixed an issue where the Volley suppressed effect could be applied while a unit is defending
Fixed an issue where splash damage was ignoring the Holy Warrior and Immortal effects
Fixed an issue with controller UI navigation after hitting the back button on the campaign card store screen