2026-06-26 18:38 UTC · Community Announcements · Aarimous
Hello there! It's been a while since I last worked on Hexagod, but I never forgot about it. About a year ago I took a break from Hexagod early access to make my 3rd game, and it ended up going a bit viral. But I'm not here to talk about that game I'm here to share a new Hexagod build I just published this new build on the beta testing branch! So over the past 6 months I've fallen in love with TFT. And as I grinded my way up to Emerald, I couldn't help but think, gosh, this system could work really well for Hexagod. So over the past week I did that. I think it fits better than the simple 1-of-3
2025-09-01 20:54 UTC · Community Announcements · Aarimous
Fixed a bug where the Hammer of Argus would crash the game
2025-08-29 19:11 UTC · Community Announcements · Aarimous
Changed some of the French translations based on feedback Please let me know if you think any of the other translations need to be updated!
2025-08-28 16:16 UTC · Community Announcements · Aarimous
Changed some of the Portuguese translations based on feedback Please let me know if you think any of the other translations need to be updated!
2025-08-26 15:40 UTC · Community Announcements · Aarimous
Hey there,The main goal for this build was to finally add in translation support for Spanish, French, German, and Portuguese. I also took this as a movement to do a rework for the current relics so they are now driven from the adjacent tiles.In the next few builds I plan on adding new improvements/buildings, new relics, and perhaps adjusting how the daily bonus goals are presented.As always, thank you for checking out my little game!-AarimousPatch NotesAdded translation for Spanish, French, German, and PortugueseAdded a new drop-down to the setting screen to change the languageUpdated all the
2025-08-11 12:32 UTC · Community Announcements · Aarimous
Fixed some bugs with controller support so now the game should be playable on controller again I'm not 100% happy with how it plays on the controller right now, so I'm going to take a pass at cleaning up the animations and what not during my work for Build 9. Please let me know if there are any changes you want to see to make it more played on the Steam Deck and or Controllers.
2025-08-10 12:58 UTC · Community Announcements · Aarimous
Had an idea for another tile shape while I was playing DnD, so I added it!
2025-08-09 16:32 UTC · Community Announcements · Aarimous
Fixed a bug where Shrines would not be correctly loaded when continuing a previous run Fixed a bug where the bonus goal would reset when continuing a previous run
2025-08-07 17:36 UTC · Community Announcements · Aarimous
Hey there,I had a simple goal for this build: Add more tile shapes to make the tile placement more interesting and varied.I ended up adding 7 new shapes and in the future I may add even more as I did some reworking of the system to make it far easier to add new shapes.In the next few builds I plan on adding new improvements/buildings, reworking the relics, and adding more relics.Thanks for checking out my little game!-AarimousPatch NotesAdded 7 new shapes to the tile placement actionAdjusted the scale for the original 3 shapesAdjust the underlying code for tile shapes to make it easier to rota
2025-07-19 16:05 UTC · Community Announcements · Aarimous
Fixed a bug where the Cook House was not placeable.
2025-07-19 12:51 UTC · Community Announcements · Aarimous
- Added a note "More TRIALS coming soon!" to the run setting screen that shows when you make it to the 4th Trial. - Fixed bug where the tooltips for Revitalization and Drought were showing some placement requirements even though they don’t have any - Fixed a bug where the Cook House (building to make Feasts) was not actually showing in the loot pool - Fixed a bug where the Endless Mode TRIBUTE values were not being calculated correctly
2025-07-18 14:59 UTC · Community Announcements · Aarimous
My Goals for Build 7This build ended up being aimed at cleaning up the UI/UX from BUILD 6. I tested out the ideas I mentioned in the last post, but adding back in resource costs and the tech tree made the game feel too complicated for what I think the core fun is with Hexagod. I love how the game loop makes getting into the fun easy and still offers the fun of roguelike decision making. In the coming builds I want to keep adding in relics, buildings, and tile improvements which give the various resource distinct purposes and synergies. My hope is that the depth and richness then comes form wha
2025-07-03 15:29 UTC · Community Announcements · Aarimous
Hey there,Over the past few builds of Hexagod, I’ve been experimenting with different ways to present the core mechanics of tile placement, village building, and how you're tested as a candidate to become the next Hexagod. I'll admit, some things have worked well (like the addition of Villages), and some not so much (like the MULT mechanic). I’ve also tried removing a few systems like hunger, resource costs, and even the tech tree to see how the game feels without those systems. All of this has taught me a lot about what works and what doesn’t.So with Build 7, I want to take a step back and th
2025-06-27 13:33 UTC · Community Announcements · Aarimous
Fixed a bug where you could go negative with Rerolls Fixed a bug where if you Skipped using SPACE it would also end the turn
2025-06-26 17:39 UTC · Community Announcements · Aarimous
My Goals for Build 6 This build is a bit of an experimental build to see how the game feels without resource management. In previous builds I found resource management was really only an early game challenge, since I could very quickly gather far more resources than the cost of any card. As always, none of these changes are final. My goal with the early access of Hexagod is to explore the systems that work well with the core ideas of Hexagod. For me, this means making large changes like this to test what works and what doesn’t work. 1) Strategic tile placement to create good tile adjacency 2)
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