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88% positive of 84 · Very Positive · Live from Steam
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A satisfying roguelike village builder set in the eye of an apocalyptic storm. Place hexagon tiles, unlock adjacency bonuses, and find powerful relics to create game breaking synergies. Prove you are worthy of becoming the next Hexagod… before the storm destroys it all.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 88% on 2026-11-01 → 88% today (84 reviews)
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
For testing new versions of Hexagod
Fixed a bug where the Hammer of Argus would crash the game
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!
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!
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. …
Had an idea for another tile shape while I was playing DnD, so I added it!
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
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 s…
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 bu…
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 ne…
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…
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 w…
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 resource…
Developer Notes:My Goals for Build 5My main goal for build 5 was to see how the game feels without MULT.I think one of the core fun things in Hexagod is to make a lot of resources appear on the screen. And since you get a score per resource the game naturally …
Hi there, It's been a blast to see you all checking out the new build. This patch adds back in a few features which I had temporarily disabled because they were broken. Most notably Theseus had added in 3 new Ascension Trials to challenge you and see if you ar…
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.