Hexia

Hexia
N/A
Metacritic
76
Steam
50.25
xDR
Our rating is calculated based on the reviews and popularity of the game.
Price
$9.99
Release date
30 June 2023
Steam reviews score
Total
76 (17 votes)

Hexia is a management game, where your task, as the King of the Realm you have been assigned, is to create and expand the territory, build new infrastructures and command and lead your people.

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Hexia system requirements

Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows® 8.1 64 bit / Windows® 10 Home 64 bit
  • Processor: Intel® Core™ i3-2120 / AMD® FX 6350
  • Memory: 6 GB RAM
  • Graphics: Nvidia® GeForce™ GTX 460 (1GB) / AMD® Radeon™ HD 7870 (2GB) / Intel® Iris Pro™ 580 / Intel® Iris® Plus G7 / AMD® Radeon™ Vega 11
  • Storage: 210 MB available space
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RuneSnow
RuneSnow

Review at: https://www.youtube.com/watch?v=kCvyyzFE7GY
It is a fun little game and I have so much more to learn. It depends on how you would like to build you kingdom in the sky and how it can prosper. I like the storyline added to the game.

Hazsky
Hazsky

A great little concept and quite relaxing, can play until 100 tiles are unlocked, as it's pretty much a demo of what is to come.

Will be keeping a watch on this one! :)

edriano
edriano

It's a really interesting concept with a lot of potential. I've played the early access version 0.0.1, so it has been impossible to expect contents on contents, but for the minutes that I've spent, I enjoyed it. I'm wondering which shapes could be designed for the dungeons and how they will affect the gameplay during the expansion of the kingdom. At this moment they are still simple, so we will see. A good start in my opinion, I'll keep an eye on the next updates.

Bga9
Bga9

Cute game with no difficulty as of yet and a solid base of a game. When it's finished depending on how replayability is handled this is easily going to be worth the $5 price point if not $10. The main issue as of now is events dont have future repercussions/rewards. Besides the library and workshop and villages there isnt really any reason for the player to want to grab the other upgrades. The farm and Tile upgrades are very weak as they give the least (hexin per day):(population cost). I feel like farms should generate daily population and potentially make lumber mills give some sort of small reduction to required cost to expand territory. This gives a balance and variety to the 3 types of tiles the player can build on and dont feel wasteful using population on the other two tiles, Considering this would make an easy game easier you could always try challenge events like maybe an event will pop up that says something like "bad weather, all upgrade tiles have x maintenance hexin cost for x days." or "famine, all tile upgrades cost x increased population for x days" events. Events that span a time frame instead of the just happening and giving upfront costs/benefits.

chugalug
chugalug

Had fun in the short time I've played and quickly figured out how to keep a 0 loss of people.
I would love to see it expand more than 100 tiles but even at 90 it became slow to move across the screen when zoomed out. Some kind of option to speed up the cursor would be needed to expand more I guess.
More levels of 100 tiles but with harder conditions would be nice if expanding to more tiles is not feasible.
The text sections are a little long and some repeat through the game, so I did as another reviewer had done and skipped through the text to find the main points.
Overall at the stage the game is now, it's worth the price.
I'm looking forward to see whats next.

Romulus
Romulus

I played three times and each time I was dead in about 5 turns. Gave gives you sudden decisions and the unclear wrong answer will immediately destroy you. What a stupid game. Waste of money, at least it's cheap.

Nate T
Nate T

The game in its current state is essentially luck-based. You need so much of a given resource and if you don't have it, then you lose. There's no chance to really stockpile resources because you also need to constantly expend them to expand, so you're just sort of constantly on the edge of death. There's no skill, the game might as well just be an RNG program that randomly flips up a win or loss state.

someonesneaky
someonesneaky

This is a game that relies heavily on luck. You can very easily get a random event that completely ruins you seconds into your game. You might end up starting a new game over and over before you make it through the first 'story' goal. And yet, it's very much worth playing.

Once you get that little bit of good luck mixed with frugal resource management, you can make it through the first twenty or thirty tiles and clear the first couple of challenges. Learn your limits -- don't overspend or expand too fast. You'll learn what impact each event choice has, which upgrades work best for your kingdom.

It's surprisingly fun, and that bit of bad luck that has you restarting more times than you can count only makes it all the more satisfying when you reach the (current) ending. Hexia isn't for people who want to just click a button and have everything run mostly smoothly. This is for the RTS gamblers, who want to take risks and bet it all, because the victory is worth it.

Gianni
Gianni

I've been playing it since its release and i have to say it's really making progress! The devs are constantly updating it and I think has a lot of potential! I see a real bright future for this game GJ

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While simple looking, this is a fairly enjoyable game once you get the general gist of it. Manage your expansion and spending, and pray to RNG the game doesn't throw a game ending chain of events to your downfall.

Good points:
- Its very easy to learn, you'll pick it up in a couple rounds.
- Has a few interesting lore tidbits that has a good dash of fantasy.
- Engaging early game due to new events that could make or break your run, economy concerns as well as favour.
- Doesn't try to impress with graphics, but its pleasant to look at.
- Music is decent ambience.

Negative points:
- End game is repetitive. Mainly due to lack of challenge and events that could really pose a threat to you at that point.
- Time is a bit slow, especially after mid game. Add a 3rd faster option maybe?
- Nonexistent tutorial BUT it is a very early access game.
- Events get stale sooner or later BUT it is a very early access game.
- Some lack of polish here and there BUT it is- you get the point.

Really, the only problems I have with this game is just normal early access stuff. I liked the Demo enough after someone on discord recommended it, and bought the game. To players: Its cheap, so try the demo and buy it if you want to support the devs! To the devs: Keep it up, and good luck!

Korvoid
Korvoid

First off, I'm going to say this game has a long way to go, I've played about 15 games so far, some of those where very short (something I'll come to further in), and one was played to completion. (Yes I've only played 1.7 hours at time of writing, but that's enough at this stage)

So far I've found the game enjoyable, but it needs some improvement, for an early version I find it's content (and so far as I've seen bug free state) to be to a good quality, while there is definite room for improvement, particularly in terms of complexity and the difficulty curve.

in early playthroughs I would find I'd die due to one of two things which ultimately came from players inability to accrue favour fast enough or in great enough quantity to deal with loses that might be faced. This was typically due to early choices either costing too much Hexia (the other main currency) and therefore putting the player into a deficit which quickly drained they're favour leading to a lose, Or slightly later on Tiles with favour hits that required large quantities of hexia to remove.

after these early playthroughs I stockpiled, took things slower and pretty much ended up with the opposite problem, whereby any decision I made on any choice more or less pointless, and this happened early enough that for the bulk of the campaign I had free-reign. I was in a situation where I could bankrupt myself, or leave persistent favour drains indefinitely without any risk of negative faith.

---TLDR---
Pros:
- promising game with lots of potential
- challenging early on
- I enjoyed what I played and I'm looking forward to more
- no apparent bugs
-it's different in a good way
cons:
- poor difficulty curve
- not enough diversity in game play (yet)
- favour is essential and can be damning before you have a chance to increase gains or stockpiles

I really enjoyed playing this and look forward to more, I'm not strictly sure I'd recommend buying this this early one, I'd definitely recommend picking it up at some point, especially once they've had a chance to balance things out a bit.

Omega
Omega

I wanted to like this game. It has relaxing music, a nice aesthetic, and intuitive base mechanics.

Except it has a few major flaws that keep me from enjoying it.
1. The random events. The random events are far too punishing if you pick the "wrong" choice, and they can still be terrible if you pick the "right" choice. I played a few times just to make sure the immediate event outcomes had fixed results, rather than some kind of chance at a good result and chance at a bad result system. It's easy to pick an option that will force a loss immediately, and some of the options seem like they're just a tax on players who are playing for the first time. I'm willing to give the dev the benefit of the doubt in that many of the events you choose lead to other story elements later, but that doesn't matter if my people overthrow me in the first five minutes. Just as an example - I got the bandit event on day 6, chose to crush them, and it put me at a building materials deficit and gave me a daily favor penalty and I had to sit there for a few more in-game days watching my kingdom die with no options to save it. This was my first event in that game.
2. The time. It takes forever to play this simple short game. The dev describes the game as a real-time strategy, but there isn't actually a reason for it to be real-time. Almost everything is keyed to the passage of days within the game. You gain or lose resources either at the beginning of a day, or when you spend them. Random events generate at the beginning of a day. Tile improvements are keyed to the passage of time, but they don't have a reason to be because they all seem to take the same time, and you could/should pause at the beginning of every day to build things and they would be completed by the time the next day starts. The fact that they are the sole thing in the game that actually utilizes a time-based system makes it seem like they were made that way solely to justify the use of a time system.

In a more successful game that I abandoned I ended up waiting a long time on the fastest setting to be able to afford to do something, anything, then when I was just about to be able to afford to to something I picked the wrong event choice and had to wait even longer.

I also have a couple other minor flaws that I'd maybe have been able to dismiss if I was enjoying the game more.
- There are no volume controls. The options menu is basically empty.
- There are no keyboard shortcuts to control the speed of the game.
- The escape key opens the menu, and it doesn't close the menu.

Honestly I really hope that the game gets more development and balancing because it's the kind of game I enjoy playing, but as it stands right now It's not a good idea to purchase this unless you specifically want to fund the developer.

terlinan21
terlinan21

I like it very much!
I recently discovered your title and I want to see what it will look like as early access progresses. You have all my respect and my money. Peace