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Watch trailer on Steam ↗Hexiv
Graeme Little · Published by Graeme Little
Last updated 27 Sept 2026
Hexiv is a strategy deckbuilder about surviving on a lush but hostile planet. Use cards to build, explore and feed your crew while battling a determined adversary to unlock the mysteries of this genre-blending roguelike!
Indie, Simulation, Strategy, Early Access · 2026 · More free games
In Hexiv, manage your crew and build resources using strategic card play. Explore a lush yet dangerous world, battling an adversary as you uncover the secrets of this unique roguelike experience.
About this game
Build, farm, hunt, explore and fight to survive on lush procedural islands in Hexiv!
- Use cards to move, attack, provide tasks for your crew, expand your territory, and construct buildings.
- Explore ruins and purchase upgrades in the Research Lab to acquire artifacts!
- Refuel your Lander and hop to new islands, journeying towards a final showdown at the planet's equator!
Features:
7 Chapters with customizable difficulty modifiers!
Procedural islands with different biome, wildlife, and varied topography.
100+ Artifacts which grant unique game modifiers and can be permanently upgraded by completing their achievement!
100+ upgradeable cards you can buy from the Trader or acquire from other actions!
Over a dozen unique crew you can unlock, each with their own passives and quest.
6 landers with unique game mechanics!
Research Laboratory where you can spend Research to purchase Artifacts and other upgrades!
Enemy tiles and units intent on stopping you and terraforming the planet into a frozen wasteland!
Beautiful and dynamic pixel perfect pixel art!
Note from the Developer:
Inspired by my passion for strategy, deckbuilding, and board games, Hexiv is a labor of love painstakingly crafted, tested, and iterated on for over 6 years. Hexiv is born from my nostalgia for 90's gaming fused with modern design and presented in timeless, pixeled fidelity. I hope you have as much fun playing Hexiv as I do in making it!
- Graeme Little
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Memory: 4 GB RAM
- Storage: 500 MB available space
- Additional Notes: Runs well (90fps on OLED) Steam Deck so it should run well on most modern systems or systems with a dedicated GPU.
Recommended
- Memory: 2 GB RAM
- Storage: 250 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
New Leaderboards! Game over screen overhaul, bug fixes.
It has been exciting seeing so many people play the Hexiv Demo! Thanks everyone who submitted bug reports or feedback!The big change for this patch is new leaderboards for fastest Time and shortest number of Turns! For those looking to style on their friends, this provides new incentives to speed run Hexiv instead of only rewarding long maxed out runs. In addition, all chapters now have their own leaderboard, removing the need for a per chapter score multiplier. For this reason the leaderboard for the Alpha has been reset. Since the Demo only has the Introduction (1x chapter mult), that leaderboard has not been reset. Some score calculations have been changed, which will likely result in newer scores being higher.The score page at the end of the game has also been updated to show a full breakdown of the score! This actually led to me discovering I was accidentally not granting score for Artifacts. (oops!)Leaderboard + Score:New leaderboards for best Time and fewest Turns! Time and Turns only apply to wins.New separate Leaderboard for each chapter! Removed Chapter based score multiplier. (This has required a leaderboard reset for the Alpha.)Updated game over screen to show full breakdown of score.Game over screen also shows your previous best score for each category if this run was not your best. (Note that since this is utilizing the Steam Leaderboards, runs without internet will not register.)Fixed bug that artifacts were not being counted towards score.Reduced resource score: 0.6 -> 0.5 per resource.Other Changes:Prosthetic Heart Artifact: Common -> Uncommon. (It felt both too strong for Common, and not useful. Better to have been potentially been offered some healing artifacts already before being shown this. By itself it is nearly useless, thus not providing immediate value which I prefer Commons to do.)Made Structure a keyword with an icon.Starting Boon objectives food stockpile requirement updated 20 -> 25.Update loading tips to use icons and keyword highlight...Read full article on Community Announcements (Graeme Little)Patch NotesOfficial
Hotfix patch 0.0.24.1
Thanks everyone who played over the weekend on the latest patch! It's a simple thing but it's so cool that the game just loads into wherever I left off last! ːsteamhappyːBug Fixes:Fixed tutorial progress data was being saved locally not inside profile file.Fixed bug with Trader tile broken on first run after reloading game on first island.Fixed food resource tooltip briefly appearing on game over screen.Fixed game defaulting to Profile slot 1 on load instead of whatever you were using last time.Fixed date bar not updating on game reload.Fixed Objectives list progress resetting when reloading.Fixed selecting cards with controller bumpers/triggers not working correctly with unplayable cards.Fixed not gaining Refueler card properly on future runs after completing the initial tutorial for it.Fixed red power icon still showing after activating Refueler.Read full article on Community Announcements (Graeme Little)AnnouncementsOfficial
Save and Reload, Resource Icon Rework!
Save and Reload mid-game: I've been hard at work this past month finishing work on saving and reloading and it is finally here! It turned out to be a much more challenging project than I had expected and I have been working on it on and off the last few months.I've done my best to anticipate and test as many edge cases as I can so it just works out of the box, but if you encounter any bugs please report them!Reloading even works correctly across multiple profiles, devices, and steam users on the same device!Icon Rework:I also put a lot of thought into a rework of Hexiv's resource icons. Production has been renamed to Supplies, and a new resource 'Work' now replaces the sand dial "Turns" icon cost on cards. I'm thrilled how much these seemingly small changes transform these mechanics into being more intuitive.!Card Time cost has been renamed to Work. This better represents the requirement of having a crew work a tile for it to progress. Instead of being the number of turns required by crew, it is now the amount of Work required, and crew are what supply work.Action time icon has been deprecated. All time indicators are now represented with the same Turns icon.Added work icon to tile progress UI, representing that your crew is present active on that tile.Updated Idling icon to match new Work icon. Since these are now similar icons, it reads much better as a connected action that Crew either provide Work or Idle.Renamed Production -> Supplies and has a new icon. As a construction cost for both buildings and crops, Supplies is a much better term for representing this mechanic.Renamed Electricity -> Power. Honestly this just an easier word to say and is shorter.Power icon updated to be always present for Power suppliers. It will show as deactivated when power is not available from that building.Power icons UI now shows missing resources required for structure activation instead of showing the action button in red. This hopefully removes the confusion of why the button is...Read full article on Community Announcements (Graeme Little)Community & EventsOfficial
Hexiv in Steam Deckbuilders Fest!
I'm excited to announce that the Hexiv demo is in the Deckbuilders fest happening now on Steam! The festival will go from now through May 11th. I had expected this to be a challenging task to put off until a future date, but this week I implemented tile shadows in only two days! It's effectively pixel perfect, determining the length of shadows based on the height of tiles at each pixel. Here's a before and after: I've also put a lot of work this past week into cleaning up my backlog of bugs and lots of smaller updates based on feedback, particularly from new players.Changes:Tiles now cast shadows! Incredible how great this looks and helps with depth and seeing tile boundaries more easily.Added 1 pixel alpha blend for top of tiles in front another taller tile. Helps to soften the transition visually.Added arrow indicators for certain tutorials with required actions to finish them.Updated pause menu with correct dynamic buttons.Added tutorial prompt for activating Trader.Update reward menu to allow skipping random card selection only rewards.Added water symbol to Refueler description.Added confirmation + info step when ending run. (and apology about save game being wip)Added tutorial prompt when attacking for zero damage with the Medic.Added Wishlist + discord promo banners to pause menu.Log files now correctly stored as hexiv.log instead of godot.logAdded tutorial prompt when entering first shop with Cargo Lander reminding you to but electricity.Removed "(DEBUG)" from application window title. I do not ever anticipate shipping the non-debug version of Godot since it makes it much more unstable, and prevents me from collecting debug log information from players submitting bug reports.(Alpha) Game app in library renamed: HEXIV -> Hexiv.(Alpha) Chapter 1 and Chapter 2 difficulties have been swapped. I believe Fiori Structures is a lot more interesting, and also less difficult. I also hope this will help to reduce the difficulty jump slightly from Intro to Chapter 1 whic...Read full article on Community Announcements (Graeme Little)Patch NotesOfficial
Patch Notes - v0.0.23.7
Thanks everyone who has been playing the Hexiv Demo!This patch is focused on improving new player onboarding with new contextual information widgets. In addition, I added 3 new artifacts, and simplified the Heat mechanic! I've gotten a lot of feedback from demo players that they didn't understand certain mechanics and I noticed many first runs ending in failure in years 1-2 or around 20-30 minutes, indicating a failure to grok some of the core mechanics. Consistently missed early on is the idea that crew must be present on tiles to work them. I'm optimistic that these changes will help new players get through the early confusion faster and with less head scratching!I also now force first time players to select a good spot to land with their first Lander. I have distaste generally for scripted tutorials, but where you land makes such a huge impact on your first time playing I don't want new players accidentally screwing themselves and then misattributing it to a boring game!Also of note is I reworked the Heat mechanic to be much simpler. Heat now always decrements by 1 each turn, and 1 heat will be consumed to defrost a Frozen tile. The previous system was complicated and factored in all sorts of things like proximity to water, marsh, and season to determine how fast Heat dissipated. It was neat, but it was impossible to explain so ended up just being confusing. This change better aligns with my design philosophy that game mechanics should be simple enough to explain and operate as if it was a board game. Hopefully this clears things up! Heat tooltips have also been added to Artifacts that interact with Heat.Changes:New Crew Common artifact: Herb Jar.New Crew Rare artifact: Thermal Cape.New Resource Uncommon artifact: Crop Rotation. (I may need to be promoted into a Rare in the future, but it fits the timing of a run much better as an uncommon imo.)New warning icons on placed card tiles that are not worked.New warning icon added to worked crop tile that will not fini...Read full article on Community Announcements (Graeme Little)






