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Hexstride

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Hexstride

YAWPGames · Published by YAWPGames

Last updated 28 Sept 2026

Movement is combat. No attack button. Your positioning and movement patterns trigger abilities automatically. Choose your class, complete objectives, and descend deeper into procedurally generated dungeons. Every step is a tactical decision.

Free to PlayComing SoonDJCTQ 6

Free

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Indie, RPG, Strategy · 2027 · More free games

About this game

Move to fight. Fight by moving.


Hexstride is a hex-grid tactical dungeon crawler where positioning is everything. There's no attack button. Your movement patterns trigger abilities automatically. Every step is a tactical decision, every tile a consequence.

Choose your class




Fighter: Get in their face. Strike at melee range, pursue fleeing enemies, and leap across tiles to reposition in the thick of battle.

Ranger: Keep your distance. Shoot from range, punish enemies that close in, and disengage before they reach you.

Mage: Control the field. Blast groups at close range, erupt the ground ahead, and rain fire from your movement trail.

Each class has three passive abilities that trigger automatically from movement patterns, plus a mobility skill and active abilities powered by combo points. Mastering your class means mastering how you move.

Every level, complete objectives




Each procedurally generated level offers more objectives than you need. Complete any 3 to unlock the exit. Extra objectives mean better drops.

  • Monster Kills: Hunt down a percentage of spawned mobs across the map
  • Maze: Navigate a recursive maze and find all hidden chests
  • Waves: Defend a Diamond against relentless enemy waves
  • Bounty Hunter: Track and kill marked targets before your step limit runs out
  • Falling Floor: Kill all mobs on crumbling tiles before they collapse beneath you
  • Boss: Face the Slime Boss. Dodge its telegraphed jumps, survive the split, avoid the venom pools

Between levels, visit the Hub




Craft gear at the Workbench, brew potions at the Alchemy table, and study new abilities at the Lectern. Each run you return stronger, better equipped, and ready to go deeper.

Built for replayability


Procedural generation creates unique maps, enemy placements, and maze layouts every time. Infinite Tiers scale difficulty, enemy variety, and map size as you progress. No two runs play the same way.

Two modes, two experiences


Normal: Return to the Hub on death. Progress and items are kept. A challenging but forgiving path deeper into the dungeon.

Hardcore: One life. All progress lost on death. For players who want every step to truly matter.

Coming to Steam


Hexstride is currently in active development. Wishlist now to follow development and be notified at launch.

More classes, objectives, items, tiers, and endgame content in development.

About the developer


Hexstride is developed solo by Francesc under the YAWP Games banner. Every system (procedural generation, hex-grid combat, class design) is handcrafted in Go using the Ebiten game engine.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10
  • Processor: Any dual-core from the last ~10 years
  • Memory: 512 MB RAM
  • Graphics: Any GPU with OpenGL 2.1 support
  • Storage: 50 MB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    v0.0.3: Blob Maps, Loot Drops & Balance

    v0.0.3:Blob Maps, Loot Drops & Balance Play the latest version free on itch.io Highlights: New map generation:distinct areas connected by corridors, tighter and denser maps Equipment drops from mobs:a new "Poor" rarity tier gives starter gear, craft for better Salvage reworked around gold:sell items and resources for gold, repair with gold only Bigger bank (36 slots), crafting pulls from bank, random stat rolls on equipment Dozens of bug fixes for combat, UI, crashes, and performance Old {STEAM_CLAN_IMAGE}/46112405/0238be7d89ec1792364382493a52695d3c055699.png New {STEAM_CLAN_IMAGE}/46112405/d94413cebf2808113ebef40b2608e3046ae3f854.png Added New map generation creates distinct areas connected by corridors instead of random noise terrain More mobs spawn across the map for a denser combat experience Monster kill objective now requires eliminating 50% of mobs instead of 25% You now spawn in a safe zone with no enemies nearby Maze areas are significantly larger when the maze objective is active Objectives are chosen before the map is built so each one gets the best area Bank now has 36 storage slots instead of 16 Crafting and refining now automatically use materials stored in the bank Movement inside the maze is no longer limited to 10 steps per click after completing the maze objective Mobs already inside the wave zone now join wave 1 when you start the defense:clear the area first for an easier fight Wave and falling floor enemies now appear as red dots on the minimap Minimap now shows a hint that you can click or press a key to open the full map view Message shown when trying to exit a level while in combat Combat hint for passing your turn when movement is limited:click yourself or press Space to skip Salvage now sells items for gold instead of returning materials, making gold the central currency You can now salvage resources (material stacks) for gold too, not just equipment Browser version now shows a helpful message if the game crashes, letting you know your prog...
    Read full article on Community Announcements (YAWPGames)

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