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Hex Tower Boogie

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Hex Tower Boogie screenshot 1
Hex Tower Boogie - Trailer trailerWatch trailer on Steam ↗

Hex Tower Boogie

3ofus · Published by 3ofus

Last updated 28 Sept 2026

A tower defense where towers don't make their own bullets. You build the factory that feeds them: harvest ammo, route it through belts, and stack effects until a single shot homes, pierces, splashes AND one-shots the whole screen.

Free

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Indie, Strategy, Casual · 2026 · More free games

About this game

Build the ammo machine. Stack the impossible.

Factorio meets Bloons TD, on a weird little hex globe.

In Hex Tower Boogie your towers don't make their own bullets, you do. Harvest ammo, route it through a factory of belts and Grabbers, shape it in stations, and feed the right tower before the next wave hits.

The Factory

  • Harvest & route: pull raw bullets and push them through Grabbers and belts

  • Shape your shots: damage, splash, pierce, speed, ice, burn, homing, split-shot

  • Fix the bottleneck: when storage jams and towers starve, reroute and survive

The Towers

Towers don't fire on their own, they eat the bullets your factory delivers. Plant them at the chokepoints, keep them fed, and watch the line hold.

The Combos

Here's the real game: stacking effects until it gets ridiculous.

A cannon that one-shots the whole screen every 10 seconds? Build it.

A homing splash tower? Take it.

Homing AND multishot AND piercing AND bonus damage on the same bullet? ...yeah, that too.

Then socket punchcards for even crazier effects, and carry meta-upgrades across runs. By the end your screen isn't a tower defense, it's a fireworks factory.

The Stations

The Board

The battlefield is a compact hex globe: readable, weird, colorful, built for fast iteration. Place a machine, watch it move, find the choke point, hold the line.

How absurd can one bullet get? Build the machine. Feed the towers. Let the whole board boogie.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel i3-4000 / AMD FX-4000
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4000 / AMD Vega 8 or equivalent
  • Storage: 500 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 64-bit
  • Processor: Intel i5-8000 / Ryzen 5 2600
  • Memory: 8 GB RAM
  • Graphics: Dedicated GPU with 2 GB VRAM
  • Storage: 1 GB available space

Supported Languages

English, German, Portuguese - Brazil, Russian, Simplified Chinese

Latest news

  • Patch NotesOfficial

    The Big Onboarding & Logistics Update

    Since the last build we rebuilt the whole first level, reimagined how grabbers work, gave resource points a life of their own, and smoothed out the feel from top to bottom. A campaign that actually teaches you A brand new hand-held first level walks you through every step, place the Split Shot here, route the grabber there, upgrade this tower, with on-screen arrows, a live checklist, and the crew cheering you on. The whole early campaign now teaches as you play, each mission reveals its goals one at a time instead of dumping the lot, and later missions loosen the reins once you have the hang of it. The tutorial is on rails where it counts, you build where the step wants and finished buildings stay put, so a stray drag can never quietly break your machine. The grabber, reimagined Tap a grabber and its hexes lift right out of the board into an exploded assembly view, you grab the glowing arm and drag it to re-aim the input and output, no more fiddly little handles. Input and output are colour coded now (cyan in, orange out) and the badges brighten with throughput, so you can read your logistics at a glance. Resource points that feel alive Resource points spit ammo out on a little arc with a comet trail and feed their neighbours on a timer, the old Harvester building is gone, the source just produces. Feel and polish Reworked screen shake, a swarm of kills no longer leaves the camera permanently rattling, plus a shake intensity slider in settings, all the way down to off. Ammo is carried hand to hand by the grabber claw instead of appearing to fly across the field, and rounds no longer double up with a phantom second flight. A beefier hit sound that gets punchier with bigger hits, without ever turning into a wall of noise on a big wave. Hover a card to see every station it fits, hover a station to see which cards in your hand work on it, both light up so compatibility is obvious. The ammo and context panels now show every effect a round is carrying, and the Merger reci...
    Read full article on Community Announcements (info)
  • Patch NotesOfficial

    See your factory work, a visibility update

    This update is about reading the board at a glance. A lot of your factory's state used to happen invisibly, and now you can see it.See your factory work: the grabber arm now articulates as it hands ammo along, parks on its output when idle, and dozes off when it is starved of input, so one glance tells you what every grabber is doing.Ammo reads at a glance, with rounds on the belt now showing their upgrade tier by colour (raw vs. boosted), so un-upgraded ammo on the line is obvious.Crisper UI text: fixed missing symbols (checklist boxes, the collapse chevron, the upgrade arrow) that showed as empty boxes on some setups.Clearer board feedback: the building you are about to drop onto highlights clearly on hover, the on-board upgrade arrow points the right way up, and tooltips are restyled for readability.Smoother and more stable on the web, with a fix for grabber-arm GPU-buffer churn that caused frame spikes and a rare crash on long sessions.Smarter grabbers: one whose output is full now holds a round ready and delivers the instant the slot frees, and re-routing a holding grabber re-aims it instantly.You can now lay ammo on barbed-wire tiles.New players now start on the main menu with a big Play button, instead of being dropped straight into level 1.Fixed card slots not lighting up while you drag a card, and the rewards panel now shows trophy names in your own language.Play it free in the browser, feedback always welcome!
    Read full article on Community Announcements (info)
  • AnnouncementsOfficial

    Build chain reactions — the new trigger & punch-card system

    Build chain reactions — the new trigger & punch-card system The biggest change since the last update is how your tower's ammo actually works. It's worth a proper explanation, because this is where the depth lives. Effects vs. triggersEvery round your factory crafts is made of two things: Effects — what the bullet does: Multishot/Split, Splash, Burn, Ice, Homing, Pierce… Triggers — when that effect fires: On Shot, On Hit, On Kill, and the new On Damage. The same effect plays completely differently depending on its trigger. A Split that fires On Shot forks the moment the cannon fires; a Split that fires On Kill only forks when the bullet finishes something off. Punch cards stack extra triggersPunch cards don't add a new effect — they bolt an extra trigger onto an effect you already have. Slot an On-Kill punch card onto your Multishot station and that Multishot now fires On Shot AND On Kill. Because a punch card is an extra trigger and not a new effect, it doesn't cost an upgrade slot — so you can keep building the combo deeper. Chain reactionsThis is the fun part. When a Multishot/Split fires On Kill, the child bullets it spawns carry the effect onward — so one kill spawns more bullets, which can kill more, which spawn more. Line the triggers up right and a single shot cascades through a whole swarm. On Damage — damage-over-time done rightThe new On Damage trigger means area and pierce hits finally apply damage-over-time properly: Splash and pierced victims now take Burn and Ice, not just the first target. Read it at a glanceThe tower's ammo readout is now a proper cartridge magazine: the chambered round sits up top, queued rounds below. Effects show as round pills, triggers as square chips (HIT / SHOOT / KILL / DMG) — so you can see exactly what your next round does before it fires. The trash-can now clears all stored ammo across the whole board in one tap. A brand-new first levelFirst Steps is a from-scratch Level 1 that actually teaches the loop: place the Harveste...
    Read full article on Community Announcements (info)
  • AnnouncementsOfficial

    First Steps — a brand-new way into Hex Tower Boogie

    Your first ammo line Meet First Steps, the new Level 1. No pre-built factory humming away while you watch — this time you build your own ammo line from scratch, and the game teaches you right on the board, one step at a time. No wall-of-text intro, no checklist off to the side: a little objective box ticks off what's done, what's now and what's next, and red arrows point at the exact hex you need. Each of the four short waves teaches exactly one idea, so nothing piles up: Wave 1 — Build the line: Harvester on the resource, Grabber to carry it, Tower to fire it over the wall. Wave 2 — Pick your Tower up and move it one tile. Shorter trip, faster shots — your first taste of throughput. Wave 3 — Add a Splash station for the crowds. Wave 4 — Earn and apply your first Tower upgrade, Pierce, and finish your chain. Every wave hands you a guaranteed reward, so you've always got the piece the next step needs. More improvements Level 2 is gentler. More starting base health (100 → 250) so the step up from the tutorial gives you room to get your pipeline running. Boards are designed, not random. Levels no longer scatter random resource points over their handmade layout — what you see is exactly what the designer built. The planet feels round. Panning now reads as rolling over a ball instead of dragging an optically-bent flat sheet, and the clouds float above the world instead of spinning along with it. Cleaner picture. Dropped the grainy print overlay (that dotty raster that read as "pixely"); kept the warm grade and soft scanlines, so the 60s Boogie vibe stays. Grabber rotate-arrow behaves. It only rotates when you actually click the arrow now — near-misses used to spin it by accident. Stability. Fixed a crash that could hit heavy boards in long sessions, and the tutorial music now always plays no matter how you enter a level. Come place your first tower — and let us know how it feels. Join the Discord.
    Read full article on Community Announcements (info)
  • AnnouncementsOfficial

    Reward screen overhaul, trophy challenges & a cleaner top bar

    Reward screen Overhauled. Cards animate again, fit the screen cleanly with the pick button inside, and now show only what each card improves over its Common version. The whole screen is properly localized (English, German and more). Challenges & levels New trophy challenges across many levels — solo-tower, tower-less, no-selling, speedrun, flawless, make-'em-enrage and more. Extra goals worth chasing. Level 1 polish. The tutorial now waits until you actually place your Tower (instead of ticking off on the pre-built ammo line), and the wave-3 jumpers arrive one at a time instead of in a pack. Look & feel Reworked top bar: each spawner gets its own wave card with live kill progress, neatly stacked in columns; the redundant base-HP chip is gone (your base HP already shows on the planet). Building names and descriptions are now localized. Smoother performance: the animated top bar is much lighter every frame. End of a run A win celebrates with quick wishlist and Discord links; a loss opens a tidy feedback box right beside the result — now with one-click Add-to-Wishlist and Join-the-Discord buttons built right in. Thanks for playing — feedback is always welcome!
    Read full article on Community Announcements (info)

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