Hexploration
A low-poly tactical roguelite on a hex grid.
You lead a handful of meeples into a wilderness nobody has mapped. Explore it hex by hex, put your people to work, and train them into professions that each unlock something new to do. Six seasons turn while you build, and the land is not the same in all of them. Hold out, and the run ends. Then the world is rolled again and you go back in knowing more than you did.
- Genre
- Tactical roguelite, 4X-lite
- Platform
- PC via Steam
- Players
- Single player
- Status
- In development
See it move
Captured from the actual game, in the order it was made. No trailer yet — these are the moments worth stopping on.
Meeples earn XP through the work they do. This one has fished enough to take the Fisher profession, which opens actions and passives the villager never had.
Three commitments
Most design arguments come down to which of these a change serves and which it threatens. When they conflict, that is the conversation worth having.
Depth you can actually learn
Three kinds of skill, on three different clocks. Tactics turn by turn: positioning on the hex grid, action economy, what to do first. Strategy across a run: what this season costs you three seasons from now. Knowledge across many runs: which professions open which builds, and what the world does when you push it.
The question we ask about a new mechanic isn't whether it adds depth. It's which depth it adds.
You should want all the choices
Not balanced in the sense of equally strong — exciting in different directions. Picking one reward should cost you something you also wanted. When you find a combination the game did not plan for, the game is not going to take it away from you.
Everything should feel a little broken — but in different directions.
You can see it coming
Every meaningful action shows you what it will do before you commit to it, and lands with enough weight afterwards that you know it mattered. Range, threat and consequence are on the board, not in a wiki. A profession unlock is a freeze-frame, a chord and a title card, because that is how you learn which moments count.
You cannot master decisions you cannot see the consequences of.
Meeples, seasons, and whatever the land turns out to be
A run is short enough to lose and long enough to have a shape. These are the systems that give it one.
Meeples and professions
Your people start as villagers and earn their way into a profession by doing the work. A profession is not a stat block — it is a set of new verbs. The meeple who fished enough to become a Fisher can do things on the water nobody else can.
Six turning seasons
The year is not decoration. Each season changes the light, the sky and what the land is willing to give you, and the run is measured in how many of them you last. Plan in the abundance, survive the rest.
Spirits worth swearing to
Swear to a spirit and it changes what your settlement can become: the professions open to you, the actions you are granted, and the things that happen on their own because something is watching.
A world rolled fresh each run
The map is generated, then bent by modifiers that tell you what kind of place you have landed in before you take a single turn. They are constraints, not difficulty sliders — a narrow world and a drowned one want completely different opening moves.
Runs with something to hold
A run gives you an objective and a clock. Survive the wilds for six seasons. Gather what the dead are worth. Dig up the thing the ground has been keeping and get home with it.
Things you carry out
Charms, tools left by someone who is gone, relics dug out of the ground, and hex orbs — a stone with a tree sleeping in it, no two the same. What you carry shapes the next run as much as what you learned.
The world tells you what it is before you take a turn
- Deep Wilds
It keeps going. You will not see the edge of it this year.
- Bare Slopes
Nothing to cut. Build with what you brought.
- Clouded
You can see where you can go, and no further.
- A Relic Promised
You will not leave this place empty-handed. That is not the same as leaving it well.
- Harsh Country
One way in. It opens up right where you would rather it did not.
- A World in Waiting
Somewhere past this one, another is already turning.
Follow the build
One developer, writing down the reasoning as it happens. The devlog is the long version; the rest is where the short version goes.
Latest from the devlog
Every post →Where the game lives
Design decisions, in long form, as they are made.
Wishlisting is the single most useful thing you can do for the game.
Short clips and work-in-progress, most days something moves.
Questions, press, or something you want to tell me about the game.
The details, for anyone writing about it
Coverage is welcome, including monetised video. The clips on this page may be used freely with credit to Deleptual. For screenshots, logos, a longer description or a build when one is ready, get in touch and say what you need — a real person reads it.
- Title
- Hexploration
- Developer
- Deleptual
- Based in
- Ontario, Canada
- Genre
- Low-poly tactical roguelite, 4X-lite
- Platform
- PC (Windows) via Steam
- Players
- Single player
- Engine
- Unity 6
- Release
- To be announced
- Price
- To be announced
Need something specific?
Screenshots at a particular resolution, a logo on a transparent background, a longer description, or a build once there is one worth playing. Ask and it gets sent.
The most useful thing you can do
Wishlists are what Steam counts when it decides who sees the game at launch. One click on the store page does more for Hexploration than anything else you can do.