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Deleptual · The Game

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
From the build

See it move

Captured from the actual game, in the order it was made. No trailer yet — these are the moments worth stopping on.

May 3, 2026
A meeple becomes a Fisher
1 / 3

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.

What it is built on

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.

Pillar one

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.
Pillar two

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.
Pillar three

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.
The world

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.

VillagerFisherBuilderBrawlerExplorerAcolyte

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.

The VerdanceThe BlazingThe DriftThe HarvestThe HollowingThe Still

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.

DeathFrost

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.

Deep WildsBare SlopesDrowned LowlandsHarsh Country

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.

Hold the WildsWhat the Ground KeepsSworn to Death

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.

CharmToolRelicHex OrbPedestal

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.

Shipping in public

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.

Press and creators

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.

Get in touch

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.