Hexaverse is a turn based, multiplayer strategy game. You'll strive to conquer volumetric planets against an AI or other players. Players are free to expand any way around the globe. Use your terraformers to build walls and bridges, excavate tunnels, or submerge your bases beneath mountains.
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Release Date:
Aug 20, 2019

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Hexaverse is a continuously evolving project.
Concepts are planned, added, adjusted based on observations, not rarely considered poor and discarded.
Expanding the game has proven to be an unpredictable process that will greatly benefit from a broader player base and greater feedback.
While the basic feature set is acceptable, and the game should be playable, there remains much room for improvement.
The range of potential additions is rather huge, though figuring out which of these options is actually good will be a massive effort.
If you like turn-based semi-futuristic strategy games, you can be part of this.”

Approximately how long will this game be in Early Access?

“A year or two. Depends on many factors that are hard to predict.”

How is the full version planned to differ from the Early Access version?

“The following features are likely to be included in the full version, however adjustments may occur:
  • Non-hardcoded unit types via Lua scripts (limited modding)
  • Multi-planet games
  • Scripted, stackable planet features (caves, rivers, canyons, craters, alien structures, ...)
  • Zone-limited hazards (heat, radiation, fog, ...) and units that can cause/remove such
  • Full non-random planet and scenario editing
  • Naturally growing surface resources (e.g. plants, dendrites, ...) and units that can plant/harvest such
  • Unit hacking
  • Composite resources
  • Better liquid simulation
Plans exist in each of these directions, but little implementation work has been done so far.”

What is the current state of the Early Access version?

“The following features are implemented and expected to function as intended:
  • Server creation, control, and filtered discovery by clients. Servers may be tagged public or private, with or without password. Users are authenticated via Steam tickets. Discovery of public servers may be delayed.
  • Invitation and joining of friends.
  • Server-side save games, including preserved player access.
  • Minimalist internal AI + scripting interface for custom AIs (see AI Development in the documentation).
  • Configurable random planet generation, and script-based random natural resource distribution. A number of predefined planet types and one resource distribution script are provided.
  • Tutorial for basic controls, and common base-building operations (via client 'Start local server...').
  • Visual planet configurator (via client 'Start local server...'). Existing planets may be loaded, and adjusted as needed.
  • One optional game goal, in addition to the general goal of destroying all hostiles. If some player/alliance is victorious, the game will end and display statistics to any connected client (now or later). A running game may also be ended any time via control console. An ended game is preserved read-only by the server to review statistics until the server is shut down, or tasked to start a new game. An ended game may be saved and restored for later review.
  • Alliances and in-game chat.
  • Full individual unit control. Most operations are queued for computation at the end of the current round, and may be undone until executed.
  • Correct and fair handling of terrain dynamics, research, resource flow, unit prioritization, attack trajectories, terraforming, motion and construction, explosions, unit health and destruction, EMP damage, sensory, and reaction to ground conditions.
  • EMP Zones: Optional limitation of the accessible planet surface depending on active player count.
  • Customizable unit attributes and research options (see Server Configuration in the documentation).
  • Unit sounds, and animation.
  • Various helper visualizations and features such as natural resource stacks, ghosts, recent attacks, terrain clipping, unit ranges, and planned operations such as routes, construction, and attacks.
  • Server manager (started as 'Dedicated Server' from Steam), and bug reporter.

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we ship new content and features.”

How are you planning on involving the Community in your development process?

“Feedback is highly regarded and will lead to game modifications where reasonable.
As script/modding support is extended, published user assets will be made shareable via Steam workshop and other sites.
This will include AI, scenarios, planet types, and possibly unit sets, depending on development progress.”
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About This Game

Hexaverse is a turn based, 5X (eXcavate, eXplore, eXpand, eXploit, and eXterminate) multiplayer strategy game.
You'll strive to conquer volumetric planets against an AI or other players.
Some planets are as you would expect: flat, hilly, covered by oceans. Others ... not so much.
Feel free to design your own.
Sometimes you will need to build bridges to reach your destination. Or it may be strategically useful to excavate tunnels or caves ... or to blow up a mountain.
With more dimensions come more strategic options for you to exploit, but also more paths for your opponents to avoid your defenses.
Resources never deplete, but the quest for ever more also never ends. And literally undermining someone else's mines can be surprisingly effective.

In Hexaverse, good offense and defense requires diversity and cleverness. You typically don't build huge armies here, much less of only one type. Every single unit matters. A few artillery tanks in just the right spots might do all the damage you need. If that doesn't work, try nuking from sub-orbit.
Be careful, though, not to rely on the unseen to remain as it appears.
You never quite know when your enemies just might have planted a big bomb beneath your main base ... a few rounds before you installed that subsurface scanner.

Try to see everything, exploit what others can't see, for they will try to do the same to you.
If only that was all that mattered...

System Requirements

    • Requires a 64-bit processor and operating system
    • OS *: Windows 7
    • Processor: Intel Core i3-4160/AMD Athlon X4 870K
    • Memory: 2 GB RAM
    • Graphics: GeForce GTX 555/Radeon HD 7770
    • DirectX: Version 10
    • Storage: 500 MB available space
    • Sound Card: None required
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core i5-4670K/AMD FX-8150 Eight-Core
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 570/Radeon HD 7870 XT
    • DirectX: Version 10
    • Storage: 500 MB available space
    • Sound Card: Anything that supports OpenAL
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.

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