A deckbuilding RPG with roguelike elements. The dead arise and only you can stand against them. Travel the lands to slay monsters, acquire new cards, survive dangerous encounters and claim powerful equipment to enhance your deck. A final showdown with The Lost awaits you at...The Last Hex!
Recent Reviews:
Very Positive (21) - 90% of the 21 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (66) - 84% of the 66 user reviews for this game are positive.
Release Date:
May 10, 2019

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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?

“We want to bring The Last Hex to Early Access because we believe Early Access can help build an amazing game. We believe we have a solid foundation for The Last Hex and with the help of the community we can make the game even better. We love working on The Last Hex and we want to create the best possible version of our vision as we can. We feel this is done by involving the community to help balance, create content and squash bugs.”

Approximately how long will this game be in Early Access?

“Our goal is to get The Last Hex out of Early Access as soon as possible, but not to rush the final product. Our current estimate is 5-8 months so that we can get enough feedback and have enough time to implement and balance. But as for any Early Access game, timing can differ.”

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

“The full version is planned to have more unlockables, more character classes, more cards, enemies, events and equipment. We have a few other plans for additional content that goes beyond what we currently have and we plan to release that only with the full version.”

What is the current state of the Early Access version?

“The current state of The Last Hex is that it has all the core functionality and mechanics that we will have in the game. Scaling cards, multiple classes, procedural world, equipment, events, progression and more. There are not as many as we would like of some of these items, but part of Early Access is to add more and more as we go.”

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

“Yes, it will be cheaper for Early Access supporters.”

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

“Our plan is to have multiple areas of contact with the community. We currently have a discord, but also plan to use social media, forums and the Steam community pages to connect with players. We hope to post tasks, polls and events for players to interact with and complete as well as host streaming sessions to engage the community.

We want to work with the community to create new content, balance the game and squash all the pesky bugs that will come about.”
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Recent updates View all (14)

July 21

Weekly Patch 08: New trials, UI animation updates, bug fixes and more

Game version for this patch:

Weekly Patch 08
This week comes with some fun new updates that I am really excited about.

New Trials
The firs thing is that there have been 2 new trials added! All Random and King Quest. All Random unlocks an awesome new card, and King Quest unlocks the King class.

New UI Animations
Another update or set of updates that I really am excited about is that I was able to spend a lot of time adding in more UI updates, sounds and all around making the screens a little more interactive from an animation stand point.

There have also been some balancing and bug fixes which you can read about below, along with the rest of the patch notes.

Patch notes

  • Added new trial - All Random
  • Added new Trial - King Quest
  • Added an unlock screen for when a hero trial is defeated
  • Changed victory screen to unlock items even if you unlock all cards
  • Hero difficult enemies have been weakened a bit
  • Energy Potion is now a rare card
  • The Pact is now an attack card
  • Tons of new UI animations
  • Added specific icons for Champion of Flame and Champion of Frost
  • Added difficulty and map size to trial information
Bug Fixes
  • Fixed an issue with behemoth trample still hitting player when stunned
  • Fixed Frigid blast issue with player being hit by enemy frost
  • Added more checks to fight to make sure that if you or the enemy are at 0 health, the fight will end
  • Fixed an issue where player defense would cover up effect hover information
  • Potential fix for Thing from below keeping multiple effects that some are experiencing
  • Fixed some display issues for the new classes on character select screen
  • Added extra functionality to sync achievement button in settings to sync from steam as well
  • Fixed an issue with being able to continue trials after city has been taken
  • Fixed an issue with being bale to leave Sanctuary event without selecting a card
  • Fixed an issue with saving Trial Progress
  • Fixed an issue with Quick strikes not setting off effects multiple times
  • Fixed an issue with showing victory time
  • Fixed an issue with Traveler's cloak not negating volatile mixture and conflagration
  • Fixed an issue with discount price not showing up on main list of shops

0 comments Read more

July 14

Weekly Patch 07: Introducing trials, a new city UI and bug fixes

Game version for this patch: 0.7.9

Weekly Patch 7
This week comes with a bunch of really exciting things.

We have added our first 2 trials to test the waters on the concept and difficulty. Trials will give you a specific scenario to deal with, a scenario could include using a new class, new map rules or even new mechanics.The current 2 trials give you a powerful class that you will need to beat the game with. Beating these trials on Hero mode will unlock those classes for you to use (they are slightly modified though)

Please let us know your thoughts about this. We will also be adding more trials as we progress, I am hoping for at least 2 a week, but we will see how it goes.

City UI update
We have gotten quite a bit of feedback about the city UI and how many people would love to see all the items available to them in one view. I have redesigned the shops so that you can view a list of everything that is available in them as well as see important information about them such as card stats or equipment slot.

Let us know your thoughts on the redesign.

The rest of the updates include a number of bug fixes, some text updates and some additional enemy information on the fight start screen.

Patch notes
  • Added a tutorial button on the start screen to revisit the tutorial
  • Starting to add more card animations to card play
  • Introduction of trials
  • Added enemy power to start fight screen
  • Spelling updates
  • Expanded battle log logs to show effects added
  • Added text stating that when you unequip an item with a counter, the counter resets
  • Updated Cyclops power to mention that it can not be put to sleep
  • Updated text in equipment override popup
  • Corrected Weighted Net calculation display
  • Updated City UI
  • Updated Plague Bite description
Bug Fixes
  • Fixed an issue with Necklace of Life taking 5 kills instead of 4 kills to take effect
  • Fixed an issue with playing Enchant Weapon with Guiding Light and not disabling Specter Knight Power
  • Nature Bounty now has the heal tag and will be affected by Paladin's power
  • Fixed an issue with continuing a Survival game breaking the run
  • Fix for Specter Knight breaking card play
  • Fixed an issue with Cyclone slash not triggering other effects multiple times
    Fixed issue with Hydro Missile not setting off certain effects
  • Fixed some errors on backend during the tutorial
  • Fixed an issue with tutorial button bringing players to a black screen
  • Fixed an issue with viewing Compendium from the start screen
  • Fixed an issue with losing energy/draw when unequipping items before a fight
  • Fixed an issue with not obtaining item unlocks after defeating The Lost
  • Consume pile now shows what card Spider Lord consumes at the start of turn
  • Cleaned up some code for Ring of Punishment to work more reliably
  • Fixed an issue with scrolling beyond map boundary
  • Fixed an issue with On The House not have an effect description
  • Fixed an issue with Parasite's power still going off even if asleep
  • Fixed an issue with Stange Aeons achievement - Please go to settings and hit the sync achievement button.
  • Fixed an issue with Don't Fear the Reaper achievement - You will have to regain it, for it to apply
  • Fixed issue with Puny curse giving player strengthen

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About This Game

Not your typical deckbuilder

Creating the perfect deck of cards is important, but this will only take you so far. Every card has a calculation based on your character stats. This will determine how powerful the effects will be. Buy equipment and increase your stats to get the best out of your cards. How will you bring out the true potential of your deck?


  • 11 classes with individual decks, starting equipment and powers
  • ~350 playable cards that change with your stats
  • 7 equipment slots to fill that can change the course of your run
  • ~70 events that could help or hinder you
  • 56 monsters with different decks and unique powers
  • Unlockable progression as you play. Unlock new classes, cards, equipment, events and monsters.
  • Randomized hex map for each new journey

Cards based off character stats

The cards in your deck are affected by your stats. Each card has its own formula which uses your stats to determine how powerful the effect is. To raise your stats you must equip yourself with items and you will also have chances to gain stats via events. Some cards are stronger at the start of a run but fall off in effect later on, while others grow exponentially through your run. How will you build your deck?

Procedural maps

Every time a new journey is started a random map is generated, containing random terrain types, enemy camps, events and cities with their own exhaustible shops. As you make your way through the map, monsters will grow in difficulty and you will find better cards and equipment. However, as you explore, The Lost will slowly take over the map destroying cities and events in its wake. Exploration makes you stronger, but as the undead spread it serves to empower your foe. What path will you take to destroy The Lost?

Knowledge mixed with discovery

  • Each unique monster has a set custom deck. Learn what effects and cards a monster has to figure out the best strategy to defeat them.
  • Players can see the entire map from the start. All camps, cities and events are visible to optimize your route to ensure your success.
  • Each event presents a series of choices with set outcomes. Learn when certain choices make sense, and when they should be avoided through experience.
  • A compendium of all the equipment, monsters, and cards you have come across
  • Optional choice to show card equations

System Requirements

    • OS: Windows XP, Vista, 7, 8/8.1, 10
    • Processor: 1.6ghz
    • Memory: 4 GB RAM
    • Graphics: VRAM 512MB
    • Storage: 1 GB available space

What Curators Say

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