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:
Mostly Positive (11) - 72% of the 11 user reviews in the last 30 days are positive.
All Reviews:
Positive (46) - 80% of the 46 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 (10)

June 23

Weekly patch 04: Update on translation progress, bug fixes, UI updates and Initiate mode balance

Weekly Patch 4
Hello everyone. This week is a little light on fixes and UI work and the main item this week is an update on where I am on translations.

I am currently working on translating The Last Hex into French, Spanish, Russian and Chinese. I believe I am 1/3 of the way done with translations and will be continuing to work on that and bugs this upcoming week.

Latest version

  • Purification button is disabled if player does not have enough money after use
  • Sleep now has consumed keyword
  • Updated Hidden Blade description to be more detailed
  • Added enemy ran away screen
  • Added no reward screen
  • Updated Charged Gauntlet to be correct - does 10 damage not 8
Bug Fixes
  • Fixed an issue with sleep working forever
  • Fixed an issue with Hammer of smiting dealing 12 damage every card
  • Fixed an issue with Draw/Energy boons/curses giving too much or taking too much draw/energy
  • Fixed an issue in Survival where players could re roll and still obtain previously selected item/card
  • Fixed issue with saving and continuing initiate where intent was disabled on continue
  • Updated some event difficulties
  • Players now can not remove horde stacks from Death knight
  • Slowed lost progression in Initiate
  • Less lost tiles in Initiate
3 comments Read more

June 16

Weekly patch roll up week 03: Bug fixes, updated map sizes and slightly altered events

Weekly Patch 3
Hello everyone. We are back from vacation, rested and ready to jump back into continuing to improve The Last Hex. We managed to get a bit done this week as we are ramping up for the future.

Biggest changes this week include a couple things
- Events now have a difficulty rating. Higher the rating the more likely it will be something deadly. Because of this change, event enemies no longer scale. If you decide to go into a 3 or 4 skull event in level 1, you may have a bad time. But if you leave, the event reshuffles back into the event order and you will see it again, so you will not miss out on the rewards for the run.
- Initiate, Adventurer and Hero difficulties now have different map lengths. With Initiate being the shortest and Hero being the longest.
- Lastly I made some visual changes for damage on player and enemy to know what the damage is coming from (poison, bleed, expose, ect ect)

Latest version

  • Initiate, Adventurer and Hero now have different map lengths for ease of play
  • In survival you can only move forward and not backtrack now
  • Added status effects that player and enemy had to defeated screen
  • Events now have a rating system.
  • Event enemies do not level depending on where you face them because we now show difficulty. Every event crab will be the level 1 crab, every highwayman will be level 3, and every undead will be level 6.
  • Also because of the addition of showing event rating, harder events will now shuffle back into event order so that they will be seen again. this only applies when leaving the event at the start.
  • Added ability to see all unlocked cards even if unowned.
  • Added Events to compendium
  • Steam cloud has been enabled
  • Added a new trigger point for fights, certain effects and cards will only trigger if a card is played. IE Expose,bolster will only work if the card actually hits now; This also extends to potions and items - Last breath poison only works if card hits. And this should fix multi play card issues triggering multiple times with multi proc items
  • Added new text display when attacking/evading/being shocked. Saying what kind of damage was dealt and for how much.
  • Fixed an issue with opening compendium during survival character creation breaking run
  • Fixed an issue with berserk ring giving -1 draw at the end of fight
  • Fixed an issue with The Pact giving incorrect defense
  • Fixed an issue with Blood Pact giving enemy bleed
  • Fixed an issue with Called Shot giving -50% critical due to critical update
  • Fixed issue with potions not being saved as owned - will need to obtain potions again to save correctly
  • Fixed issue with Champion enemy Combat Frenzy card
  • Fixed issue with Crack the shell and Sword breaker if enemy does not have cards
  • Fixed issue with Banshee Shriek breaking if no cards to remove from player
  • Fixed issue with Holy Rites event purification not costing money
  • Fixed issue with Death Call not working in survival mode
  • Fixed issue with Mercenary boon not lasting forever if bought that specific tier
  • Fixed issue with Meditate giving permanent +2 draw
  • Fixed issue with removing Light of the Chosen artifact
  • Fixed issue with Crucial Strike causing issues when playing "generated" cards
  • Fixed issue with Spirited boon not triggering when Hood of the Chosen was equipped
  • Potential fix for lucky rabbits foot to play certain cards more than once
  • Fixed issue with Sanctuary event breaking save files
  • Fixed issue with sleep ending after 1 turn
  • Updated text of Double Down to be more specific
  • Applying weakness now updates the values when seeing next enemy card
  • Cards that the Banshee consumes are now visible in consume deck
  • Updated equation for Tainted Blood
  • Updated equation for Sentinel
  • Grammar and spelling updates
  • Removed Curse key word from Mummy attacks
  • Iron Skin Potion now shows reinforce tooltip
  • Added a vague formula to One for all
  • Items that trigger once during a fight now disappear from status effect bar once triggered
  • Initiate mode has been adjusted and made easier due to smaller map size
  • Endless rain event is now repeatable
  • Holy Rites event is now repeatable
  • Champion enemy buffed
  • Frost Adept is now consumed and gained a buff
  • Critical is now capped to 50%
  • Evasion is now capped to 75%
  • Razor ring now deals 20 damage when attacked
  • Elixir of Champions is now destroyed after use

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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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