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Today I've launched a few minor tweaks for a smoother experience.
This update includes a few small fixes:
The changes to level 16, Through The Looking Glass, definitely helped with completion rates, but it still has a big drop-off in players who make it through the level. To help with this, I've reworked the Laser tutorials on both that level and the level before (Corporate Transparency) to make things clearer, along with an extra comment from Dantar to remind players about the Recycler. Other tweaks in this update:
The Cerebral Puzzle Showcase is here! It's running from 23rd-30th May, and is full of thinky games, of which Hexahedra is one! Get yourself over there and pick up Hexahedra before the launch discount runs out at the end of the event!
Cerebral Puzzle Showcase Event Page
Yesterday I realized that one of the video tutorials, covering adding payloads to cubes, was missing, so today's update fixes that along with a few other things:
Having looked at the first few days of data, there's one level which is stumping a lot of people, Through The Looking Glass. It asks you to make several leaps in understanding at the same time, which is a bit much, so I've simplified the level somewhat. Old solutions to the level won't work, because the cubes you're trying to build have changed, but well done if you solved the original version. I'll put the original up on the Steam Workshop at some point. While I'm here, a couple of other changes: - The New Record screen no longer tells you you've broken all three records, just the ones you've actually beaten! - An Unexpected Visit (the first Inspector level) no longer allows you to add your own Sourcers. I can't imagine people were doing much of that anyway, given how the level works, but if you do have any solutions with extra Sourcers in, trying to load them will act as though you've started a new solution. - The tutorial in Going Solo is now shorter. A big thank you to those of you who've been reporting bugs via the in-game Bug Reporter, I've got a list of things to work on in the near future. Please keep reporting issues that you see!
Hey folks, it's been great to see people picking up the full game and having fun with it, I've spent most of the last two days watching Hexahedra streams on Twitch! Inevitably, once lots of you were playing it some bugs came to light that I'd missed, so this is just a quick update to deal with a couple of the more serious issues.
More levels, plus a few small tweaks and tutorial improvements. Bugs fixed: 2 New Features
As well as the news about Hexahedra's launch date, yesterday I launched an update to both the demo and the Kickstarter beta. Here's what changed: Bugs fixed: 21 New Features
The time has come! Octavius is deciding which hat to wear to the launch party!
If you played the early versions of the game, or the demo, or you backed the game on Kickstarter, then thank you for being part of getting the game to this point and making it the best it can be.
The Steam demo is still available (and will be once the game is launched), so if you've never given Hexahedra a go you can start building factories and shipping cubes right now. Any progress will transfer over to the full version of the game. If you haven't yet, follow and add Hexahedra to your wishlist so Steam can notify you once it's live!
If you're a Kickstarter backer, I'll be in touch with your Steam key closer to the launch date. And if you've got beta access, check out the new update, there are lots more levels for you to have a go at!
Thanks for coming on this journey with me,
Chris
Kickstarter Beta Update 12 A mysterious stranger in the factory, global records tracking, and Steam Workshop integration. Bugs fixed: 37 (of which 1 was reported by a player, thank you!) New Features
Steam Cloud saves are now live! You'll now be able to take your progress with you between computers. Bugs fixed: 5 New Features
The first version of the in-game Puzzle Editor is here, available in the Kickstarter Beta!
The Puzzle Editor allows you to create a puzzle from scratch - you specify the size of the factory, what source cubes the player has access to and what target cubes they need to make, which devices they're allowed to use, and any locked, initial setup that they have to work with.
This is very much an early-stage release. There's no tutorial yet, and it's not currently integrated with the Steam Workshop, but I'd love to see what you come up with and get your feedback on your experience with creating puzzles. What the editor does have is Undo system support, which makes playing around with puzzle design much easier.
The rest of the usual patch notes are below. The Demo version has also been updated with the bugfixes.
Bugs fixed: 12 (of which 1 was reported by a player, thank you!)
New Features
To celebrate the Programmer's Sale I'm going to be doing some live game development on stream! I'll be working on the new Payload Adder device to support one of the Kickstarter backer rewards, getting their names into the game by adding their mortal remains to urns to be shipped off in cubes.
Come along, chat, and watch uneasily as we throw people's ashes around with teleporters.
I'll be live from 6pm UTC, which is 2pm EDT and 7pm BST, Saturday 7th October (today!)
Demo Update 19 / Kickstarter Beta Update 9 Sound effects have arrived! Let the devices whirr, clank, rumble, and hiss as they assemble your multitudinous cubes! Bugs fixed: 12 New Features
The Programmer's Sale is running from the 3rd-10th October, and Hexahedra is part of it! It's a celebration of programming and engineering games, so Hexahedra will slot right in. Hexahedra's demo is already out, and I'm planning to launch an update to add sound effects during the sale, so you'll be able to hear devices clanking, rumbling, and hissing their way to creating your cubes. Optimization is an important part of programming, so I hope to see people breaking records for Hexahedra's demo puzzles!
It's the final day of the Cerebral Puzzle Showcase, and I'm going to be doing some live puzzle development on stream! I'll be creating puzzles for advanced mechanics like laser signalling.
Come along, help me build puzzles, and then help me solve them!
I'll be live from 2pm BST (GMT+1), Monday 7th August (today!)
The Cerebral Puzzle Showcase is here! It's running from 3rd-7th August, and is full of thinky games, of which Hexahedra is one! Get yourself over there, buy some things, and grab the Hexahedra demo and add it to your wishlist if you haven't already!
Cerebral Puzzle Showcase Event Page
Tiny Teams 2023 is here! It's running from 3rd-10th August, it features lots of streams of excellent games made by small groups of indies, and Hexahedra is part of it! Get yourself over there, buy some things, and grab the Hexahedra demo and add it to your wishlist if you haven't already!
Tiny Teams Event Page
Tiny Teams 2023 starts on Thursday, and Hexahedra will be taking part. There'll be lots of streams of games made by small indie teams, like me and the excellent group of freelancers helping me bring Hexahedra to life.
Octavius, who is himself very tiny, is already hyped for the event. Join him in checking it out from 3rd-10th August!
The Cerebral Puzzle Fest event is starting this week, and Hexahedra will be part of it! It's a celebration of thinky games, with loads of livestreams and demos. Hexahedra's demo is already out, you can grab it from the store page!
You can find more details at www.cerebralpuzzleshowcase.com
Dantar and Octavius have teamed up to compose a short poem to commemorate the occasion:
Demo Update 18 Factories just got a lot more colourful! Also, stats opt-out added Bugs fixed: 3 New Features
Demo Update 17 / Kickstarter Beta Update 7
The narrative system has arrived! This is a disaster for Dantar, things keep going wrong in the factory!
Bugs fixed: 10
New Features
I've put together a few small bugfixes and UI changes - nothing major, but there's no reason not to launch them sooner rather than later. Bugs fixed: 8 New Features
Demo Update 15 / Kickstarter Beta Update 5 I've completed work on another new device, the Weigher. This is the final logic-branching device, alongside the Panel Sensor and the Laser. The Weigher has a configurable weight trigger, and branches depending on whether the cube's weight meets the threshold. Two new levels that use the Weigher have now been added to the Kickstarter closed beta, but there are several improvements and bugfixes that are available in the public demo as well, so whichever version you're playing, check out the changelist below. (Also, if you'd like to become a late backer and get access to the closed beta, you can find out how to do that on Discord.) Bugs fixed: 19 (of which 6 were reported by players, thank you!) New Features
Demo Update 14 / Kickstarter Beta Update 4 Since the first stats update went out at the start of this year I've been focusing my efforts on getting on the remaining devices working, the Teleporter, and it's now ready for field testing! The Teleporter lets you move cubes long distances quickly, including between separate parts of your factory that cubes can't move between in the usual way. (Did I mention that factories don't have to be rectangular blocks of workstations any more?) You can also use it to store cubes briefly while you work on the next part of your solution. Two new levels that use the Teleporter have now been added to the Kickstarter closed beta, but there are several improvements and bugfixes that are available in the public demo as well, so whichever version you're playing, check out the changelist below. (Also, if you'd like to become a late backer and get access to the closed beta, you can find out how to do that on Discord.) Bugs fixed: 14 (of which 1 was reported by a player, thank you!) New Features
I hope you enjoyed Christmas and New Year. Before the holidays I was working on the global histograms, and today they're released! Global stats are now live for both the public demo and the Kickstarter closed beta. New Features
Hexahedra reached its funding goal and Kickstarter, and then kept going, reaching a final total of 291%!
This means I have the funding I need to finish and release Hexahedra - a few more 3D models, more artwork, and sound effects.
Dantar and Juliana, whose factories you'll operate, are delighted with this news:
Those who backed at the relevant tiers will soon have access to a Closed Beta where I'll roll out new features for testing. Some of those features (such as the sound when it arrives) will also make it into the demo.
It's taken two and a half years to get here - a huge thank you to everyone who played the beta or the demo, gave feedback and reported bugs, or backed the Kickstarter campaign. The game wouldn't be in such a solid state without you!
Although it's finished, you can view the campaign page here.
Friends Stats! (Demo update 10) Today's update adds Friends Leaderboards to Hexahedra, ranking you alongside your Steam friends for efficiency in Steps, Commands, and Devices for each puzzle. To get your stats into the system, you'll need to rerun your best solutions. They'll get submitted to the new backend stats server, which will verify the results (so don't worry, solutions need to be legitimate to show up!) and insert them into the leaderboards. The global histograms are still to come, but I'd love to have lots of data to test them with, so encourage your friends to grab the demo and see who can come up with the best factories. For now, stats are available for all levels - for tutorial levels, they won't be terribly interesting, so at some point I'll filter out those levels and just have stats for the non-tutorial ones. Other new features: - Your save files are now zipped. If you have lots of solutions saved, an individual profile can easily swell to many megabytes, but they compress extremely well, so you'll now get almost all of that space back. Bugfixes: This update doesn't contain any bugfixes, but I have launched a couple of very minor updates since the last set of patch notes which dealt with a couple of small graphical glitches introduced by the last big patch, Demo 6, which shipped lots of performance improvements.
The time has come! Now that the demo is live, the next step is to raise the funds for the rest of the game!
Although I'll continue to cover all the code and game design, the Kickstarter campaign will allow me to commission the rest of the assets needed for Hexahedra, including sound effects
Dantar and Juliana, whose factories you'll operate:
Backing the project will mean you can get a copy of the game for below the launch price. There will also be higher tiers that start with adding a copy of the soundtrack and, at the top end, will allow you to design a level for the game.
It's taken two and a half years to get here - a huge thank you to everyone who played the beta or the demo and gave feedback and reported bugs. The game wouldn't be in such a solid state without you!
Click here to back Hexahedra and make the full game a reality!
I've tackled various bits of the game that were graphically less efficient than they could have been, in order to improve performance. Anyone running Hexahedra with a dedicated graphics card probably won't notice much difference, but anyone using integrated graphics should find that the game runs more smoothly now, especially on larger levels. Other new features:
Demo Updates 2-5: A few small updates have gone out over the last few weeks, and a larger one today. Here's a summary of all the changes between them. Bugs Squashed: 10 (of which 3 were reported by you - thanks!) Updates:
Creating a new puzzle in Hexahedra is easy - define the inputs and outputs, decide which devices are available and how big the factory is, and you're done.
What's much harder is solving those levels!
Come and tell me what you want to see in a puzzle, whether that's lasers, fire, tricky compact puzzles or vast sprawling factories. We'll build it, and then we'll see how efficiently we can solve it.
Here's my favourite Hexahedra device, the Laser, which allows for logic branching based on whether the beam hits something its own colour.
Omnituens will be doing a blind playthrough of Hexahedra, giving his impressions of the game as he sees it for the first time. Developer Sidequest Ninja will be on hand in voice chat to answer any questions you might have about the game. Stop by to see some factory building in action! Don't forget that Hexahedra is on Kickstarter for the duration of Steam Next Fest.
The time has come! Now that the demo is live, the next step is to raise the funds for the rest of the game!
Although I'll continue to cover all the code and game design, the Kickstarter campaign will allow me to commission the rest of the assets needed for Hexahedra, including new factory environments, some with high-tech, slick devices, some that have been cobbled together from spare parts.
The high-tech, hovering devices of Hexahedra Incorporated:
Backing the project will mean you can get a copy of the game for below the launch price. There will also be higher tiers that start with adding a copy of the soundtrack and, at the top end, will allow you to design a level or name one of the in-game corporations.
A cobbled-together Heater that definitely poses no health and safety hazards whatsoever:
It's taken two and a half years to get here - a huge thank you to everyone who played the beta or the demo and gave feedback and reported bugs. The game wouldn't be in such a solid state without you!
Click here to back Hexahedra and make the full game a reality!
After two and a half years of work, I've released the demo of Hexahedra! A huge thank you to everyone who tried out the playtest version, gave me feedback, and helped make the demo the best it can be. If you've got the playtest version installed, you won't be able to launch it any more. However, your save data will transfer over to the demo, so you'll be able to carry on without losing any progress. Grab the demo from the store page if you haven't already!
Hello Beta Testers! IT IS (almost) TIME, and I need your help. Later this year I'm going to run a Kickstarter campaign to raise the funds I need to finish Hexahedra (more models, music, audio, etc), and the Kickstarter pre-launch page is now live! This means you can now sign up to be notified as soon as the KS campaign launches. Backing the project will mean you can get a copy of the game for below the launch price. There will also be higher tiers that start with adding a copy of the soundtrack and, at the top end, will allow you to design a level or name one of the in-game corporations. Those last two will be limited in number (there's only room for so many levels and corporations!), so if you're interested in those be sure to get in quick once the campaign launches. Signing up even at this stage will help get the game funded - the more people who register their interest, the higher up the project will go in Kickstarter's algorithm, and the more visibility it'll get. So, please go here and click the "Notify me on launch" button! Kickstarter Pre-Launch
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