Your goal is to expand your empire to as many harder and harder procedural islands as possible to maximize your empire’s population!
You have to efficiently use the available resources, tools and perks, adapt to the environment, complete procedural quests... otherwise you can’t establish a strong enough colony to set sail for the next one!
Set sail, and choose wisely! Which island's perk and biome fits your playstyle and strategy the best? How far will your empire reach?
Once you can’t expand any further, you meet with your empire’s population, your final score.
Can your colonies reach the top of the leaderboards? ;)
Please keep in mind that I’m just a solo but passionate developer. This is not a AAA experience with hours and hours of content. I love Civilization, but HexLands is not really close to the 4X genre. What I’m creating is a simple at first sight but hard to master game. And you don’t even have to get a second mortgage to afford it!
Please don't hesitate to contact me if you have feedback, questions, or problems with the game. I’ll try my best! Oh, and let me know if you enjoyed the game, because that just makes my day! :)
Hi guys,
This time I don't really have time to make a video about the latest change in my roguelike city builder, called HexLands, so I thought I could talk about it the old fashioned way! :D
Lumbercamps were OP. And this not so small issue (because lumber is a pretty basic thus important resource) made me revamp the whole building "ecosystem".
I created a new, special resource: "Workers"!
The problem was that
This meant that this building was a no brainer… in a bad sense. It turns some wood into more wood… while you can only build them on forests… which are only suitable for lumbercamps! You don’t have to make any real decision, but you must do it to get lumber. It was so boring, it felt like a chore. A few quick and easy solutions came up:
Like changing the building cost to something other than wood.
Another solution would have been to create a similarly tiered (so early game building), which could be placed on forests.
And now here's the path I took:
So now when you have a forest tile and a lumbercamp card, think before building it. Because maybe next turn you won’t be able to afford a farm, a mine, or a brewery.
What do you think? This is just a quick and experimental solution, issues could surface any day, so I can’t wait to see or hear your feedback! :)
Also I’m getting closer and closer to the next testing phase, so if you’d like try HexLands, join my Discord server or my subreddit. And of if you prefer development videos, feel free to subscribe to my YouTube channel, a new video is coming soon! :)
Anyway, thanks for reading guys, cheers! :)
HexLands is a turn-based, roguelike city builder, set on peaceful, procedural medieval islands. Settle as many islands as possible, as they are getting...
HexLands is a turn-based, roguelike city builder, set on peaceful, procedural medieval islands. Settle as many islands as possible, as they are getting...
HexLands is a turn-based, roguelike city builder, set on peaceful, procedural medieval islands. Settle as many islands as possible, as they are getting...
HexLands is a turn-based, roguelike city builder, set on peaceful, procedural medieval islands. Settle as many islands as possible, as they are getting...
HexLands is a turn-based, roguelike city builder, set on peaceful, procedural medieval islands. Settle as many islands as possible, as they are getting...
HexLands is a turn-based, roguelike city builder, set on peaceful, procedural medieval islands. Settle as many islands as possible, as they are getting...