HEXTERMINATE – a week since release
Well, that was a ride! Actually shipping the game and seeing people playing HEXTERMINATE has been a rewarding experience. The community which has been taking shape in the forum has been very positive and constructive, crucially contributing to tackling some particularly critical bugs in a timely fashion.
With four patches released over the past week, covering crashes, progression issues and people with enormous monitors (Hi Brian!), the coffee stock has taken a noticeable hit.
The road ahead
Having fixed the most critical bugs over the course of the last week, development will be split in two ways:
As the previous week has seen several updates go out, you can expect continued support covering stability & progression fixes, as well as quality of life tweaks to make the game more enjoyable to play.
On the roadmap for the coming week:
- Further tweaks to ramming, to take into account the mass difference between the ships.
- Ensure fleets which are jumping into the current sector do so safely, so they cannot immediately collide with other ships.
In parallel to the regular updates, development will start on a large update which will bring in new features and more complex modifications. To be clear, these are free updates, not paid DLC.
The still embryonic plan includes:
- A new game mode, Infinite War: while the Campaign takes the player through a structured route, Infinite War will procedurally generate a new galaxy and populate it with the various factions. This should greatly increase the game’s replayability.
- Additional anomalies: to increase the complexity of the Infinite War galaxy, certain sectors will have modifiers regarding how ships and modules behave. The Campaign already has a black hole where shields do not work particularly well, so this will get developed further.
- New faction: a new faction will be added, specific to the Infinite War mode.
Thank you for reading and I hope you keep enjoying HEXTERMINATE for a long time to come.