Hexart City challenges you to construct a thriving medieval settlement using hexagonal grid placement. Balance resource gathering, worker management, and economic development through deliberate tile-by-tile decisions in a low-pressure building loop. It's ideal for players seeking contemplative strategy rather than time pressure or combat.
About this game
Build your medieval city by placing hexagonal tiles. Gather resources, manage workers, and create a growing economy through strategic decisions. A relaxing yet thoughtful city-building experience.
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Daily peak concurrent players, sampled once a night from Steam.
Thank you. Genuinely.You wrote to us, and a lot of what you wrote was the same thing said fourdifferent ways: the game was not telling you what it wanted. A mine that quietlydid nothing. A button that did not look like a button. A word in your ownlanguage with the accents knocked out of it.We went through every one of those messages. This update is the answer.THE WORLD NOW HAS SEASONS-------------------------Your city moves through spring, summer, autumn and winter. The grass turns goldand then white, the trees go copper and then dark, the stone cools, and the sundrops lower in the sky as the year gets on.It costs nothing and changes everything. Nothing reloads, nothing stutters — theseason turns over gently while you keep building, and the light moves with it,because snow lit like a summer afternoon just looks like white paper.Your save remembers where in the year you were. Load a city you left in lateautumn and you come back to late autumn, not to the first day of spring.WORKERS ACTUALLY GO TO WORK---------------------------This is the big one, and it is the one most of you wrote about.A building used to look only at the six tiles touching it. Put a mine two tilesfrom the rock it was built for and it stood there doing nothing — no error, nowarning, no hint. It looked broken because it may as well have been.That rule is gone. Workers walk to the resource wherever it is on the board.While we were in there: • More resources means more workers. A lumbermill next to one tree sends one person. Next to six trees it sends six. The crew grows as you plant. • They spread out. They no longer all queue at the same tree — each one takes the nearest thing nobody else is working. • They go to the right thing. A lumbermill that can now see the whole board does not send its woodcutters to the quarry.TRADE — SO A BAD TURN IS NOT THE END------------------------------------The Walls tab has been a "Coming Soon" sign for long enough. It is a tradecounter now.Hand over twenty of a reso...
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