About this project
Coming to Steam Early Access later this year, launching April 2018 on Steam and the Nintendo Switch™ console.
In a world called Agon, the sharpest strategic minds command squads of expendable automatons in an explosive arena sport called the Hex Gambit.
Hex Gambit is a unique turn-based strategy game coming to Steam and the Nintendo Switch™ console, from the makers of the cult classic Outwitters (view our entire catalog of games here). It's designed to get to the fun part fast: Drag and drop minions onto your side of the map on Turn 1; start hitting stuff on Turn 2! Games typically last 10-30 minutes (depending how fast you think), with the action always intensifying in the late game for an epic conclusion.
Our vision is to create something deceptively simple, focusing on a limited number of character abilities that have lots of creative uses and combinations. That makes it easy for you and your friends to learn the basics and start exploring your own strategies. You won't need a seminar to get started!
Our crowdsurfing mechanic is one simple ability that adds a lot of creativity to the gameplay. "Meat shields" blocking your progress can be a frustrating tactic in these kinds of games, so in Hex Gambit we allow you to hop right over them, checkers style.
The first player to earn 10 Victory Points wins the match. You'll gain 1 VP for each enemy minion you defeat, and two if you can reach an enemy crystal pillar and "tap" it. Focus on eliminating your foes, or relentlessly mine their pillars for points. There are many ways to win!
At the launch of our Early Access later this year, all six of these Captains will be battle ready!
Your captain isn't a character on the board that can be defeated, that dirty work is left to your squad of minions. The captain's role is to cast a helpful, single-use bonus from afar. None of these powers will win the game for you, but used at the right time, in the right way, they can help your team close the deal.
But there's a catch: these bonuses can only be used once your opponent has earned a certain amount of Victory Points. The stronger the bonus, the more VP your opponent needs to earn for you to use it.
In practice, players that pull way ahead have no access to their captain's bonus, while players that are behind can leverage them to catch up. And if the game is neck and neck, you'll both get a shot at tipping the scales. "Laying low" for a big bonus play is a fun (but risky) tactic!
Minions are the guys on the board taking all the punches. They all cost the same cheap price to spawn, so they're easy to deploy. To balance that, you'll have a limited stock of each based on how strong they are. Brutes are super durable, so you only get two of those. Runners are quick and disposable, so you load out with five. Once your entire stock of a certain minion is defeated, you'll have to spawn something else!
During Early Access, we'll be expanding our minion roster from 5 to 7 for launch day.
One of Hex Gambit's core concepts is team customization. From our release day roster of 7 minion classes, you'll choose 5 that suit your playstyle. That's 21 possible combinations, times six captains, for 126 different teams!
We've even got 10 more unique minion classes in their early conceptual stages, each with their own unique feel. If we can get enough support behind this game, we'd be thrilled for a chance to make all 17 of these characters!
Backers that choose our Deluxe Edition or higher will get all the DLC minions we add post-launch 100% free! Thanks for supporting us early!
The heart of Hex Gambit is our competitive online League Play. Each month, players can choose a new faction to fight for in a massive territory control metagame.
Every league match you play, you'll choose a space on the big board to fight for. Any Victory Points you earn in that match, win or lose, get applied to your chosen space in the form of influence for your faction. Whichever faction has the most influence on that space earns points for it at the end of the season. As more and more influence gets pumped into a space, it grows taller and becomes more valuable.
Our online play provides something for everyone:
- The winning faction gets a victory trophy each season for their player profile.
- If your faction is losing the meta-game, there are still trophies you can earn! Your faction leaderboard shows how well you're doing versus your teammates. Trophies are awarded for the top 75%, 50%, 25%, and 10% of influence earners in your faction.
- Competitive purists will want to pay attention to their profile's Skill Rating, which is based on who you win or lose against rather than how much VP you've earned. Our player population will be divided into five skill tiers: Contender, Prodigy, Expert, Champion, and Grand Master. Where will you fall in the spectrum?
With the core of Hex Gambit falling into place, we've reached that point in production where the amount of ideas we have exceeds the time we have to realize them. More funds = more time to take Hex Gambit to a whole new level of polish. Your support gives us added elbow room to implement the features, music, animations, and effects that we know our fans are craving on launch day.
Risks and challenges
Since February of 2010, One Man Left has shipped roughly 6 unique game titles, a hair less than one per year, many of them on several different platforms. We know what we're capable of, and Hex Gambit is already far enough into production to give you a good idea of the quality you can expect.
We've also taken pains to choose backer rewards that we're confident we can deliver to your expectations. Nothing is on our list just because we thought it sounded cool enough to get us funded. We took the time to research our suppliers and shipping costs, factored in our development time, and tested for quality. We've never had to deliver Kickstarter rewards before, so we over-prepared for it!
The scope of the final game is a sliding scale directly impacted by this campaign, so reaching different stretch goals will push our launch release date back. What won't change is our Early Access date, so the game will be playable this year on PC while we add any extra features and content.
The most serious risk to the delivery of the final game would be the health of our two-man team. A major crisis for either of us would definitely cause delays while we sought outside help to complete the project. That's never been a problem in the past 7+ years we've worked together.
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