The Gang’s All Here

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Hex Gambit Characters

And just like that, we have our 5 starter minions modeled and textured for Early Access, plus six captains to choose from. We’ve been putting a lot of thought into Hex Gambit‘s Kickstarter this past week, and here’s what we know so far:

We’re planning to launch the campaign in July and you’ll have two options for backing HG early: the Standard Edition and the Deluxe Edition. Both of these offer a great value vs. the launch day price of the game, especially if you’re quick enough to grab the Early Bird prices.

  • The Steam Standard Edition gets you into Early Access later this year, updating to be exactly like the launch day version of the game with a nice discount.
  • Upgrading to the Deluxe Edition adds a copy of the soundtrack, an exclusive, legendary skin for your crystal pillars (which can’t be purchased outside of Kickstarter and will make your opponents very jealous), plus free DLC for life! There will be no Outwitters-style Über Pack in Hex Gambit, so this is your ONE shot at securing that privilege. We’ve got 10 DLC minion concepts we’d love to add to our launch lineup, one every few months, and you’ll have gotten your money’s worth as soon as the first one drops!
  • A Deluxe Edition Friend Pack will also be available, letting you grab two Deluxe keys at a discounted price.

The higher tiers will tack on some other exclusive goodies that we’ll be ready to show off a little later. If you haven’t already, be sure to sign up for our mailing list to get an email reminder when the Hex Gambit Kickstarter goes live!

Categories: Hex Gambit

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  1. Not sure if you wanted more feedback from me or not but you're getting it anyway haha.

    Here is how I see it at the moment.

    First off, you say play a game in 15-20 minutes, but is that it a casual level? I could play an outwitters match pass and play in 15 minutes if I didn't care if I won or not. As it is now, I could easily spend 15-20 hours thinking about my turns on an evenly matched outwitters match, I usually don't spend anywhere near that amount of time, but I bet each of my matches take roughly 3-4 hours of my thought on moves at a competitive level. Now all of this aside...

    I have 2 options if I want to play hex gambit. I can buy a tablet with a data plan, or I can buy one with wifi. I can't really justify paying a monthly fee for data on a tablet at the moment since I have my phone.

    That leaves me with the option for wifi. I'll mostly only ever have wifi at my house. When I am at my house and have spare time, I typically don't play on my phone. Not only would hexgambit be competing with games like breath of the wild, ffxv, and divinity, it is also competing for time with watching movies or tv shows, hobbies, sleeping, hanging out with friends...ect.

    Would I pay 300$ for a tablet just to play hexgambit? I absolutely would if I thought I would get the value out of it that I got out of outwitters. The problem is I have such little free time, and so much stuff competing for my time when I'm at home.

    That was part of the brilliance of outwitters, pick it up and think about a match for a little while no matter where you are.

    I know I could use my phones hotspot to hook up a tablet, but I'm not going to be sitting at a doctors office and bust out my phone and tablet and hook up the wifi just to be able to think about moves for a while.

    I'm not sure if my perspective is unique or not, but I thought it might help. I understand why you guys made the call you did. I'll still support the kickstarter and get a copy of the game even if I only play it for a few hours like I did with sft. I'm just super bummed.

    Looking forward to the news on the other platform!

  2. If I'm backing the Kickstarter project you'd better be making a macOS version. Not having a mobile version is a HUGE disappointment for me. I don't care about Linux or console.

    Are you at least considering mobile later on? I'm pretty sure you can make more money off the App Store than on Steam. GreenLight should give you a fair idea.
    Also, aren't you guys using Unity? Porting it to mobile shouldn't be a huge task, I can totally understand if you're gonna do it later. Better than never.

    Im really disappointed and sad :weary:

  3. hah hah groan

  4. Then it's like, after the Steam release...

    BAM! Surprise release on the Switch! Nobody expects it, everyone wants it, it's the perfect marketing strategy

  5. Harti says:

    It's not just a hard pill to swallow - it's more than that. The amount of casual gamers you'll be missing out on is so stupidly insane. I haven't been an avid Steam user until I picked up Awesomenauts in 2015, and I have a loooong loooong history of active gaming that starts way before that as well as a very technical background. And even now I don't get on Steam a lot. In fact, I recently bought two games in my endless procrastination boredom but never got around to play them more than once because for some dumb reason Steam games give me the feeling that I have to commit a lot of time to make up for booting my computer and launching (and updating...) Steam. Time which I simply don't (or should not) have, and this entry barrier is enough for me to realize I should be focusing on work. My iPhone, however, I can simply fire up an app and bam, I'm in that game again. Becomes a habit.
    What's more, out of my 150 Facebook friends I know maybe 10 who might have Steam. But I swear to god every single one has a smartphone and at least knows Candy Crush.

    My ex gf who would probably never touch PC gaming played Clash Royale, for instance. It mainly targets strategists but happens to scratch casual gamers' itches too. And why, besides clever marketing? It is SO much easier found and played as opposed to having to convince someone to boot their computer (assuming it runs Windows), install Steam, create and confirm a Steam account, hook their computer to their Steam account and finally purchase Hex Gambit. My ex gf started playing because she saw me play and got interested.

    I think you looked at Space Food Truck's sales figures and went "eh, not worth it". Fair enough.
    But not only is this a whole other type of game, no, also the novelty effect wore off after having been on Steam (and not blown up) for a while. Besides, most people who owned the Steam version had no incentive to get the iOS version (except for maybe playing on the go, which the game wasn't designed for originally).

    Your news is very close to being a deal breaker for me since I'd have loved to play with my girlfriend who happens to only have a Mac and iOS devices. One customer less (her), one customer less inclined (me). If the upcoming news is 3DS support then she and I can play again, but then again I haven't touched mine in a year...

    I don't know a lot about the Unreal Engine but I have seen games for mobile devices with Unreal splash screens. I have no way to tell how hard it is to wire up notification support and such, I also don't know how much they charge their mobile licenses extra, but it shouldn't be so cumbersome to enforce even the thought of ignoring the juiciest gaming market?

    You should consider an iPad version to be one of your stretch goals. iPhone would be even greater but then the whole thing becomes a usability/UX chore which I understand very well nobody can possibly afford the time for.

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