HexSwarm:
Hostile Worlds
A co-op strategy game playable solo or co-op with up to 6 players where your goal is to colonize a planet that does not want you there.
official box art, by Alex RusoCan you survive the swarm?
HexSwarm is a faithful adaptation of the board game by the same name. You and your friends tackle building a prosperous colony on a planet that does not want you there. You'll need to make smart use of all options at your disposal to handle the endless swarms of Bugs.
The planet
Every game plays on a uniquely generated map. Beginning with your Settlement in the center, you'll draw a trapezoid-shaped tile each turn to expand the map. Tiles are placed to expand the map, revealing new dangers and opportunities alike.
Take on one of seven roles, each with its on georgeous art and unique skills to be your force on the map.
Analyst
Adapt and Defend. Cycle cheaply and gain bonuses on base.
Biologist
SCIENCE! Generates enough science to fund an entire game and then some.
Constructor
Optimized for optimizing; gains discounts and can build remotely.
Excavator
Turns rocks into not-rocks. That's their job and they're really good at it.
Exterminator
Removes threats. Why Squash once when you can Squash twice!
Frontliner
Never feel stranded or trapped again. Don't let a single pesky bug ruin your plan.
Siegemaster
Project your colony's force to nearby zones - remove bugs without even being there.
It's 1.0; not finished.
The game is fully playable and released; you can buy it now and play it completely. Additional polish updates are coming in the future, including a revamped main menu alongside Quality of Life and UX polish.
HexSwarm is the biggest and more complete project I've ever worked on. It's my pride and I will never forget the process that lead to it.
Starting as a pandemic project, it was first built on Tabletop Simulator to prototype. At the time, it was a generic Fantasy hexagon placing game. It was only when my friend got on board that the pivot to Sci-fi happened, transformming it into the game which would consume the next year of my life.
Before I could even really understand what had happened, we had a fully playable game with multiple commissioned pieces of beautiful artwork. It was only right to create a physical version. And I'm more than proud to say after many years, there's finally a version available on steam as well.