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Steam News12 May 20261mo ago

🩸Choose Your Offering

Hey everyone! It’s been a while since the last Steam update, so I wanted to share what I’ve been working on.

In this update2

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Full Hexborn update

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Hey everyone! It’s been a while since the last Steam update, so I wanted to share what I’ve been working on.

What changed

0 fixes1 addition6 changes0 removals
  • Performance
  • Gameplay
  • Events
  • Balance
changedHexborn is a roguelite boomer shooter about surviving brutal FPS fights, drafting perks, and snowballing into an occult murder machine. But I don’t want Hexborn to feel like one flat arena where you wait for waves to arrive. Lately, I’ve been building more exploration into the runs: castle halls, crypts, ritual spaces, recovery rooms, branching choices, and corrupted old-world interiors that connect the bloodshed into a forward-moving descent.
addedChoose Your OfferingOne new room type I’ve been working on is Ritual Choice Rooms .
changedChoose Your OfferingThe idea is simple: you enter a room, the way behind you closes, and two marked paths appear ahead. Each path offers a different reward, but once you choose one, the other locks away.
changedChoose Your OfferingMaybe you need health to stabilize the run, a weapon pickup to change your firepower, or a stranger shrine-style reward to push your build further.
changedChoose Your OfferingI took some inspiration from games like Hades, where each room keeps you moving forward while still giving you small decisions that shape the run. In Hexborn, I wanted that idea to feel physical and FPS-driven: visible doors, readable icons, and actual spaces you move through instead of abstract menu choices.
changedChoose Your OfferingThe goal is for each choice to feel like stepping deeper into the dungeon, not just picking a reward from a menu.

Hexborn changes

changedHexborn is a roguelite boomer shooter about surviving brutal FPS fights, drafting perks, and snowballing into an occult murder machine. But I don’t want Hexborn to feel like one flat arena where you wait for waves to arrive. Lately, I’ve been building more exploration into the runs: castle halls, crypts, ritual spaces, recovery rooms, branching choices, and corrupted old-world interiors that connect the bloodshed into a forward-moving descent.
addedOne new room type I’ve been working on is Ritual Choice Rooms .
changedThe idea is simple: you enter a room, the way behind you closes, and two marked paths appear ahead. Each path offers a different reward, but once you choose one, the other locks away.
changedMaybe you need health to stabilize the run, a weapon pickup to change your firepower, or a stranger shrine-style reward to push your build further.
changedI took some inspiration from games like Hades, where each room keeps you moving forward while still giving you small decisions that shape the run. In Hexborn, I wanted that idea to feel physical and FPS-driven: visible doors, readable icons, and actual spaces you move through instead of abstract menu choices.

Hexborn is a roguelite boomer shooter about surviving brutal FPS fights, drafting perks, and snowballing into an occult murder machine. But I don’t want Hexborn to feel like one flat arena where you wait for waves to arrive. Lately, I’ve been building more exploration into the runs: castle halls, crypts, ritual spaces, recovery rooms, branching choices, and corrupted old-world interiors that connect the bloodshed into a forward-moving descent.

Handmade Rooms, Procedural Runs

Hexborn’s runs are built from handmade rooms arranged into a procedural dungeon flow.

That means each run can change, while the rooms themselves still feel intentional and memorable. Instead of only fighting in disconnected arenas, you move through combat spaces, corridors, ritual rooms, secrets and moments of recovery.

The first environment leans into a castle-like cult stronghold: stone halls, oppressive interiors, and corrupted old-world architecture.

Choose Your Offering

One new room type I’ve been working on is Ritual Choice Rooms.

The idea is simple: you enter a room, the way behind you closes, and two marked paths appear ahead. Each path offers a different reward, but once you choose one, the other locks away.

Maybe you need health to stabilize the run, a weapon pickup to change your firepower, or a stranger shrine-style reward to push your build further.

The question is always: What do I need right now to keep the slaughter going?

I took some inspiration from games like Hades, where each room keeps you moving forward while still giving you small decisions that shape the run. In Hexborn, I wanted that idea to feel physical and FPS-driven: visible doors, readable icons, and actual spaces you move through instead of abstract menu choices.

The goal is for each choice to feel like stepping deeper into the dungeon, not just picking a reward from a menu.

Thanks for following the development of Hexborn. If you like fast FPS combat, roguelite progression, and occult horror with an old-school touch, wishlisting the game helps a lot.

See you in the next update 🩸🤘 Sohrab

Source

Steam News / 12 May 2026

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