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Steam News12 May 20261mo ago

v0.0.3: Blob Maps, Loot Drops & Balance

v0.0.3:Blob Maps, Loot Drops & Balance Play the latest version free on itch.io Highlights: New map generation:distinct areas connected by corridors, tighter and denser maps Equipment drops from mobs:a new "Poor" rarity

In this update4

Full notes

Full Hexstride update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes8 additions15 changes11 removals
  • Maps
  • Gameplay
  • Performance
  • Balance
  • Fixes
changedv0.0.3:Blob Maps, Loot Drops & BalancePlay the latest version free on itch.io
addedHighlights:New map generation:distinct areas connected by corridors, tighter and denser maps
addedHighlights:Equipment drops from mobs:a new "Poor" rarity tier gives starter gear, craft for better
changedHighlights:Salvage reworked around gold:sell items and resources for gold, repair with gold only
changedHighlights:Dozens of bug fixes for combat, UI, crashes, and performance
addedHighlights:New

Hexstride changes

changedPlay the latest version free on itch.io
addedNew map generation:distinct areas connected by corridors, tighter and denser maps
addedEquipment drops from mobs:a new "Poor" rarity tier gives starter gear, craft for better
changedSalvage reworked around gold:sell items and resources for gold, repair with gold only
changedDozens of bug fixes for combat, UI, crashes, and performance

v0.0.3:Blob Maps, Loot Drops & Balance

Play the latest version free on itch.io

Highlights:

  • New map generation:distinct areas connected by corridors, tighter and denser maps

  • Equipment drops from mobs:a new "Poor" rarity tier gives starter gear, craft for better

  • Salvage reworked around gold:sell items and resources for gold, repair with gold only

  • Bigger bank (36 slots), crafting pulls from bank, random stat rolls on equipment

  • Dozens of bug fixes for combat, UI, crashes, and performance

Old

New

Added

  • New map generation creates distinct areas connected by corridors instead of random noise terrain

  • More mobs spawn across the map for a denser combat experience

  • Monster kill objective now requires eliminating 50% of mobs instead of 25%

  • You now spawn in a safe zone with no enemies nearby

  • Maze areas are significantly larger when the maze objective is active

  • Objectives are chosen before the map is built so each one gets the best area

  • Bank now has 36 storage slots instead of 16

  • Crafting and refining now automatically use materials stored in the bank

  • Movement inside the maze is no longer limited to 10 steps per click after completing the maze objective

  • Mobs already inside the wave zone now join wave 1 when you start the defense:clear the area first for an easier fight

  • Wave and falling floor enemies now appear as red dots on the minimap

  • Minimap now shows a hint that you can click or press a key to open the full map view

  • Message shown when trying to exit a level while in combat

  • Combat hint for passing your turn when movement is limited:click yourself or press Space to skip

  • Salvage now sells items for gold instead of returning materials, making gold the central currency

  • You can now salvage resources (material stacks) for gold too, not just equipment

  • Browser version now shows a helpful message if the game crashes, letting you know your progress is saved and you can safely reload

  • New "Poor" rarity tier (gray) for dropped equipment:weaker than crafted Common gear, giving a clear incentive to craft

  • Mobs can now drop equipment on death, giving a second way to gear up besides crafting

  • All primary stats now provide minor universal benefits to every class

  • Equipment now rolls random stat bonuses, making each piece unique

Changed

  • Crafting ingredients now show rarity-framed icons:click one to pick from available rarities in a dropdown

  • Repair now costs only gold:no more hunting for matching-rarity materials

  • Repair costs slightly increased to balance the simpler system

  • Fusion now requires 3 identical items instead of 2, making each rarity tier more valuable

  • Equipment base stats rebalanced (halved from previous triple) and rarity scaling steepened with exponential curve so higher-rarity gear feels meaningfully stronger

  • Equipment drops now start at Poor rarity; Common and above must be crafted

  • Random stat rolls reduced to keep them as a secondary bonus rather than dominating item identity

Fixed

  • Craft buttons are no longer pushed off-screen when viewing recipes with many ingredients:the panel now scrolls

  • Elite mobs no longer get permanently stuck after you escape combat:they walk back to their patrol area

  • Mobs no longer overlap onto the same tile during their turns

  • Wave defense no longer crashes when nearby mobs are caught in closing walls

  • Improved performance with many mobs on screen

  • Mobs no longer walk away after being knocked back by Ranger abilities:they stay engaged and keep chasing

  • Mobs now properly engage when you walk into their range around corners instead of wandering away

  • Ranged mobs no longer try to attack through maze walls:they reposition to tiles with a clear line of sight

  • Exit and bounty target arrows no longer hide behind objective panels

  • Hardcore mode now gives you a fresh map layout after dying

  • Walking in the hub no longer wears down your armor

  • Falling floor objective no longer completes early when extra mobs appear in the area from shrines or trapped chests

  • Fixed a crash when using a mobility ability that kills nearby enemies

  • Equipping items that increase Max HP no longer makes the health bar appear reduced

  • Fixed a crash that could occur in the browser version when saving

  • Fixed a bug where the player could get stuck in an infinite movement loop during combat

Source

Steam News / 12 May 2026

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