Pathfinding update and more!

Hex Gambit

A fresh take on turn-based strategy! Battle the AI in single player, then join our community-wide turf war, the Apex Cup. Easy to learn, with tons of room for tactical creativity.

We're closing in on launch day but we're still not done improving the game. We're trying to squeeze in as much polish as we can in the coming days, as well as get to the bugs and usability requests that have been lingering on our to-dos for far too long. Hex Gambit launches October 15th! Be sure to tell your friends and get ready for the first ever full season of Apex Cup! [b]New:[/b] [list] [*] Re-worked pillar tapping UI. It is now integrated into your action bar. The in-game iconography is now a 3D icon. [*] Pathfinding has been re-worked from the ground up. Resolves a lot of edge cases where runners and other units would take longer routes rather than favoring crowdsurfing. [*] As a result of new pathfinding, movement highlights now show every space you can move to rather than just your range + 1 crowd surf. [/list] [b]Improved:[/b] [list] [*] You can now deselect units by clicking anywhere [*] Updated Stadium Visuals [/list] [b]Fixed:[/b] [list] [*] Inspire Visualizations now correctly remove themselves in replays [*] Fixed Match History not remembering dismissed games. [*] Intimidate Visuals now disappear correctly if you've targeted multiple enemies. [*] Doubletime passive ability now becomes active mid-turn for Brutes if you cross the required VP threshold [/list]