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▶ Command the War. Forge History ◀ Hex of Steel is a deep, turn-based WW2 strategy wargame spanning Europe, North Africa, and the Pacific. Command 45 nations in rich, hex-based tactical warfare. Play solo through branching campaigns or challenge others in cross-platform multiplayer. ▶ Why Hex of Steel Stands Out ◀ • Deep Turn-Based Strategy: Classic hex-based warfare with modern mechanics • Dynamic AI: Smart, reactive opponents that play fair—no cheating • Epic Campaigns: Lead your army through branching, history-changing scenarios • Massive Variety: Play as 45 nations, each with unique strategies • Full Customization: Doctrines, policies, and optional realism settings • Scenario Editor & Mods: Create and share your own content • Cross-Platform Multiplayer: Play seamlessly on PC and mobile • Living Battlefield: Weather, seasons, and immersive effects • No Microtransactions: Full game, no hidden costs ▶ Built with Passion ◀ What began as a €53 Kickstarter has grown into a deeply refined strategy experience, shaped by over 500 updates and a dedicated community. ▶ Join the Community ◀ Connect with 3500+ players on Discord to share strategies, scenarios, and experiences. ▶ Important ◀ For the best experience in the largest scenarios, a modern device (iPhone X or newer) is recommended. All devices can enjoy the full campaign and multiplayer features. ▶ Ready to Command? ◀ Whether you're a veteran strategist or new to wargames, Hex of Steel offers a deep, flexible, and rewarding WW2 experience. The battlefield awaits.
Categories as listed by the developer on Google Play / the App Store.
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Last bump 13d ago.
Signals: version bump ≤ 7 days + review velocity ≥ 1.5× the 7-day median. Both ⇒ Active event; version only ⇒ Recent update; spike only ⇒ High engagement.
ADDED • Blacklisted players list now automatically fetched from the servers in real time to refresh the chat instead of being baked into the game files and requiring a game update to update the ban player list. CHANGES • Improved localization quality for Simplified Chinese. • Europe 1941 units in villages have been replaced by garrisons. • Europe 1942 units in villages have been replaced by garrisons. • Europe 1943 units in villages have been replaced by garrisons. • AI ships will now move and target low damage potential land target if there is nothing else for them to do (they would stay idle before). FIXES • Localization entries missing. • Secondary/Major victory point could go out of sync from regular victory points in the map editor when setting the points (really rarely, and that would create freeze during the game so it would not go unnoticed. Did not happen on base game scenarios). • Custom campaign scenarios could have issues when finishing the first and second scenarios of the tree and would fail to load more. • Not all diplomatic options were disabled in campaign scenarios. • AI ships should no longer move into harbour tiles (if that were still the case, please send me the autosave file from the previous turn to the support email). • Buildings could be upgraded in the reserve and trigger an infinite money exploit through there. • Buildings (factories, refineries, airfields etc) could be built on rivers (where there was a bridge). • One rare and super specific occurence of AI game lag (several seconds) in a very specific case: • In a very specific case, you could be prompted with the overrun confirmation window during the AI’s turn. • If you had the ‘All Weather’ policy and had the ‘plane can move one extra tile after attack’ optional setting and your plane started above an enemy unit and you attacked that unit, your plane would not be allowed to move more than a single tile. • Some AI controlled nations would not perform landings when historical focus was ON in custom scenarios. • Mobile users: the amount of available units in the reserve would not display more than 2 characters, instead of 100+, it would display 10. • Mobile users: One more attempt to prevent auto overrun on attack.
CHANGES • Armoured trains stats: armour reduced from 50 to 30. Fuel reduced from 200 to 150 (5 turns worth of movement). • Strategic bombers will now remove 2 entrenchment instead of 1 during an attack (at the exception of strategic bombers carrying a torpedo, or a recon strategic bomber). FIXES • Supply route making stupid decisions and providing suboptimal supply paths. • Light bombers did not have their damage bonus (x2) vs naval transports. • Armoured trains would get entrenchment level 3 on scenario start even though their entrenchment amount could never go up. • Minsk 1941 Axis (campaign) very unbalanced. • Europe 1941 German side had negative manpower on start. • Scenario introduction text was not selectable/glitchy when selected. • Bug in the visual result of the damage calculation from the hero damage bonus, it was applied once in the damage calculation (correct) but displayed in the damage breakdown (bug). • Bug on the damage shown on the counter, hero damage bonus was counted twice. • Bug on devices that have Turkish as device language (not game language, device language) where mobility options would not be available in the store menu.
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