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Hex Frontier

  • 3d
  • hex-grid
  • strategy
  • exploration
  • settlement
  • procedural
  • mobile-friendly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hex Frontier yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Hex Frontier was built by Liam Schuldes with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Hex Frontier opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Hex Frontier

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a mobile-friendly 3D isometric/orthographic hex-world exploration and settlement game titled “Hex Frontier.” Show a large generated axial hex grid with a roughly circular radius-8 map: blue water around the outer edge, inland grasslands, forests, hills, mountains, sandy coasts and occasional desert. Use a bright, friendly low-poly toy-like style with Kenney Hexagon Kit-style hex terrain/building/unit models, soft shadows, pale blue background, and a fixed elevated camera looking diagonally down. The map should be seeded and regeneratable; display “HEX FRONTIER,” the current “Seed ######,” and a prominent green “New world” button at the top. Generate terrain deterministically from the seed using sensible rules: water at the edge/low elevation, mountains on high inland tiles, hills below mountains, forests in moist grassland, sand/desert in dry or coastal regions. Carve a downhill river from an inland hill/mountain toward the coast. Place a central starting village on safe grass near the river, plus sensible initial farm, mine, market, forest cabin, distant castle, watch tower, wizard tower, and a dock or port on a coast tile. Route thin raised brown road overlays between the village and useful buildings; roads should prefer flat terrain, reuse existing roads, avoid mountains where possible, and retain visible underlying terrain. Where roads cross river tiles, show bridges; roads and bridges should be visually distinct overlays/models. Place a small caravan/player unit at the village with a white selection ring.

The core loop is: tap/click tiles to inspect terrain, features, yields, and distance from the caravan; move the caravan across passable land and built bridges; harvest resources when the caravan is on the selected tile; build new infrastructure in valid locations; reach 100 prosperity to win. Start resources at food 8, wood 8, stone 4 and prosperity 0. Resource HUD should be a dark translucent rounded bar beneath the header showing apple/food, logs/wood, pickaxe/stone, and a gold star prosperity counter formatted like “0/100.” Include a large translucent information panel showing the selected tile name (initially “Village”), terrain/details, distance, and yield/build hints. Bottom controls should be large rounded cream buttons labeled “Move,” “Harvest,” “Build,” and “Center”; on the right side provide large rounded + and − zoom controls. Disable actions when invalid and change Build’s label to the specific action when available.

Tile inspection should identify Grassland, Forest, Hills, Water, Coast, Desert, Mountains, River, Village, Farm, Mine, Market, Bridge, Cabin, Castle, Dock, Port, Watch Tower, and Wizard Tower. Yields: farm gives food 8, mine stone 8, market food/wood/stone 3 each, forest wood 6, mountain stone 5, desert/coast food 2 and stone 1, grassland/hill food 3; each tile can be harvested once and harvesting adds 3 prosperity. Harvesting is only possible while the caravan occupies that tile. Moving should find a passable route through land and bridges and animate the caravan along the hexes; water is impassable unless appropriately bridged/featured. If no route exists, show a toast explaining that the player should build a bridge or choose land.

Allow contextual construction with exact rules and costs: river bridge costs 6 wood and 3 stone and adds 10 prosperity; grass farm next to a village or market costs 5 food and 8 wood and adds 8 prosperity; mountain mine costs 10 wood and adds 10 prosperity; grass/hill/sand market next to a road or village costs 8 food, 10 wood, and 6 stone and adds 14 prosperity; distant grass/hill village costs 14 food, 14 wood, and 10 stone and adds 22 prosperity. Building changes the tile model, connects it to roads where appropriate, redraws the road overlays, and shows a toast. When prosperity reaches 100, display a visible win/result overlay and allow starting another generated world.

Support mobile and desktop interaction: drag on the world to pan, tap/click to select, mouse wheel or +/- buttons to zoom, and Center to focus on the caravan. Keep the camera orthographic and smoothly interpolate zoom/camera movement. Use clear selected-hex outlines, with a warm yellow marker for passable tiles and red marker for impassable water. Provide short toast messages for new-world generation, movement, arrival, harvesting, building, and invalid actions. Preserve the clean HUD-over-world composition visible in the reference: the 3D hex map remains visible behind the translucent white information panel and dark resource bar, with bold dark-green headings, cream controls, rounded corners, and compact but readable typography. Build the implementation around a Three.js scene with GLTF hex terrain and building assets, lighting and fog, raycast tile selection, and procedural road geometry; do not add combat, enemies, weapons, lives, or unrelated features.

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