Skip to content

Arcade › Hex Kingdom

Hex Kingdom

  • 3d
  • puzzle
  • hex
  • city-builder
  • match-3
  • strategy
0
Remix it Discord

3 plays

How to play

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

Discussion

Nobody has said anything about Hex Kingdom yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Hex Kingdom was built by Oleg Sidorkin 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 Kingdom 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 Kingdom

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 polished browser-based 3D hex-tile kingdom-building puzzle called “Hex Kingdom.” Use Three.js (or an equivalent WebGL 3D engine) with a bright cyan-blue sky/background, soft atmospheric fog, white hemisphere lighting, strong directional sunlight, soft shadows, and a colorful low-poly toy-like style. View the board from a slightly elevated perspective camera looking down at a floating hex map; support mouse/touch drag to pan, mouse-wheel or two-finger pinch to zoom, with bounded panning and zoom limits. Add a subtle animation: placed tiles gently bob, glowing placement cells pulse, mist pulses, the kingdom rotates slightly, and small white sparkle particles float in the background.

The central board is an axial pointy-top hex grid. Each hex is a short thick cylinder with six sides, a blue side wall, and a circular emoji-like resource icon rendered on its top. Begin with this exact nine-tile seed arrangement: water at (0,0), wood at (1,0), water at (0,1), stone at (-1,1), food at (-1,0), metal at (0,-1), workers at (1,-1), wood at (2,-1), and stone at (-2,1). Around every empty neighboring cell, show a low translucent hex placement marker. Newly unexplored frontier cells should be gold/yellow, brighter and glowing; already explored empty cells should be pale translucent white. Beyond the current frontier, show pale blue mist hexes suggesting unexplored land. Placing a tile on an unexplored frontier scouts that cell and all six adjacent cells, increasing the map exploration count.

The player’s main loop is: select one of five upcoming resource hexes in the bottom queue, then click/tap a glowing empty hex on the board to place it. Queue entries are randomly selected from six resource types: Wood (🌲, green), Stone (🪨, gray), Water (💧, blue), Food (🌾, yellow), Metal (⚙️, steel gray), and Workers (👷, orange). The selected queue tile rises and glows. After placement, remove that entry, refill the queue to five, and reset selection to the first entry. Only empty adjacent valid cells may receive tiles. When a newly placed tile connects orthogonally/axially to a group of three or more matching resource tiles, collect the whole connected group: remove those tiles with a short staggered timing, add the group size to that resource’s meter (capped at 30), and add the same amount to kingdom progress (capped at 30). If fewer than three match, show a centered toast such as “Place 2 more 💧 to collect.” Play short soft triangle-wave blip sounds on selection and placement if audio is available.

Also implement three fixed map landmarks at axial positions: Ancient Grove at (-3,2), shown with a 🌳 marker and rewarding +4 Wood; Stone Gate at (3,-2), shown with a 🗿 marker and rewarding +4 Stone; and Moon Spring at (0,3), shown with a ✨ marker and rewarding +4 Water. Show their emoji markers on eligible frontier/placement cells. Placing a tile there claims the landmark, adds its reward capped at 30, and adds 1 kingdom progress. Do not allow a landmark to be claimed twice. Track exploration toward 45 cells and expose objectives: scout 25 map hexes, claim Ancient Grove, claim Stone Gate, claim Moon Spring, and chart the full 45-hex map. The objectives should visibly check off as completed.

The kingdom begins at 12/30 progress. At progress 12, display a central starter keep; at 18 add a woodland tower; at 24 add a river tower; and at 30 add a magical citadel. Prefer a low-poly castle/tower asset if available, but provide a fallback made from a short six-sided cylindrical tower with a purple conical roof. Place the buildings together in a small magical kingdom cluster just to the side of the board, and show a toast for milestone towers after the initial keep; at 30 say the magical citadel is complete.

Build a translucent glassy HUD over the scene. Across the top, show six compact resource meter cards in a three-column grid on desktop (two columns on narrow screens), each with a white rounded border, dark-blue translucent fill, resource emoji and label, “0/30”-style value, and a horizontal progress bar colored to match the resource. In the top center show a larger blue rounded build counter with a 💧 icon and kingdom progress, initially 12/30. Put a circular gear button in the top right that toggles pause/unpause and shows a toast “Paused” or “Back to building”; while paused, placement should do nothing. Below the meters on the left show a pill reading “🧭 Map 9/45” initially, updating with exploration (clamp displayed progress to 45). Beneath it show a “Map Objectives” card listing the five checklist items with circular check indicators and completed items struck through. Include a small upper-right hint reading “✋ Drag map • wheel/pinch zoom.”

At the bottom center, create a wide rounded translucent blue panel labeled “UPCOMING TILES” / “Upcoming tiles,” containing five large colorful clipped hexagonal queue buttons with white borders and their resource emoji. The selected button should lift upward, scale slightly, and glow. On desktop include a help panel at lower left explaining: “Tap a queued tile, then tap a glowing hex. Gold frontier hexes scout new map land; matching 3+ resources collects them and grows the kingdom.” On mobile hide that help panel, reduce HUD/card sizes, and keep the queue usable. Show centered rounded toast notifications for collection, scouting, landmark claims, and building events. Keep the overall aesthetic clean, colorful, friendly, low-poly, and readable, with large bold white typography and blue translucent UI panels. The game should expose state for pause, selected queue index, queue contents, six meters, kingdom progress/target, placed and collected counts, explored count/target, completed objectives, claimed landmarks, tile count, valid placement count, built milestones, and camera map position/zoom, and support applying patches to queue, meters, pause, selected index, kingdom progress, and map view.

More free browser games

Browse the whole Arcade →