July update patch notes!

These wolves keep taking my stuff! The July update is out, and we think you are going to really enjoy this one!
Improvements to AI
Your single-player matches just got a major upgrade. AI opponents will now construct harbors and launch naval invasions directly against you. They will also push deep into unguarded territory, making border patrols far more critical to your survival.
Game Saving
Take on bigger games without the fear of losing progress. Reliable saves paired with our new AI make conquering huge maps far more rewarding.
Hotseat
Grab a friend and dive into Kingdom Hex locally with our new Pass & Play mode. It’s the perfect way to introduce someone to the game, and a great preview of how online multiplayer will feel in the future.
Performance
We’ve boosted overall performance and resolved several underlying bugs. You should notice smoother gameplay and faster load times across the board.
As always, we read every comment and incorporate as much feedback as we can. Check out the patch notes for this update, and let us know what we should work on next. We will have our Discord server up soon, but in the meantime, we will see you in the comments section!

Game Updates:
- Added Linux support.
- Added Pass and Play mode (first iteration of PvP; mixed player/AI matches coming in a future patch).
- Added Autosave and Resume system for standard games (currently unavailable for Pass and Play).
- Improved starting castle position generation for matches with more than 5 players.
- Stealth icon above a stack now displays at 50% opacity when outside a forest.
- Interacting with the tutorial toggle re-enables all tutorials.
AI Improvements:
- AI now builds and utilizes Docks.
- Improved AI scouting and exploration logic.
- Improved AI defense and economic management.
- AI can now recruit and use all units, rather than being restricted to early-tier units.
- Optimized AI turn processing for better overall performance.
Visual & Map Improvements:
- Updated map wrinkle pattern algorithm to remove repetitive textures.
- Added visual feedback when capturing buildings and potions.
- Updated visual assets for Castles and Outposts that are on fire.
- Reworked TileContent description banners to clearly indicate bonuses.
- Fixed map generation tiles that were missing events and structures.
New Abilities & Items:
- Regenerate (New Ability): Once per battle, when this unit takes damage, restore it to full strength.
- Ring of Mass Stealth (New Item): Added to the item pool.
- Ring of Recharge (New Item): Added to the item pool.
- Potion Variations: Added Potions of Armor (Armor I), Stealth (Stealth), Flying (Flight), Scouting (Scout I), and Healing (Regenerate).
Items & Equipment Changes:
- Duplicate items (e.g., Book of Fireball) will no longer drop until the global item pool is fully depleted.
- Bronze / Silver / Gold Armor: Changed granted effect to Armor I/II/III (previously granted active ability versions).
Zones System Rework:
- Event difficulty and rewards now scale based on Zones and Tiers.
- Event distance scaling dynamically adjusts based on Map Size and Player Count.
- Note: Questgiver logic will be converted to this system in a future update.
Optimizations & Performance:
- Optimized pathfinding algorithms for smoother game performance.
- Optimized map generation data structures for faster match initialization times.
Bugfixes:
- UI: Prevented recruitment structures in the Fog of War from displaying UI elements when clicked.
- UI: Fixed an issue where the Reward popup contained empty space.
- UI: Fixed the Options Menu to correctly highlight the active Windowed/Fullscreen setting upon opening.
- UI: Fixed an issue where the "My Army" label was overwritten when selecting another player's army.
- UI: Fixed an issue where item assignment displayed "Non-Hero" in valid stacks if the previously selected unit was non-hero.
- Pathfinding: Enemy-owned Docks are no longer calculated as valid pathfinding routes.
- Input: Fixed an issue where the Escape key failed to open/close the Options Menu.
- Gameplay: Added nullguards to prevent crash scenarios during combat.
- Gameplay: Allied players can no longer move through allied Castles, Resources, or World Buildings.
Balance Changes
Neutral & World Events:
- Nomad Event: Unit reward reduced to 4 Nomads and 2 Riders.
Units:
- Gargoyle: Removed Flight ability.
- High Elf Swordmaster: Cost increased from 8 → 10.
- Orc Ogre: Cost increased from 11 → 13.
- Undead Lich: Cost decreased from 15 → 13
Files
Get Kingdom Hex
Kingdom Hex
Turn-based strategy on a beautiful hex map
| Status | In development |
| Authors | Akfula, Crow |
| Genre | Strategy |
| Tags | 2D, 4X, Auto Battler, Fantasy, Hex Based, No AI, Roguelite, Turn-based, Turn-based Strategy |
| Languages | English |
| Accessibility | Subtitles |
More posts
- June update patch notes!30 days ago
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- Painting the Demon GateJan 17, 2026
- Concept Art: Shape LanguageJan 04, 2026
- Concept Art: The HalflingsDec 30, 2025
- Concept Art: The MysticsDec 27, 2025

Comments
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Played a couple of games and a real improvement on an already great game. The AI now uses its troops more carefully with small scouting parties hoovering up resources but the main armies staying out of fights it cannot win and also building up reserve armies to counter attack if you take a castle with a weak force. The AI also uses the harbours which mean you can get a powerful enemy army landing in your rear and the AI also uses the full range of units which makes defeating it much more challenging. The game is also much smoother with none of the slowdown seen in the last build. Good work!
We are glad you are enjoying the update! If you end up seeing anything that needs fixing, let us know and we can put those things on the list.
Brilliant! :)