Strategy · Dungeon Crawler

Hexa Battle

Assemble a party of heroes for turn-based squad battles on a hexagonal dungeon grid; carry survivors deeper each level and spend earned gold to recruit reinforcements.

Overview

Move a unit, then spend its single action on a melee swing, a ranged shot, or a mana-fueled Fireball — that is the decision loop of Hexa Battle, a turn-based squad-tactics game fought on a hexagonal dungeon grid. You deploy a small party of human heroes (you begin with one archer and three warriors) on one edge of a procedurally generated hex map while an AI faction of monsters holds the opposite edge, and each level is won by wiping out every enemy. Clearing a level banks gold and carries your survivors, injuries and all, into the next deeper level; dead units stay dead, so a fair trade is really a loss. Between descents a shop lets you spend that gold on knights, mages, clerics, horsemen, barbarians, and catapults. It is an open-source TypeScript and React project rendered entirely in SVG, built by Giacomo Tag (GitHub: itajaja) under the MIT license and first released in 2017, with its clean vector icons drawn from game-icons.net. The result reads like a compact, roguelite-flavored take on a tactical RPG, aimed at players who enjoy positioning, ability timing, and party management more than reflexes.

How to Play

Each turn, click one of your units to select it and the hexes it can reach light up; click a highlighted hex to walk there, which spends movement points. Then either pick an ability in the sidebar — or press its number key — and click a valid target hex to swing, shoot, or cast. Two real shortcuts speed this up: Spacebar jumps the selection to the next unit that can still act, and keys 1–9 choose the selected unit's action directly. Performing any action zeroes that unit's remaining movement, so reposition before you commit to an attack. When every hero is done, click the End Turn button in the sidebar and the enemy faction takes its turn under AI control. Eliminate all enemies to clear the level, after which you return to the menu to shop and venture deeper. Your party, gold, and depth reached persist automatically in the browser.

Tips & Strategy

Never trade evenly. Because fallen units do not come back, gang up on isolated enemies and finish them inside one turn before they can swing back — a unit acts only once per round, so focusing fire is how you take zero damage in return. Park the knight on a chokepoint: its high HP and innate resistance soak hits while the archer and mage shoot past it, and the mage's Fireball (area damage over a cluster of hexes, targetable only along straight lines from the caster) is wasted on a lone foe, so wait for a cluster. Read the terrain before you commit. Pits, Water, Forest, and Walls block ground walkers and shape the flood-fill path your units can actually take, but flyers such as bats and dragons ignore terrain, so a row of Forest is no safe flank against them. Cast Guard on a unit about to be hit, since Guard adds resistance and one HP preserved now is one more attack your party lands next level. In the shop, refill missing bodies before stacking expensive specialists — a full bench of cheap warriors clears the early depths faster than one fragile mage, and you need warm bodies to screen your ranged units.

Controls

Keyboard
Spacebar to select the next available unit1-9 to select the corresponding action for the selected unit
Mouse
Click your unit to select it, click a highlighted hex to move, click an action then a target hex to attack or cast; click End Turn to pass

Features

  • Turn-based squad combat on a procedurally generated hexagonal dungeon grid
  • Carry surviving units between levels and spend earned gold at the shop to recruit reinforcements
  • Human heroes (knight, mage, archer, cleric, barbarian, horseman, catapult, warrior) face monster factions (orc, spider, bat, troll, demon, dragon, giant)
  • Mana-driven spells and area attacks: Fireball, Teleport, Heal, and Guard, plus Burning, Slowed, and Sleeping status effects
  • Hex terrain shapes pathing — Pits, Water, Forest, and Walls block ground units while Flying units ignore them
  • Open-source TypeScript and React rendered in SVG, MIT licensed, with party, gold, and depth progress saved to the browser