Hex of Steel

WW2 turn-based Strategy game.

5,99 €

Deep turn-based WW2 strategy with campaigns and multiplayer. ▶ 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.

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ADDITIONS • Mods now support CSV files to be loaded directly as mod files instead of being an optional extra step of the modding process. You can now bypass the in-game editor tools entirely to design your mods (outside of scenarios). You can now use CSV format to mod heroes, countries, tiles, units (before, it was units only). I would recommend moving over to CSV entirely since it is cleaner and clearer. • A warning will now be displayed if your mod uses both regular data files for modding units/tiles/heroes and CSV data format. If both are in use, CSV wins and overrides anything the regular data format fed the game (no data loss or anything, it’s just runtime data override). CHANGES • Multiplayer compatibility version. • Bit-identical gameplay mods content is now enforced on realtime multiplayer. • When a mod both loads CSV data and previous data format generated from the editor, CSV now 'wins' and its changes will be applied instead. • HP and veterancy discrepancies when a unit was captured from the regular capture path or from a nation’s surrender leading to various differences (HP, veterancy, etc). • README.rtf file when creating a new mod has been updated to reflect the latest modding changes/possibilities. • Updated the NATO template image (modding). • Rebalanced the Campaign of Poland (first German campaign scenario) so that it is more forgiving to new players. • Improved replayability by randomizing the available players to be invited to join the AI’s faction instead of running the list of players in the same order every time, giving the same alliances all the time (historical focus OFF). • Winter War Soviet campaign scenario routing now offers Operation Barbarossa North or Operation Barbarossa South instead of Kiev ’41 or Leningrad ’41 as next scenarios. FIXES • French Engineers were missing their ‘has flamethrower’ trait. • Ships took land units armour into account in the damage calculation even when those were in transport ships. • The following recon units did not have 2 vision range: Lockheed A-28, Caproni Ca.309, T-37. • When creating a mod, the NATO folder under Graphics/Units was no longer created. • Smolensk ’41 could not be completed as the USSR. • Memory usage improvements (optimizations). • Amphibious trait modification (added or removed from/to a unit) was never taken into account. • Fixed super rare and specific bug where scenario would end because of your unit retreating into a major VP from the enemy, and by doing so, the counter of major VP would reach the max. • AI most likely could not deploy launch sites, which as a result, made it impossible to deploy ‘missile’ units (V1s/V2s or any modded ‘missile’ unit). • AI was not properly sending its units far from the frontline back to the reserve for redeployment to a closer point on the front. • Map/hexes wrapping on ‘circular’ map (set from map editor) would not work on ‘odd’ width maps, it only worked on ‘even’ width maps. • Toggling ON or OFF the ‘circular’ property of a map in the editor would not rebuild the tiles neighbors list. • Distance calculations were wrong on circular maps near the edge of the map. • Belgian Modele 1931 47mm had wrong movement points and ammunition value. • French Canon de 194 GPF had the wrong type (artillery instead of Tank). • Wrong tooltip on the 'Auto supplies' button in the reserve menu. • On circular maps, units would slowly lerp from one side to the other taking up to 60 seconds on the biggest world map to move from one side to the other. Now they teleport automatically from one side to the other, and resume smooth movement from there.

The developer, Valentin Lievre, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .

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    The developer does not collect any data from this app.

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    The developer indicated that this app does not support certain accessibility features. Learn More about the accessibility features.

    Provider
    Valentin Lievre
    Size
    425.8 MB
    Category
    Strategy
    Compatibility
    Requires iOS 13.0 or later.
    • iPhone
      Requires iOS 13.0 or later.
    • iPad
      Requires iPadOS 13.0 or later.
    • iPod touch
      Requires iOS 13.0 or later.
    Languages
    English
    Age Rating
    4+
    Copyright
    © War Frogs Studio