About Hex Seculum
Gold only turns into experience if you bring it home.
Hex Seculum is a free RPG inspired by old school RPG rulesets. Lead a fragile party across a hex map, follow rumors into dungeons where the torches run out, and fight turn-based battles where position decides who walks out. Play alone, or bring up to three friends online.

Every day your party gets a handful of action points. Spend them to travel, explore a hex, forage, search for a hidden dungeon or work a town for rumors. Rations, water and torches run down as the days pass, and the farther you go from home, the meaner the land gets.
Plains, forests, hills, mountains, swamps and deserts, revealed hex by hex as you explore
118 wilderness events with illustrated scenes and choices that test your heroes' abilities
123 rumors that turn into contracts and map markers in your journal
Settlements with shops, inns and retainers for hire

Every dungeon is generated fresh, floor after floor. Underground, every ten minutes counts: torches burn out, wandering monsters come looking, and a party that never rests starts to stumble.
Traps, secret doors, barricades and puzzles you can solve, force or leave alone
Monsters check their morale, run away, or stop to parley before swords are drawn

Battles play out across six lanes. Each hero gets one move and one action per turn. Melee needs reach, arrows lose accuracy over distance, and a wizard caught in the front lane will not last long. Set your marching order before trouble starts: the dwarf in front, the wizard behind.
30 monsters, from kobolds and wolves to five breeds of dragon
Over 30 arcane and divine spells, Fireball and Magic Missiles included
Heroes at 0 HP go down before they die, so there is still time to drag them out

Gather your table online. Two to four players share one campaign, each playing their own hero.
Invite Steam friends, share a 6-character join code, or open a public lobby for quick join
Every player creates and controls their own hero
The party votes on travel, events, dungeons and retreats. The majority wins and the host breaks ties
Action points are split fairly every day
If someone drops, another player covers their hero until they are back
When a hero falls, their player builds a new one and rejoins at dawn in a settlement
Text chat built in. The host keeps the save


4 races and 4 classes: Fighter, Cleric, Wizard and Rogue. Roll your scores 3d6 or 4d6 drop lowest
Over 180 magic items, from a Bag of Holding to the Vorpal Sword
8 deities with their own domains for your clerics
Hire retainers, and promote a loyal one to a full hero
At high level, build strongholds, wizard towers and temples, raise armies and deal with rival factions
An endless campaign: milestones reshape the world, and there is no final boss to beat
Ironman saves. At the start, choose whether a wiped party ends the campaign or a new party carries on in the same world