A look at the first batch of concept art, and a short intro video for Hexahedra starring a small octopus.
To promote Hexahedra I've set up a YouTube channel to show devlogs, demonstrate mechanics, and, when things inevitably go wrong, post weird bug videos.
As an indie dev, I'm in the fortunate position that lockdown hasn't changed my ability to work on Hexahedra. Apart from a couple of days off over Easter, work has continued apace. Since last month's update I've completed another 32 issues, fixed 15 bugs, and completed three more milestones.
Tomorrow it'll be exactly a month since I started streaming the development of Hexahedra. In total I've put 58 issues, 9 bugs, and 3 milestones onto the Issue Spike — one reason for streaming was to get me to focus more while working, and it certainly seems to have helped.
For some genres, keeping the core of your game as pure code, and using the 3D engine only as a presentation layer and UI system can have big advantages.