Super Hexagon 1.2 update now live

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There’s a new update for Super Hexagon available! It mostly just adds support for the new iPhone 5 screen resolution – but it also fixes a number of other small issues too. It’s compiled for iOS6 using the newest beta version of the Adobe Flex SDK, so (hopefully) it should also solve any problems people have had with iOS6.

If you follow me on twitter, you might have seen that I had a little drama with this update, which originally was deleting people’s save files. Thankfully, that’s all taken care of now, it’s totally safe to update!

If you have been enjoying the game, please consider leaving a review on iTunes! It apparently really helps other people to find the game. (You might have noticed that the game itself doesn’t bug you about leaving a review, by the way.)

I’m still working on the Android and PC/MAC versions of the game. Should have some news on that front very soon.



Posted in super hexagon

(Thanks to molleindustria for the gif!)
Super Hexagon continues to be a never ending whirlwind, and shows no signs of slowing down! So I thought it might be nice to do a quick round up of everything that’s going on:

– I’m just back from Fantastic Arcade 2012 in Austin Texas, where Super Hexagon won the festival’s Audience Choice Award! This was an incredible event that I’m sure I’ll have a lot more to say about as soon as I’ve gotten over the jetlag.

– On Thursday night, I’m heading to London, where Super Hexagon is part of the third Wild Rumpus line up! Some of the world’s greatest Super Hexagon players will be there to take part in a live tournament!

– Super Hexagon will also be playable live at this year’s Indiecade, as part of one of the night game parties!

Finally, just to answer a question I’m getting asked a lot on twitter: Yes, I’m working on an Android version! Yes, I’m working on PC and MAC versions! I don’t know when these things will be ready, but I promise to keep you posted!

Oh, also, yes, I’m planning to update the game to add support for the new iPhone 5 resolution!

Thank you all for playing!


Super Hexagon launch week roundup

Posted in super hexagon

So, er, wow. So much has happened that I don’t really know where to start, but here goes.

Super Hexagon has been an absolutely huge success – both critically and commercially.

First, there’s critically: the reviews have been unbelievable! The game got a 9/10 from EDGE, and a 10/10 from Destructoid. I have a huge amount of respect for both of them, so getting scores like that is pretty mindblowing.

Secondly, commercially; the game has sold extremely well. It looks like the first week’s sales have come in at just over 30,000. This is way, way beyond what I expected!

I think the best thing of all, though, has been the amazing response the game has been getting from players. People really get what the game is about – something to obsess over, to master. I couldn’t be happier about this.

As a result of all this, I’ve decided to extend the launch sale. It just seemed like a shame to raise the price while so many people are still discovering the game! I’m going to leave the price at 66% off until things slow down a bit.

Thank you for playing, everyone!



Posted in super hexagon

So, turns out I accidentally launched Super Hexagon early last night. It was live on the app store for a few hours!

Er, I didn’t mean to do that. I messed up the forward dating stuff in iTunes. It you managed to grab a copy, congratulations! If you didn’t, well, you won’t have long to wait – I’m still planning to launch the game in less than a week, once I’ve got everything lined up. Still need to make a trailer, a website, send out review codes…

Anyway, yes, not long now!


You must be this tall to ride the Super Hexagon

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I have some exciting news that I really should have posted here sooner: Super Hexagon is finished. I finally submitted it to the app store about a week ago, and just this evening I got word that it’s passed review, and is ready to go live! Excellent!

I’m long overdue on posting some basic facts about all this, so here goes:

  • I’m hoping to release it in a week, on Thursday the 6th of September, as a universal app for iPhone and iPad.
  • The game’s gonna cost $2.99 – however, I’m launching it at a sale price of just $0.99 for the first week or so!
  • Although I’m focusing on the iPhone version for the moment, I’m definitely going to put it out on other platforms later. PC/MAC at the very least, and android is a possibility too!

Ok, cool, I think that about covers it!

I’m really proud of this game – although I’ve only been working on it for about four months, it feels like I’ve been subconsciously working on it much, much longer than that… There’s this particular strand of action game that I keep coming back to, that I always seem to do at jams – games like Self Destruct, or Bullet Time, or memrrtiks, or even the Super Gravitron from VVVVVV – they all come from the same place – something instinctive – to me, it feels like they’re all getting at the same thing.

Super Hexagon feels like the game they’ve been heading towards all along.


Hyper Mode #screenshotsaturday

Posted in super hexagon

This week, I mostly spent my time tuning the higher difficulty levels of Super Hexagon, and I added super hard Hyper Modes to each level! Basically, it’s like a “New Game+” that unlocks for people who get a Hexagon rank in each of the game’s three levels.

While I worry that the hyper mode tracks are probably going to be way too hard for most people, I’m really glad they’re in there – attaining the level of mastery needed to do well at that skill level is pretty much what this game is all about.

I’m almost done now.


Getting Stage3D to work on iPhone, with AIR 3.2 and Flashdevelop

That screenshot above is an important test project – I finally got stage3D working on iPhone! Which means, hopefully, I’m one step closer to getting Super Hexagon working on iPhone. Which is not necessarily where I want the game to end up, but I figured (since it’s supposed to be technically possible with flash now), it would be fun to at least try it and find out how it feels.

Anyway, getting Stage3D to work on an iPhone took a LOT of messing around, more than these sorta things usually take, and I had a lot of trouble finding recent information online on how to do it – so, I’m going to be a good interneter, and write a short tutorial, for future googlers who might have to go through this horrible process. Here goes:

I’m using FlashDevelop 4.0.4 RTM on windows, and I’m compiling with AIR version 3.2. All of the following assumes that you’ve already got a basic flash project working on an iPhone. If you haven’t, this isn’t the right tutorial for you. (try this one!).

Stage 3D doesn’t work with AIR 3.1, and I wasn’t able to get it to work with 3.3. If you don’t have AIR 3.2, you should be able to get it by just reinstalling the latest version of FlashDevelop. So, set your projec to target AIR Movile 3.2 under Project -> Properties -> Platform.

Next: this is the bit that tripped me up for a while: there’s an application.xml file in the root directory of your project. At the top of this there’s anoter line to select your version of AIR. Make sure that’s also set to 3.2, like this:

<application xmlns=”″>

Next, for Stage3D to work, you need to pass an additional compiler option. Under Project -> Properties -> Compiler Options, add the following under “Advanced Compiler Options”: “-swf-version=13”.

Under Project -> AIR App Properties -> Initial Window -> Non-Windowed Platforms, set the Render Mode to “Direct” (NOT GPU, like you might assume).

Once you’ve done that, the final bit is to edit application.xml again. There are a bunch of settings under “initial window” here – add the following to this:


That should be everything! Good luck!