CONJURING WORLDS…
DEVLOG·22 MAR 2026·7 MIN READ

How we designed Hexfall co-op

Behind the asymmetric design decisions that let two players solve the same puzzle through different eyes.

HERO — HOW WE DESIGNED HEXFALL CO-OP

At the heart of Hexfall is a single idea: two players look at the same board but see different things. Here we explain how we reached that idea — and how we almost cut it.

Why the first prototype failed

In our first attempt both players saw everything. The result: one player found the solution while the other just watched. It wasn’t co-op; it was “one plays, one spectates”.

Good co-op should make both players indispensable.— From the design notebook

Splitting the information

The fix was to distribute information asymmetrically: one player sees the glyphs but not the path; the other sees the path but not the glyphs. Now no step can be taken without talking.

  • Glyph player: sees symbols and rules
  • Path player: sees passable tiles
  • Both: see the shared goal but can’t solve it alone

Our favourite moment in playtests was when players invented their own “language”: instead of “the star top-left”, it became “the bright one in your corner”. That’s the moment we’re designing for.

DIAGRAM — ASYMMETRIC VIEWS

Hexfall is in closed beta now. If you’d like to join, check the #hexfall-beta channel on Discord.

THE COVEN

Miss no magic.

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