Goblin Hunt
A top-down fantasy role-playing game drawn in pen-and-ink black and white. Real-time fights, procedurally generated villages, wilds and barrows, and adventures you carry one character through.
Demo availableA mech roguelite shooter
Tin Coffins
The pilot is a version number.
You are a combat clone in someone else’s war: short, lethal squad fights through war-torn cities, in an armored mech at infantry scale. When you die, the war doesn’t rewind. The next you wakes up and keeps fighting.
Free demo · Windows, macOS & Linux · full game expected December 2026
Demo availableA cozy role-playing game
No armies. No combat. A lantern and a list of names.
You are a freshly graduated necromancer, sent to a small village to help its restless dead find peace — through listening, investigation and ritual, not raising armies.
Free demo · no combat · cute, with bittersweet edges · expected late October 2026
Out nowiPhone & iPad · Android soon
Build a beach. Bring the tide.
A cozy beach-building game with real water. Shape wet sand into castles with one finger, plant your flag, and let the sea have a go at it.
Free · no accounts · plays offline · Google Play soon
In the workshop
Next on the bench. An early prototype already plays in the browser.
A top-down fantasy role-playing game drawn in pen-and-ink black and white. Real-time fights, procedurally generated villages, wilds and barrows, and adventures you carry one character through.
The studio
Hexmonger is an independent game studio in California. We make small games with deep systems underneath: sand that behaves like sand, worlds that generate themselves, and stories that ask you to understand rather than fight.
Behind Hexmonger is Nathaniel Voorhies, who worked on GPU architecture at NVIDIA and on machine-learning accelerators and their compilers at Google. Now that experience goes into games that are gentle to play and honest about what they do.