A gothic illustrated horde-survivor. Pick a hero, draft upgrades every level, evolve your weapons into ascended forms, and fight to survive the endless dark.
One life, an endless horde, and a build you assemble on the fly. Survive long enough and your weapons don't just get stronger — they ascend.
Each with a distinct passive and a starting weapon — from the balanced Huntress to the heavy Gravewarden and a Revenant who grows stronger with every kill.
8 huntersCombine weapons with the right passives to discover secret evolved forms — Runestorm, Supernova, Reaper's Round — the dopamine peak of every run.
18 weapons · ascended formsThe Ossuary, the Frostvault, and the Ashlands — each with its own atmosphere, escalating difficulty, and a nightmare boss guarding the deep.
3 biomes · 3 bossesChoose an illustrated upgrade card every level. Reroll, banish, and craft your perfect run — no two builds ever play the same.
Reroll · banish · evolveYour hexes fire on their own, auto-aiming into the dark — your one job is to keep moving. Weave through the swarm, funnel the horde into your bolts, and never let them close the gap.



Pick your hunter in the loadout, then earn the rest with essence. Every hero rewrites the run — a passive, a stat identity, and a starting weapon that sets the whole build in motion. Start with Vess; unlock the other seven.


The balanced hunter — no weakness, no crutch. The clean way to learn the horde.
The heavy vanguard. Wades into the swarm and simply refuses to fall.
Burns bright, burns fast. Glass-cannon damage that turns the field to ash.
The last one standing. Tanky, wide magnet reach, built for the long soak.
Too fast to catch. Extra draft picks mean her build snowballs first.
Master of the arcane. Evolves weapons a level early — she reaches the payoff first.
Hexes fly faster than feet. Rides a broom, shreds cooldowns, floods the screen.
Stronger with every kill. A berserker whose damage ramps as the streak climbs.
Choose your descent from the loadout. Each biome throws a faster, tougher horde and pays out more essence for surviving it — push deep enough in one and the next unlocks, with a boss that hits harder than the last.

Crypt of the plague-abbot. Where every hunt begins — a bone-choked catacomb of ghouls and carrion clerics.
Plague AbbotWhere the frost-lich broods. Faster, tougher horde and a bitter cold that pays 40% more essence.
Frost LichMolten grave of the Ember Titan. The deepest, deadliest hunt — and the richest essence haul of all.
Ember TitanEvery level, choose one of three cards — a new weapon, an upgrade, or an item that bends the run your way. Reroll or banish what you don't want, then max a weapon with its paired passive to evolve it into an ascended form.



Max a weapon with its paired passive and it ascends — brighter, wider, and lit in evolution gold.
Push far enough into a biome and its warden wakes — the Plague Abbot, the Frost Lich, the Ember Titan. A health bar stretches across the top, the screen fills with death, and the horde never stops. Outlast it for the richest haul of the run.


Every hero, boss, and horror is drawn by hand in the game's gothic woodcut style. A look at the art you'll be fighting through.
Hexhunter is built by HyperSage — an independent studio crafting opinionated, carefully-made apps and games. Every hero, enemy, biome, and draft card is hand-illustrated, no backend, no login, no tracking. Just the hunt. See the studio
Hexhunter is coming to iOS. The hunt begins soon — sharpen your build and be ready when the crypt doors open.
Get notified at launch