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SwapHex

Coming soon

Match-three on a rotating hexagon. No ads, no timers, no lives. Plays offline.

  • Android
  • Windows
  • macOS

SwapHex is finished and gated but it has not been submitted yet — there is no store page to send you to. There is no date. The playtest list is where the current build goes.

Google PlayComing soon

SwapHex is a match-three game played on a hexagon that turns. Six faction sectors, one colour each, and every hex on the board is live at once. Swap any two touching pieces — including straight across a sector wall — to line up three or more. They clear, the survivors fall inward towards the hub, the holes refill, and the cascade spreads across the whole board.

Matching a colour on its own ground is the play. A run of a faction’s colour that reaches into that faction’s own wedge scores double and feeds that faction’s triangle; fill all six triangles to clear the level. Reaching across a wall into somebody else’s home is the whole game, which is why the walls do not stop anything.

Two things make that watchable. The camera pulls back on its own when a beat of the action lands somewhere the near framing does not show, then drifts home. And a clear is not one fade: the doomed pieces arm — lit and pulsing, the board dimmed behind them — and then go off in bursts and holds, with the last one alone after the longest wait of all.

The SwapHex title screen, with a real board playing itself behind the menu
The arcade board: six faction wedges, the goal triangles, and the booster tray
Campaign: the same hexagon dealt as hotel rooms, with staff robots and ice
The camera pulled back to show the whole hexagon

The walls do not stop anything

Adjacency runs through the sector walls, so a run can straddle two wedges and a cascade can cross all six. That is not a relaxation of the rules — it is the rule, because reaching into a faction’s home ground is what scores double and what feeds its triangle.

Rings and prisms, not rows

A wedge has rings, not rows, so the specials are hex-native. Match four and the survivor becomes a RING, which clears its whole ring right round the hub through all six wedges. Match five and it becomes a PRISM, which takes every piece of its colour anywhere on the board. They set each other off, and nothing is out of reach.

The Campaign deals the hotel onto the same board

Every hex becomes a room of the Haunted Space Hotel — six factions across three classes, the eighteen base rooms of the Rule of Six. Rooms have STAFF, which is hit points: a match of three takes one, four takes two, five takes three, and only the rooms that reach zero leave. A match no longer necessarily clears anything.

Ghosts freeze the board and dam the wedge

From level two, ghost waves freeze clumps of hexes on a cadence that tightens as you climb. Ice dams its wedge: nothing falls past it and the cells beneath stay empty until it thaws. Matching a frozen room thaws it, and the match is spent entirely on the ice.

No timers, and the engine cannot express one

There are no lives to wait for, no energy meter and no countdown anywhere. That is structural rather than a promise: the simulation reads no wall clock by contract, and there are tests that read the sources and fail if it ever does.

The plain facts

Where to get it
Coming soon to Google Play.
What it costs
Arcade is free forever — every level, every booster, both specials, the whole endless loop. One payment unlocks the Campaign, forever. That is the only thing SwapHex sells: no second currency, no lives, no timer.
What it collects
Nothing. It runs entirely offline, with no accounts, no leaderboards and no network play of any kind. Read the privacy policy that covers this title.
Android package
com.hauntedspacehotel.swaphex
Published by
Haunted Space Hotel Studios.