Hexfinder WiP - Play Chapters 1-11 (New December 2025 build!)

I was afraid of that, but thanks

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You could download the old saves to disc first.

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This is a good idea, thank you

Summer’s in the air, the solstice is on its way. Time to check in with where I’m at :sun_with_face:

The writers among you will know (especially if you’ve written one of these) that the last chapters start to take FOREVER with all the permutations and branches and major/minor differences you’ve set up. That’s the case for me and Chapter 11, which is still incomplete. Don’t worry, I’m not turning into GRRM, words have been added. Progress is being made. Just much slower than I’d have liked.

But neither Matthew Hopequins, nor Her Majesty Queen Charlotte, nor even all the devils in the realm will prevent me from finishing this - I will triumph in the end! :raised_fist:

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Best of wishes, I’m very excited for when it’s done - and happy solstice! The end chunks are always so long, but I’m sure they’ll be awesome.

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So this is amazing? And quite frankly, so underrated. I just love the atmosphere you’ve built and I’ve enjoyed the setting so much. I thought it would be difficult to grasp since I know almost nothing about this time period IRL or most of these historical figures but it did not hinder my enjoyment too much which is good! I enjoy playing an overly zealous, overly authoritarian stick-in-the-mud kind of character but she’s just really principled you guys! I’ve never played Mask of the Plague Doctor but now I might have to! I just adore the writing style that has been used all throughout the game.

Now onto some feedback stuffs! First the really minor ones like there not being a notification of the pamphlet “Of Foul Courtly Schemes and Usurpers Therein - Katherine Pym” being added to Documents of Note for the sake of consistency.

Then, as someone who chose Iceni as their horse’s name from the list at the beginning, and then the Iceni actually showing up within the story, I feel like there should have been some tracker there that linked the two and recognised that choice maybe? I mean otherwise it’s pretty hard to believe that the Iceni come up and the first thing MC thinks of is not her own horse, just even as a passing thought :sweat_smile:

Now onto my biggest points of despair! Yes, I’m dramatic :head_shaking_vertically:

You cannot imagine my anguish when the three skills needed to stop Primkins from burning the documents were my three throwaway ones! Pistoleer, Bad penny, and Accusation. My track record was undefeated up until that point :sob:

But I digress, you win some, and you lose this one pesky thing. At least the preservation pledge and arcane allowed me a fallback but THEN I felt like the options there with Cromwell’s head were limited too? I felt like there should have been an option to take it back to the Order and to Hopequins? It felt very off that there wasn’t as it seems like the natural course of action to take for someone undeniably loyal to the Order. And none of the other options quite fit the way I had been playing so far and the traits it tested (because again, not the way I built my character) were all doomed to fail. It required being either less autocratic, more skeptical, more avaricious, or more paranoid. All of them opposite of what I had, both in terms of the role play the game had been perfect at so far, as well as gameplay stats-wise. It meant no way out of failure, an Anna relationship drop as well as suspicion raising.

I have not continued to Chapter 10 yet but I have loved what I have seen of the story, except this one thing that I felt disrupted what had been a smooth experience thus far.

EDIT: Just played a bit further and looked at the code which at least let me find a work-around in that I can just pick the conceal head paranoid option and then immediately return it to Dorty and the Order and lower that suspicion percentage but I still think it’s a bit of an oversight to not have that choice already beforehand.

EDIT 2: Oh my god, these situations are just coming at me completely one after the other with the Wiggett situation having no good option for me either :fearful: and it’s just extra concerning because it keeps raising my suspicion with nothing I can do about it. Probably should have increased a third skill, instead of raising one of my main two, in hindsight.

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This is very kind and thoughtful feedback, which I intended to reply to… er… looks like almost two months ago. Sorry about that, got a bit hyper-focused on finishing Chapter 11.

Which… is now complete! It is with CoG editors and I’ll put an updated version of the game up for people to play around with pretty soon.

I am in Turkey Day Land, so it’s holiday time first! :turkey:

Yeah, that sounds like a fair critique! By the sounds of it you were on the route where you go to Broughton Castle second (after Ipsden). I’ll have to go back and check, but I think I reused a few options from the ‘Broughton first’ route regarding ~the head~ and it could be that some of those are not so appropriate for the other path. Might tweak some things there.

Don’t worry, raising your suspicion high enough can you a whole special route to play! You like tribunals… right?

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The option which used to be the ‘greed/avaricious’ one has now been reworded to include people who wish to take the head out of a sense of honour/duty. It doesn’t change the much else a great deal, but it now also tests against your Authoritarian stat to let players grab it with that motivation.

Which brings me to… The December 2025 build is here! 200k words added, various changes and bug fixes from last time (basically responses to feedback in this thread), and eleven full chapters to play through.

Play it on cogdemos, or download the html version below. No content differences between the two.

Hexfinder-dec2025-build.html (6.0 MB)

If you were in the middle of a run of the prior cogdemos version, it might carry on without problems, or weird stuff might happen. I can’t really say for sure. Starting again is probably recommended.

Things to do in Chapter Eleven:

Summary
  • Defending yourself at a tribunal, for those awful heretic traitors who were detained at the end of 10.

  • Evicting some frightful heretics who totally deserve it (for those who were not detained).

  • (Potentially) investigating a rogue tailor.

  • Taking a trip to Nico’s erotic mindscape (for those close to them).

  • Getting all wet with a different companion.

  • Chatting with your faithful horse.

  • A lovely trip to a crypt to meet a… friend?

This is also my annual nag-post about adding Hexfinder to your Steam wishlist, it helps signify interest (even if you don’t actually plan to buy from Steam) and is good, I assume, for my self-esteem. You can do so here: Hexfinder on Steam

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So that’s the plan the traitor has, reminds me somewhat of Lord Inquisitor Xavier Calcazar plan in Rogue Trader


Just as insane, stupid, and full of arrogance. Still it can work out for him maybe it can work out for the traitor too.

Here are stats from two of my runs with the same mc. In the second I managed to pass all the checks I ran across

Edit: never mind fail two in the second and didn’t notice it until I recheck the code

Run 1




Run two





@PParrish Two quick things I notice about telling people about the plot to assassinate the Queen in my second run that I’m not sure is intentional. One is that Progression of the Parliamentary Plot only goes down if you tell the traitor about it and two if you agree to the plot you can only tell all the traitors and non traitor Hopequins about it outside of the trial path

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Feedback and speculation part 1 (two and bugs will come later)

God dammit Dory why are you selling out to both the traitor and the Parliamentary (I’m guessing that since even when the traitor is Laud or Henri the Queen is still not told about the plot unless you tell them yourself when working with them). At least my mc was right not to trust you. Also now I’m guessing it’s you not Anna who is going to be trying to assassinate the Queen if the mc says no.

I guess Nico doesn’t really care that much abot knowing the mc name compared to Anna and Richard.

I like all the different people Primkins can try to get you to “confuses” to and thier different responses to it. Makes me like Herna even more, she and Ursula are my favorite side characters in the game and I hope we can see a bit more of both in the epilogue.

Also kind of hoping we can kill Primkins or at the very least ruin his life :grin:

Like how Satia tries to grab you in the trial path. It’s her best attempt so far.

The Pembroke path if successful makes it very obvious who the traitor on a run and makes convincing the non traitor person you are talking to a auto success regardless if you have low court_traitor but I’m guessing that having high court_traitor will still help in the last chapter so it shouldn’t be too much of an issue.

Some critique about the religious conflict subplot

I agree with what Apple said about there should being an explicit choice about picking what religious belief the mc has otherwise there nothing really tie them into the conflict. Even when siding with Laud or Henri (traitor or no) from just reading the code it feels like the main reason the mc is doing so is for balance (and not for belief in the Anglican Church)/ for the Queen (and not for a belief in Pontifex) even though there are (very few) options to state otherwise. It’s also not really brought up in the siding with the siding with the Parliament subplot whether the mc is doing it out of a sole belief in the Parliamentary cause or if they are also doing it because of a Goldy belief too

It feels like there are very few opportunities to play the mc as being religious outside of playing them as a raging Zelot (even if it’s one who is merciful). Almost all but a few in chapter 10 and 11 True Believer choices are about whenever the mc believes in the supernatural not whether they are a true believer in their faith.

Another part this is that the few options to express support for one or belief another feel like they come out of nowhere and are out of character with rare they are. Also in the case of the meeting with the Queen in chapter 11 you only have a choice of one side and funny enough it’s against who you are talking to unlike Laud and Henri.

All of this makes the Theological conflict subplot feel very lacking in comparison to the Royalist vs Parliament subplot where the mc can though out the game both display and express loyalty to one side or another.

If a explicit choice is too much to rework in, then I have another suggestion about putting in one or more internal monologs early on perhaps in chapter 3-4 about how the mc feels they lean towards.

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So I’ve known who the traitor was for a while but its so difficult juggling it all haha. Like in one instance I played with Satia’s whispers and offered to assist the traitor in chapter 10 but that was because I assume that spy from earlier chapters was theirs and I was summoned to that meeting by them? But if you are not pulled aside by the traitor you don’t get the option to say you’re on their side. I would like maybe a chance somewhere to tell them that. For instance maybe the last choice in chapter 11 when you have to say who it is

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Yeah, definitely an oversight or two there. I’ve changed it (just in my build at the moment) so that if you disclose the plot during the trial, it’s a blanket %-15 to parliament’s plot. I think it gets brought up by everybody in the crypt encounter one way or another if the ‘queen_informed_of_parliament_plot’ flag is set, so this represents the various efforts taken to prevent the assassination. Likewise, if you’re on the other path where you tell Dorty about it at the eviction (and subsequently should auto bring-up ‘huh, she didn’t tell you?’ in the crypt with non-traitors), that will also set the same %-15.

I’ve gone back to Chapter 10 and set a %-60 to the plot if Alkin is in gaol (same as you get if you informed on him and Hopequins tells you in Chap 11 that based on that info he has been caught).

Not sure how much I have to do spoilers here since I think most people reading at this point will have played pretty far in the game, but hey, just to be cautious.

Yeah, I think that’s been an oversight. The player does quite a bit to nudge the religious conflicts in various directions but you’re both correct, any personal theological (or otherwise) interest the player has is not really reflected in the text. You can do it because you think it might get you closer to Henri (for example) but that’s a bit game-y and transactional.

I think what I can do to improve that a bit is similar to how I handle the “who did you fight for in the war?” question. Find a place I can set a flag early for “I’m Pontifex-curious,” “I’m pro-Godly,” or “not really bothered mate” and then use those to slightly alter dialogue or add bits of text (the aforementioned inner thoughts) when the questions or choices about religion arise. That works pretty well with the little extra bits of flavour like “I’m doing this because I fought for parliament and I still believe in the cause.”

Yes, you have to get on that traitor path early and that can be somewhat down to chance.

At the very least I can say you will get a last ditch chance to try a heel turn and throw in with the traitor in Chapter 12, if you desire :slight_smile:

They will, later. You will be physically reunited in Chapter 12.

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