A Tactical Hex-Grid Strategy Auto-Battler with Roguelite Meta-Progression
Tessara: Strategic Conquest is a real-time strategy auto-battler where you command a growing empire on a hex-grid map. Your base automatically produces drones that venture out to claim territory based on your strategic directives. Between runs, invest Research Points into a deep upgrade tree to unlock new abilities, strategies, and late-game specializations.
What starts as a single tile and a button becomes a sprawling war machine. Every upgrade you unlock permanently changes how you play — from automated drone production to buildable structures, from faction specializations to prestige multipliers. The upgrade tree is the tutorial, drip-feeding new mechanics one satisfying unlock at a time.
Built with React, TypeScript, and the Canvas API, Tessara delivers smooth hex-grid gameplay with a polished UI and deep strategic systems — all running directly in your browser.
Smooth pathfinding and territory capture on hexagonal tiles. Watch your empire spread across the map as drones claim territory in real time.
Drones spawn, move, and fight automatically based on your chosen strategy. Set your directives and watch your war machine execute.
38 upgrades across Combat, Production, Utility, Strategic, and Special branches. Every unlock permanently changes how you play.
Quick 5-10 minute runs feed into a deep meta-progression system. The "just one more run" loop will keep you coming back for hours.
Face up to 3 AI enemies with distinct personalities and strategic behaviors. Enable AI Boost for harder enemies and bonus rewards.
Deploy Sentry Towers for automated defense and Barricade Walls to create chokepoints and funnel enemies into kill zones.
Command your drones. Capture territory. Build your empire.
🚧 Coming SoonFree to play • No download required • Built for desktop browsers
| Technology | Purpose |
|---|---|
| React 19 | UI Framework |
| TypeScript 5.9 | Type-Safe Development |
| Vite 7 | Build Tool & Dev Server |
| Zustand 5 | State Management |
| Howler.js | Audio Playback |
| Canvas API | Game Rendering |
Tessara started in December 2025 as a simple experiment — could a hex grid with colored tiles and automated units be fun to watch? The answer was yes, but "fun to watch" wasn't enough. The prototype played well for 20 minutes, but there was no reason to come back.
The breakthrough came in January 2026 when the whole project pivoted to a roguelite structure. Instead of standalone matches, every game became a "run" that feeds into permanent progression. That single design decision transformed a forgettable tech demo into something with real staying power. The upgrade tree became the tutorial, the meta-progression became the hook, and suddenly "just one more run" turned into hours of play.
What followed was one of the most intense development sprints imaginable — 38 upgrades, 7 scenarios, 50+ achievements, faction systems, prestige levels, and a complete AI overhaul, all built in a matter of weeks. The game went from concept to feature-complete in under two months.
Want the full story? Check out the Tessara Development Log for weekly entries covering the entire journey — from the first hex grid render to the final polish pass.