Turn one-tap sorting decisions into a complete mobile puzzle product. Hexa Fall gives Unity developers a polished 3D hexagon-sorting loop, a measured 500-level campaign, buyer-facing authoring tools, and the surrounding systems needed to customize and ship a hyper casual puzzle game.
Players tap exposed colored hex stacks and route them into matching tray boxes. Completed boxes clear, locked and mystery containers change what can be reached, and a limited buffer makes every selection matter. The result is an easy-to-read mechanic with room for increasingly strategic layouts.
Try the project: Play in Browser | Download the Android Demo | Read the Online Guide
HyperCasual LiveOps Kit is included for ads, haptics, IAP, and other similar backend features.
π§© A SORTING LOOP BUILT FOR VARIATION
- Route exposed hex tiles into color-matched boxes and clear the entire board.
- Countdown crates, mystery boxes, tray cut-outs, and shrinking buffer capacity introduce new decisions as the campaign advances.
- Portrait framing and touch-first input support fast, one-handed mobile sessions.
π 500 PROVEN LEVELS, NOT PLACEHOLDER CONTENT
The included JSON campaign contains 500 contiguous levels. The generation pipeline validates and solves content before it is written, while campaign reports and autoplay evidence cover early, middle, and final levels. Difficulty, mechanics, colors, capacities, and booster grants are all data-driven.
π οΈ BUILD LEVELS YOUR WAY
Use the visual Manual Level Editor for deliberate layouts or the seeded Automatic Level Generator for large campaigns. Shared load, save, renumber, validation, and generation logic keeps both workflows aligned. The included HTML manual explains setup, level structure, balancing, and extension points.
π BOOSTERS AND PRODUCTION SYSTEMS
Four integrated boostersβShuffle, Extra Slot, Crate Buster, and Pick Anyβinclude unlock rules, inventory, first-use guidance, and safe refusal behavior. The surrounding HyperCasual LiveOps Kit supplies progression, currencies, rewards, shops, minigames, achievements, leaderboards, battle pass surfaces, local persistence, audio, haptics, analytics adapters, and service integration points.
Ads are included. Banner, interstitial, and rewarded-ad flows are integrated and the demo configuration uses official test inventory. The Google Mobile Ads vendor plugin is not bundled in the buyer package, and production app/unit IDs must be supplied by the buyer. IAP remains in dummy mode until real store products and credentials are configured.
π¨ DESIGNED TO RETHEME AND EXTEND
Replace the palette, materials, UI art, generated meshes, audio cues, and feedback while keeping the sorting rules intact. The HexaFall namespace and JSON level schema isolate game-specific code and content from the reusable backend. URP materials, shader sources, prefabs, and editor tooling are included.
βοΈ BEFORE A PRODUCTION RELEASE
- Install optional vendor SDKs required by the services you enable.
- Replace test ad IDs and dummy IAP settings with production credentials.
- Supply signing keys, privacy-policy hosting, platform-console IDs, and store products.
- The included APK is a development/demo build, not a production-signed store binary.
π€ CREATED WITH AI
AI-assisted code generation tools were used during development, primarily Claude Code for generating C# and supporting tooling code, with a smaller proportion of assistance from GPT-based models via Codex. All AI-assisted code was manually reviewed, modified, integrated, compiled, and tested for correctness, performance, maintainability, and compatibility with the project.
OpenAI image generation (GPT image model, via Codex) produced the shipped booster and power-up artwork β the Shuffle, Extra Slot, Crate Buster and Pick Any icons and their tutorial images, plus three booster images in the bundled HyperCasual LiveOps Kit. Each output was selected from several generations, cleaned of embedded metadata, resized to the project's UI sprite sizes, imported with the project's sprite settings, and checked in-game for readability at button scale.
Level content is not AI-generated. The 500 campaign levels come from the project's own deterministic generator, not from a trained generative model. Audio, scenes, prefabs and materials are not AI-generated either.
The complete file-by-file list of AI-generated assets ships inside the package as Assets/HexaFall/AI-DISCLOSURE.txt.
π PACKAGE BOUNDARY AND LICENSING
No optional vendor SDK source or binaries are included in the buyer package. The package includes the first-party HyperCasual LiveOps Kit and a BSD-licensed easing implementation (Robert Penner's easing equations); Unity Registry dependencies remain subject to Unity's applicable terms. See Third-Party Notices.txt in the package for the verified dependency and license inventory.
π DOCUMENTATION
The included offline HTML guide covers installation, the gameplay architecture, both level editors, the generator, boosters, customization, the level format, and troubleshooting. The same guide is available online.

