Game review

HexGL

8 / 10

Developer
Thibaut Despoulain (BKcore)
Publisher
BKcore
Released
1 January 2012
Platforms
web
Genre
racing
Monetisation
free
Players
false

The short version

A genuine showpiece of what a browser could do in 2012 and still a good-looking, functional WipEout-style racer today. Touch controls are confirmed real and responsive - not just present but forceful enough that a hard drag on the turn pad at speed sent the ship flying off the track to a full crash, proof the steering is directly and physically wired to the ship's flight model.

Biggest strengths

  • Touch controls confirmed genuinely functional and responsive, not just theoretically present - a real touch hold on the on-screen ACCEL pad took the ship's speed from 0 to 343 with a visible engine glow, and a real drag on the TURN pad while accelerating caused a strong enough steering deviation to send the ship off the track to a full "DESTROYED" crash sequence
  • Still visually striking well over a decade after release - banked WipEout-style tunnels, reflective surfaces, and a heads-up shield/speed display that all render smoothly
  • Desktop keyboard controls (arrows/WASD, shift for air brakes) confirmed working via visible ship banking on a turn input

Biggest weaknesses

  • The heaviest game on this shelf by a distance - genuinely needs a real device and a moment to load the WebGL assets, and quality/performance will vary a lot by phone
  • The flight model is twitchy at speed, meaning a firm touch drag can send you off the track almost immediately - not necessarily a flaw for the genre, but a real learning curve for a first-time mobile player
  • Sound is present but understated compared to the visual presentation

Who it's for: Anyone who wants to see a proper 3D racer running in a browser tab, on desktop or phone, with real physics-driven flight rather than a rails-style demo.

Our recommendation: play

8 / 10

Opening

HexGL has been on this shelf since before the review pipeline existed, so this is a retrospective look rather than a first pass - but it's aged well. Released in 2012 as a demonstration of what WebGL could do in a browser, it's a WipEout-shaped anti-gravity racer: banked tunnels, a magnetic ship, and a shield that drains when you scrape a wall, all running on Three.js.

Touch controls, confirmed with a genuine crash

The manifest already claimed touch support, so this pass tested it directly rather than taking that on faith. On a simulated phone, the title screen correctly auto-detected touch and defaulted its control-scheme setting to "TOUCH" without being asked. In the actual race, a real touch hold on the on-screen ACCEL pad took the ship's speed from a standstill to 343 with a visible thruster glow and real forward track progress - and a real drag on the TURN pad while still accelerating produced a strong enough steering response to send the ship off the track entirely, ending in a full "DESTROYED" crash sequence. That's about as decisive a confirmation of working, physically-connected touch controls as this kind of test can produce: the input didn't just register, it had real, visible, occasionally fatal consequences.

Still a looker

Over a decade on, the presentation holds up: reflective tunnel surfaces, a glowing engine trail, a clean shield/speed HUD, and a genuinely 3D banked track rather than a flat rails demo. It's honestly labelled as the heaviest game on the shelf, and that's a fair trade for what it's showing on screen.

Final Verdict

A real 3D WebGL racer that backs up its reputation with controls that are confirmed to actually work - and work hard enough that a careless drag will put you into the scenery. Worth the load time on a real device.

Pros and cons

Pros

  • Touch controls confirmed genuinely functional and responsive, not just theoretically present - a real touch hold on the on-screen ACCEL pad took the ship's speed from 0 to 343 with a visible engine glow, and a real drag on the TURN pad while accelerating caused a strong enough steering deviation to send the ship off the track to a full "DESTROYED" crash sequence
  • Still visually striking well over a decade after release - banked WipEout-style tunnels, reflective surfaces, and a heads-up shield/speed display that all render smoothly
  • Desktop keyboard controls (arrows/WASD, shift for air brakes) confirmed working via visible ship banking on a turn input
  • Auto-detects touch vs keyboard/mouse and defaults the control-scheme menu option accordingly, rather than assuming desktop input
  • MIT licensed, no third-party analytics found in the shipped bundle

Cons

  • The heaviest game on this shelf by a distance - genuinely needs a real device and a moment to load the WebGL assets, and quality/performance will vary a lot by phone
  • The flight model is twitchy at speed, meaning a firm touch drag can send you off the track almost immediately - not necessarily a flaw for the genre, but a real learning curve for a first-time mobile player
  • Sound is present but understated compared to the visual presentation

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 8 / 10
  • Visuals 9 / 10
  • Sound 6.5 / 10
  • Originality 7.5 / 10
  • Replayability 7 / 10
  • Controls 8 / 10