# Hexa Escape: Tap Color slide — Which hexagon leaves first?

> Which hexagon leaves first? (iPhone/iPad app by VicApp Game.)

- Source: https://appshunter.io/ios/app/hexa-escape-tap-color-slide/id6760287679 (this page in markdown: same URL + `.md`)
- Developer: [VicApp Game](https://appshunter.io/developer/1836610670)
- Category: Games, Casual, Puzzle
- Price: Free with in-app purchases
- Age rating: 9+
- Requires: iOS 15.0 · 283 MB
- Languages: American English, French (France), German (Germany), Italian, Japanese, Korean, Brazilian Portuguese, Russian, Chinese (Simplified, China), European Spanish and 2 more
- Released: 2026-09-01
- Data updated: 2026-09-08
- User reviews in markdown: https://appshunter.io/ios/app/hexa-escape-tap-color-slide/id6760287679/reviews.md

## What is Hexa Escape?

Six colors. Six directions. One arrow on every hexagon.

Hexa Escape is a puzzle about getting tiles out of each other's way. Every colored hexagon on the platform carries a single white arrow. Tap it and the tile slides in exactly that direction and no other, crossing the honeycomb until it either leaves the platform for good or bumps into a neighbour and stops dead. A tile with a clear lane escapes. A tile pointing into the side of another has nowhere to go, and stays put until you move what stands in its way.

That is the whole rule set. All of the difficulty lives in the order you tap.

COLOR IS THE DIRECTION

Here is the detail that changes how you read the board. The arrows are not scattered at random: each color always points the same way. Red goes up. Yellow goes down. Blue heads up and to the right, green down and to the right, orange up and to the left, purple down and to the left. Once that mapping settles in your head you stop squinting at arrows one hexagon at a time and start reading whole patches at once: a wall of red is a column that wants to rise, a run of green a diagonal already leaning towards the exit.

WHAT A LEVEL LOOKS LIKE

Each level lays out a grey honeycomb platform with colored tiles resting on top. The shapes change constantly: a twisting ribbon, a rosette with a hollow middle, a six-armed star, a slab so packed that only two or three tiles can move on the opening turn. The empty grey hexes are not decoration: they are the corridors your tiles travel down, so where the gaps sit decides which chains are open to you.

Your move count sits at the top of the screen. Every tile you send costs one, and the level ends when the platform is bare or the counter hits zero. Early boards leave room to poke around; later ones hand you forty-odd tiles and a number tight enough that you think twice before the first tap.

SIX NEIGHBOURS, NOT FOUR

On a square grid a tile has four ways out. A hexagon has six, and the arrows use all of them. That small geometric difference is what gives the puzzle its bite. A tile aimed up-left can look boxed in, when the one blocking it is aimed down-right and clears its own lane the instant you touch it. Dependencies like that run three, four, five tiles deep, and untangling them is the real pleasure here: you are not matching, you are working out which tile has to leave first so the next can follow.

THREE TOOLS WHEN A BOARD SEIZES UP

Under the platform sit three items for when a layout knots itself shut. The hammer destroys a single tile you select, for when one hexagon is corking an entire lane. The dynamite destroys the tiles neighbouring the spot you drop it on, often the only answer to a sealed cluster in a dense board. The drill cuts a hole in the platform itself: tap an empty grey hex and it opens up, changing the ground your tiles move across rather than the tiles themselves. They exist to unstick you, not to play for you.

NOTHING HIDDEN, NOTHING RUSHED

Every tile, arrow and gap is visible from the first second, so a stuck board is never bad luck. It is a sequencing problem you have not cracked yet, and the fix is usually one tile further back than you were looking. No clock ticks in the corner: you can stare at a rosette, trace a chain backwards, and only then start tapping. Watching a tile you freed six moves ago slide clean off the edge, taking a whole jam with it, is its own kind of tidy.

One thumb, portrait, taps only. A level runs a couple of minutes, and numbered stages mean you always know where you stopped.

AT A GLANCE

Tap a hexagon and it slides along its printed arrow until something stops it
Six colors mapped to six travel directions across the honeycomb grid
Numbered levels, from open ribbons to sealed clusters
A move limit on every stage that turns each tap into a decision
Hammer, dynamite and drill tools for boards that lock up

If you like spatial logic and the pleasure of clearing a crowded space one piece at a time, start with the first platform.

## Pricing and in-app purchases

Base price: Free.

**One-time purchases**

| Purchase | Price | Type |
| --- | --- | --- |
| Gold Pack 2 | $4.99 | one-time |
| Special Gift | $2.99 | one-time |
| Remove Extras Ads | $7.99 | one-time |
| Gold Pack 4 | $19.99 | one-time |
| Gold Pack 1 | $0.99 | one-time |
| Gold Pack 3 | $9.99 | one-time |
| Gold Pack 5 | $49.99 | one-time |



## Version history (last 1 release)

### 1.0 — 2026-09-01

No release notes.

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All apps by VicApp Game: https://appshunter.io/developer/1836610670

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-09-08.*
