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Tiny Glade News

Tiny Glade is out NOW! 🎉🎉

Tiny Glade is released! 💗 We’ll run a 15% launch discount until the 3rd of October, and you should be able to see the final price in your local currency below:

https://store.steampowered.com/app/2198150

We hope you have fun, and we can’t wait to see what you make 🤩 If you can, leave a review, even if it’s just a few words - it helps us a lot 💚

[h3]Small changes from the streamer version[/h3]

Of course, we continue tweaking things. You thought the launch would stop us? 😄 If you’ve seen early footage from streamers, I’m happy to report that we’ve addressed the lack of pink color, improved flag placement, gothic door merging, and many other misc tweaks and fixes. (I totally did not binge-watch a dozen videos… 👀)

You might have also seen Daily Themes during streams and YT videos. We used the first 7 themes to give an early preview of what these themes could look like. Therefore, during the launch week you might see these themes again, but after, there will be new ones :3 We currently have 30 themes prepared 🙌


(the pink! how could I forget about pink? :D)

[h2]Beta branch[/h2]

While some tweaks are easy to add, there are a few things that need a bit more testing.

If you feel adventurous, I’ve prepared our first beta branch. It has one new feature: windows that touch ground or the bottom of a wall will now also turn into doors ✨ Big thanks to our community for the suggestion. This new interaction has additional chemistry, like getting railings when elevated, or stairs when in water. If you’d like to try it, the beta branch name is `new-door-chemistry` (how to switch to a beta branch). Otherwise, expect this new feature to come to the main game in a few days!



[h2]Wholehearted Thank You[/h2]

Thank you so much for following the development and being so supportive of our little diorama builder. You might not know but Tiny Glade started as my escape hobby from a bad creative burnout. Without getting too sentimental, I just want to say - thank you for making me believe that I can make something worth sharing again, and I hope Tiny Glade can do the same for some of you too. As I’m writing this, I have no idea how the release will go - someone from the future, please tell me haha :D All I know is that I’m grateful for the chance to make Tiny Glade and share it with you.

There is no concrete roadmap yet, but I really hope Tom and I (together with our audio duo, Martin & Oda) will be able to continue developing Tiny Glade further. Meanwhile, we do have a few little bits and bobs planned that will come your way soon’ish. Stay tuned!



Lots of love,
Ana, Tom, Oda & Martin

(small) Demo Patch 1.7.20 - integrated graphics hotfix

Hullo again!

Here's another small hotfix of a patch. If the game works for you, there's nothing to see here - carry on, have a good day, and don't forget to pet the floofs ❤️🐑

... but if you're a user of integrated AMD graphics and the game fails to launch for you, this patch might help! Here's the extensive list of changes:

* Add video memory fallback for integrated graphics chips.

🤓 Nerd note: we've noticed that we were being too picky with what kind of memory we request for our buffers and textures, requiring DEVICE_LOCAL memory. But on integrated graphics, that memory may be absent or very scarce. We'll now always fall back to host memory. We got lucky/unlucky that all the integrated chips & drivers just happened to work in our internal testing, but that's certainly not the rule.

P.S. We continue seeing crashes from owners of integrated Intel Graphics with outdated drivers. If you have Intel graphics and you ignore our driver version warning, you will almost certainly get a crash, and it's important that you update your drivers. Intel drivers were historically buggy in Vulkan, and only the recent versions work correctly.

Love,
Tom & Ana

Demo Patch 1.7.17

Hullo everyone 👋🌊

We continue fixing bugs 🐞 and smoothing things out for the full game's launch. We still see a few reports of the demo crashing at startup, but we've hopefully just fixed one of the causes! 👨‍🔧👩‍🔧

TL;DR:
* Improved video memory management (less VRAM use, by around 700MB)
* Render scale now goes > 1.0 (higher quality image if you have GPU power to spare)
* Render scale is automatically clamped by your video memory (hopefully no more out-of-memory startup crashes)
* Optional image sharpening


[h2]Improved video memory management[/h2]
We've reduced the video memory requirement by around 700MB (around 370MB of that is moved to system memory instead). This should help the game launch on systems with low VRAM, such as GeForce GTX 1050.

On older systems, this may also have a positive impact on performance. In particular, the framerate on our test machine with a Radeon R9 270 has doubled. It's an outlier for sure, but a nice bonus nonetheless.

[h2]Automatic render scale clamp[/h2]
The primary means of controlling performance vs quality in Tiny Glade is the "Render scale" video setting. It changes the internal resolution that the game draws at, making the graphics cheaper at the cost of visual quality.

You could previously set it the [0.1 - 1.0] range. We've now unlocked the top end, so you can set it as high as your video memory allows. If you have the GPU power to spare, you can improve image quality this way. If your screen resolution is 1920x1080, and you set render scale to 2.0, the game will internally render at 3840x2160, and then shrink it down to 1920x1080. In the end you'll see the same number of pixels, but the image will be cleaner.

This automatic render scale clamp also means that if you have very little video memory but high screen resolution, the game will automatically reduce its internal resolution instead of crashing.

[h2]Optional image sharpening[/h2]
Tiny Glade's visual presentation is intentionally soft, but whether you like the softness or not is a matter of personal taste, display device, and visual ability. We've now added a simple contrast-adaptive sharpening filter to the game. It's disabled by default, but you'll find the tweaker in video settings.

[h2]Other stuff[/h2]
* Added sliders for path & garden brush size. Gone are the three separate buttons for path size.
* Tweaked music mix & instruments
* Fixed slightly excessive aliasing & flicker at low resolution scales
* Fixed a crash when splitting windows/doors while mashing clicks
* Fixed a crash when trying to split a floor hatch
* Fixed a crash when previewing a window placement, and then switching to bulldozer/hammer via the keybind, and using the tool in the very next frame
* Tweaked logic of tree canopy see-through (to make the full game's tree tool function better)

Love,
Tom & Ana

Tiny Glade review




Tiny Glade is a game about building rustic old abodes in idyllic pastorals. There are no challenges, there is no narrative, nothing is unlockable and nothing is at stake. This is a meditative digital play object made for tinkering. It's a creative sandbox with firm boundaries designed to make even the most perfunctory effort yield "beautiful" results...
Read more.

Tiny Glade review: lovely tools and procedural flourishes make building castles a treat


Tiny Glade has been a constant presence on TikTok for the last year or so. It's never far away. In between burrito recipes and hymns to the Fujifilm X100v, this gorgeous toylike art tool's gamely turning stretches of balmy meadow into semi-ruined castles, semi-ruined villages and semi-ruined citadels.


Dreamy and slightly haunted, it's conjured words like "bewitching" and "spellbinding" in the comments sections, too. It makes sense, really. Tiny Glade's a game about making rustic dioramas and then photographing them. It's not hard to imagine some exiled magical person might live in here among the rocks and reeds and wild heather.


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