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Tiny Glade at Tiny Teams + more news soon!



Hey folks!

Hope you're all well, and get to enjoy some summer lazies 💆 We're meanwhile laser-focused on preparing the game for its release. While we were making intense keyboard typing sounds, the good folks at The Yogscast selected Tiny Glade to participate in the Tiny Teams festival they host 🙌

If you've never heard of it, Tiny Teams is an annual indie festival celebrating games created by a core team of five devs or fewer. It's quite fitting that Tiny Glade has a tiny team too - our full-time crew is just me (Ana) & Tom, although Tiny Glade certainly wouldn't be what it is without the phenomenal contributions of our audio duo, Martin & Oda.



We're also preparing a BIG announcement, dropping next week! 👀 Ok, ok, I'll say mid next week, but that's all you're getting out of me 🤭 Have a lovely day! *runs off*

Love,
Ana (&Tom)

Chill castle building game Tiny Glade shows off new rustic structures

Creativity is one of the driving forces of humanity. Our ability to see a stone wall, a blank canvas, or a clean piece of paper and impart thoughts, dreams, and entire worlds into them is probably our most admirable trait. Which is a very pompous way of saying that games like Tiny Glade - sheer tools of purest creativity - call to something deep within us: our need to create. This sandbox builder already helps castle-filled dreams come to life and now it's offering even more thanks to a brand new building type.


Read the rest of the story...


RELATED LINKS:

Gorgeous new Steam sandbox building game "floored" by response to demo

Dev Diary: Half-timber and flags



*Peeks out of the dev cave* Hello-hello! Hope you’re well and the sun has been kind to you 🌞 Luckily for us, summer in the North has been very mild so far, and we can engage full vampire mode with only slight help from our thick curtains. Fueled by the grace of the Coffee Goddess (may her reign be long and prosperous 🖖), we bring your another dev diary 👩‍💻👨‍💻

Even in our early playtests, some folks have attempted assembling half-timbered buildings. The methods have been creative, inventive, outright mad-scientist-like, but the demo players have really raised the bar! We got so inspired that we figured we have to find time and make them real. And so we did 💪

[previewyoutube][/previewyoutube]
The half-timber pattern adapts to where you place windows, and the flat roof gets framed with wooden railings instead of battlements. The trickiest part was making the gable roof - since our generators assemble things brick-by-brick, cutting them into the right shapes was hard work; I feel like I can put “digital mason” in my CV now 😅⚒

With half-timbered buildings, Tiny Glade has such a village vibe now. I never thought we’d get here when we were starting out 🥺 I feel like it’s a whole new fantasy available in the game now. I can't wait to see what y’all do with this!

Another thing we’ve been working on is the flag tool. You can place flags on walls, roofs and terrain, and you can also change their patterns and colors 🎨 When two wall flags are close to each other, they will connect into a series of smaller flags. Village fair, anyone? :D


(flag maker lives here 😄)

Okay, what else… *checks her list* Oh! A very important announcement: the most critical bug has been fixed - the sheep heart is now visible in screenshots taken with the first person camera 😤😄



Anyhoo, I think that should be it when it comes to visual things ^^ Our composer Oda Tilset is wrapping up the music for the new glades, there’s been more optimization and SFX work, and more updates are coming 💌

Thank you for reading, and I hope you have a wonderful day 💚

Love,
Ana & the tiny crew

Demo is now closed + Dev Diary: Chimneys & fences

Hi everyone! The demo period has come to an end, and the demo is now closed (see a note about what that means & how to backup save files here). We’ve received over 12k in-game feedback reports, on top of comments in Steam and Discord. So many of them were super heartwarming, and had great suggestions and points to consider (and someone even got our Monty Python reference about a castle on a swamp, tee-hee). Once again, a huge thank you for the incredible reception and support. We are the happiest devs ^ω^

Over the past two weeks we’ve been reading your feedback, and doing initial rounds of prioritization. Our plan is to finish the features we’d already planned, add & tweak some things based on your feedback, and do a ton of optimization (we’ve measured the full game area, and it is 23.9x of the demo - I’m totally not sweating having seen some crazy builds y’all have squeezed into the demo area!).

While the upcoming months are going to be intense, we want to continue posting dev diaries to give you a sense of how things are progressing. Soooo, let me show you what we’ve been up to recently (◕‿◕✿)



During the demo, we saw some very inventive approaches to creating chimneys 😄 They looked so good that we’ve decided to add a chimney tool right away. You can place them on walls and roofs, and if there isn’t enough space, they turn into small vent pipes 👀

Many of you were asking for the ability to build smaller shapes. The previous minimum sizes were calculated so that you could always make a gate, but the narrowest gates were still rather chonky. We’ve rejigged the geometry, making gate widths adaptive, so you can build slightly slimmer turrets and towers now.



We also saw that freehand walls could use a bit more control, so now when you right-click them, you can move them around, and edit individual control points.



Aaand last but not the least, we’ve wrapped up the fence tool. Fences have the same controls as freehand walls, and leading a path through them will make a wooden arch.



That’s all the visuals :D There's also been some optimizations and engine plumbing work… and we’re wrapping up other features that we can’t wait to show you ┗(^0^)┓

Oh, and we are still figuring out the release schedule: while the exact release date is still up in the air, Q3 2024 is still our target.

Thanks for reading, and stay awesome 💗

Love,
Ana & Tom

Demo closing later today

Hey, y'all! Just a quick heads-up: we'll take the demo down today at 22:00 CEST / 13:00 PT / 16:00 ET.

What will happen then? We'll press the big "De-Activate Demo" button in Steam's secret control center. According to that button's bio, this will prevent new downloads, and also prevent existing players from launching the demo.

If you have any builds to finish or sheep to pet, there's still a few hours left 💕

The demo will disappear, but your builds (save files) will stay on your computer, and you'll be able to load them into the full game once it releases. If you don't plan to reinstall your system or switch computers until Tiny Glade ships, all shall be fine. Otherwise, read on:

Your saves also exist in Steam Cloud, and would normally work in the full game even if you change computers or delete your local files, but there's a gotcha. The demo relies on Steam's automatic cloud storage solution; we've run into technical issues with it, and will reimplement the functionality ourselves (by manually using Steam Cloud APIs). We'll do what we can to make the transition seamless, but it's not fully under our control.

If you'd like to back up your save files manually to feel extra safe, they're located at:
  • Windows: %USERPROFILE%\Saved Games\Tiny Glade\Steam\[your steam ID]\saves
  • Linux: ~/.local/share/Tiny Glade/Steam/[your steam ID]/saves

In case of Windows, if you enter %USERPROFILE% into File Explorer, it should expand into something like C:\Users\yourname. On Linux, "~" is your home directory.

That's it for now - we'll post a larger update (very) soon 🖖

Cheers,
Tom & Ana