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Tiny Auto Knights News

Tiny Auto Knights launches on November 7, 2025! ⚔️

[p]Sharpen your blades ⚔️ Tiny Auto Knights is almost here! Your squad of pint-sized heroes will soon face epic auto-battles packed with strategy, charm, and chaos. Recruit, combine, and upgrade your knights to create unstoppable synergies and conquer the leaderboards.[/p][p][/p][p]🗓️ Release Date: November 7, 2025
🛡️ Add it to your wishlist now and be ready for launch day![/p][p]
[dynamiclink][/dynamiclink][/p][p][/p][p]Watch the Official Release Date Announcement Trailer:[/p][p][dynamiclink][/dynamiclink][/p]

We’re Joining Steam Next Fest! ⚔️

[p]Mighty Knights, we’re thrilled to announce that Tiny Auto Knights will be part of Steam Next Fest![/p][p]Our updated demo is now live! With new features, balance tweaks, and plenty of fresh challenges for your tiny warriors. Jump in, build your army, and test your tactical prowess! We’d love to hear your thoughts and feedback as we keep improving the game.[/p][p][/p][h2]Play the demo and add the game to your wishlist:[/h2][p][/p][p][dynamiclink][/dynamiclink][/p][p]Thank you for standing with us, noble knights! 🛡️[/p][p]
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Demo changelog 0.14.14

[h2]Heroes[/h2]
  • [p]Changed Warden effect: "Ally gained debuff -> Give 1/2/3 cleanse to a random ally"[/p]
  • [p]Changed Death Knight effect: "End of turn -> Kill the ally ahead and gain 50/100/150% of their health and attack"[/p]
  • [p]Changed Thief effect: gained stats don't scale with gained coins anymore, you always get +1/2/3 no matter how many coins you get per event[/p]
  • [p]Changed Ranger effect: deals now an additional 1 damage per 10 Attack[/p]
  • [p]Changed Necromancer effect: changed stats of summoned Skeletons from "1/3/5 Health and Attack" to "1 Health and 3/6/9 Attack"[/p]
  • [p]Changed Bloater effect trigger from "Start of battle" to "Start of turn"[/p]
  • [p]Changed Guardian: removed Charges[/p]
  • [p]Fixed Rogue to be able to target always the correct enemy with the highest Health[/p]
  • [p]Buffed Toad from +1/2/3 Health to +2/4/6 Health. As you cannot sell him for the same amount anymore this should make him at bit more useful.[/p]
  • [p]Buffed Adventurer from +2/3/4 Health to +2/4/6 Health[/p]
  • [p]Buffed Warden from "Give +1/2/3 to random ally." to "Give +1/2/3 to random ally for 2 times."[/p]
  • [p]Buffed Mercenary effect from 2/3/4 to 2/4/6 damage[/p]
  • [p]Buffed Chieftain effect from 2 to 3 charges and changed his base stats from 3/3 to 6/5[/p]
  • [p]Nerfed Herbalist effect by adding a max value of 30 for the health she can give to each ally per effect trigger[/p]
  • [p]Nerfed Drummer effect by adding a max value of 100 for the attack, health and armor he can give to each ally per effect trigger[/p]
  • [p]Changed Golem effect from +2/4/6 armor to +4/8/12 armor. With armor now reducing faster we felt that the Golem should get more of it. This should make him stronger in early to mid-game, but of course he doesn't scale well as the effect is only triggered once at the start of the battle.,[/p]
  • [p]Changed Trooper effect from +2/3/4 armor to +2/4/6 armor. Similar reasoning as with the Golem.[/p]
[h2]General[/h2]
  • [p]New short interactive tutorial[/p]
  • [p]Added a native Linux build[/p]
  • [p]Added Spanish localization[/p]
  • [p]Deck "cards" now have a questionmark icon on which you can hover to show the heroes in that deck[/p]
  • [p]Improved summoning behaviour when multiple heroes are spawned (important for Slime and Warlord)[/p]
  • [p]Added pillows to the bench to make it more comfortable[/p]
  • [p]Implemented "loop breaking" for "X gained" triggers -> Effects with a trigger like "Health/Buff/Thorns gained" can now be only triggered once by the same hero per effect chain[/p]
  • [p]Changed sell values, they're now based on Rarity and Level:
    [/p]
    [p][/p]
    [p] Level 1[/p]
    [p] Level 2[/p]
    [p] Level 3[/p]
    [p] Common[/p]
    [p]0[/p]
    [p]1[/p]
    [p]2[/p]
    [p] Uncommon[/p]
    [p]1[/p]
    [p]2[/p]
    [p]3[/p]
    [p] Rare[/p]
    [p]1[/p]
    [p]3[/p]
    [p]5[/p]
    [p] Epic[/p]
    [p]2[/p]
    [p]4[/p]
    [p]6[/p]
    [p] Legendary[/p]
    [p]2[/p]
    [p]5[/p]
    [p]8[/p]
  • [p]Selling a hero will now also trigger "Coins gained"[/p]
  • [p]Armor is now reduced by half of the incoming damage instead of always by 1[/p]
    • [p]You have 5 Armor and get 4 damage -> 1 damage coming through and Armor is reduced by 2[/p]
    • [p]You have 18 Armor and get 25 damage -> 7 damage coming through and Armor is reduced by 12[/p]
  • [p]Fixed Thorns damage not reducing Armor[/p]
  • [p]Fixed Thorns damage using pre-reduced Armor, when two heroes fight directly against each other, and therefore doing less damage[/p]
  • [p]Fixed that a freeze check was triggered when you lost Freeze stacks (via Cleanse for example)[/p]
  • [p]Added more XP level up rewards[/p]
    • [p] Uncommon "Give +1 XP to a hero with rarity Common or less"[/p]
    • [p] Rare "Give +1 XP to a hero with rarity Uncommon or less"[/p]
    • [p] Epic "Give +1 XP to a hero with rarity Rare or less"[/p]
    • [p] Legendary "Give +1 XP to a hero with rarity Epic or less"[/p]
    • [p]There is currently no Level Up Reward to give XP to a Legendary hero[/p]
  • [p]Added free reroll level up rewards[/p]
    • [p] Common "Gain 2 free rerolls"[/p]
    • [p] Uncommon "Gain 4 free rerolls"[/p]
  • [p]Reduced volume of sound when winning a run[/p]
  • [p]Fixed some fullscreen related issues on multi monitor setups and when trying to take screenshots of the game while in fullscreen[/p]
  • [p]Fixed various visual bugs with incorrect displayed stats on newly summoned heroes in battle[/p]
  • [p]"Mumpitz" opponent teams, the fallback opponents you get when you couldn't get matched to a player, are stronger and more similar to real player builds now[/p]

Demo Patchnotes August 29

  • [p]Fixed an issue where you're didn't get any experience points when losing a run[/p]
  • [p]Fixed controller input on player rewards popup[/p]
  • [p]Fixed current value display of King[/p]
  • [p]Fixed edge case where Mercenary could give too many Poison/Freeze stacks[/p]
  • [p]Fixed endless loop/crash in certain cases with more than one Jester[/p]
  • [p]Fixed unintentionally unbenching a character[/p]
  • [p]Fixed character tooltip when hovering a benched character[/p]
  • [p]Fixed a minor issue in the Italian translation[/p]
  • [p]Fixed tooltip hovering in deck creation menu when using a controller[/p]

Gamescom 2025 Recap

[p]Gamescom is over and we survived! It was our first Gamescom and honestly it was quite overwhelming at the beginning. But we also a had a lot of fun and met tons of cool people![/p][p][/p][p]We're super proud that we could present our game there and hundreds of players played and wishlisted Tiny Auto Knights in front of us. We gathered a lot of feedback on the game and and could meet other devs and some of our own personal heroes! Even the Minister of Digital Affairs of Bavaria, Dr. Fabian Mehring, played some Tiny Auto Knights and promptly got his first win! [/p][carousel][/carousel][p]A shoutout to Malterus and Ripperchieff, two of the earliest content creators for Tiny Auto Knights! They came to visit our booth and to talk with us about the game. We also met the guys from GaHa Games, another German indie studio, whose YouTube devlogs we love to watch in our lunch break. It was quite a fanboy moment for us! And of course there were also Niklas and Leon from Bonjwa (a big German streaming channel). We were super happy to meet them and talk about Tiny Auto Knights![/p][p][/p][p]Just before Gamescom we also got our "wishlist ranking" which means we will be in the "Popular upcoming" category before launch, which will give us a massive boost in visibility! Over 6.500 people already wishlisted the game and I think that's also because so many of you gave us early feedback and helped us to make the game as good as it is right now! [/p][p][/p][p]Now we're back home and working with charged batteries on the full release so that you all can play it soon™. [/p][p][/p][p]Cheers,
Laurin[/p]