Tiny Life cover
Tiny Life screenshot
Linux PC Mac Steam
Genre: Role-playing (RPG), Simulator, Indie

Tiny Life

TWENTY-FOUR HOURS REMAIN!!

In twenty-four hours, all of your dreams will come true, everyone! Well, if you only have a single dream: for Tiny Life to be released into Steam Early Access!!

We hope you have more dreams than that, though.

If you haven't wishlisted the game already, you should do so now so that you get a little email in your inbox about the release tomorrow!



As this beautiful image says, the game is releasing tomorrow, May 3, at 11 AM EDT, which is 8 AM PDT, which is 4 PM BST, which is 17:00 CET.

48 Hours Remaining & A New Trailer

Hi everyone!! Tiny Life is releasing into Steam Early Access in less than 48 hours, which is... honestly just crazy to us. The feedback for the demo, and the excitement you all expressed for the Early Access release, has been incredible, and we're equally excited to bring this game to you all. 🥰



We also made a new trailer for this occasion! It features some of the baby- and pregnancy-related content that is coming with the release, so if you haven't seen any of that already, now's your chance to!

Tiny Life is releasing IN SEVEN DAYS!!

Hi everyone! This is a quick reminder that Tiny Life is releasing NEXT WEEK! Be sure to wishlist if you haven't already, and we hope you enjoy the release!!

The exact release time is May 3rd, 11 AM EDT, which is 8 AM PDT, 4 PM BST or 17:00 CET!

The Release Date is Here!

Hi, cool people! We'll make this quick, and then follow it up with some more in-depth info, as well as some cheesy emotional stuff, of course.

The Release Date is Here!





There's all the exciting info summed up in one image! Tiny Life's Steam Early Access release date has been set, and it's happening very soon!!

Tiny Life Early Access is releasing on May 3, 2023, at 11 AM EDT, also known as 8 AM PDT, 4 PM BST, or 17:00 CET for us European folks.

What You'll Get



What will you be getting as part of this release? Well, here's a quick rundown for your perusal:

  • Everything that is currently in the Tiny Life Demo
  • Three free, always-installed Sets of content: The Familiar Attire Set, the Woodworking Set and the Fitness Set, two of which come with lots of additional stuff to do!
  • The large Maple Plains City map which was featured in the Tiny Life Beta
  • The ability for adult Tinies to get pregnant, and give birth to babies
  • The baby life stage, which features unique interactions, personalities, and skills
  • The ability to export, share and import lots, households and custom maps, both manually and on the Steam Workshop
  • The ability to create and share custom mods for Tiny Life using the official C# Modding API, both manually and on the Steam Workshop


How Much It'll Cost



Tiny Life will cost $14.99 upon Early Access release! If you previously bought the game on itch, you'll receive a free Steam key once the Early Access release hits.

Now for Some Emotional Stuff



Woah, okay. So, this is the first game I'm releasing commercially with the help of a publisher, and with this big of a following already behind it before release. We're currently at over 15,000 wishlist entries on Steam, which is absolutely insane to me. The feedback to all the demo updates has been amazing, and you all have been lovely on the Steam community, as well as the Twitter and the Discord. I'm so excited to be making this game for and with you all, and I'm looking forward to the release and what you do with all the fun new features that are coming with it, especially all of the custom content stuff.

Ell ❤️

Tiny Technicalities: The Pronoun Update™ (and an Announcement)

Before we get started: A super cool announcement is happening next week, so if you don't want to miss out, be sure to subscribe to the mailing list, follow us on Twitter, or join the Discord server!

Yesterday, we released what we lovingly called The Pronoun Update™, which contains plenty of improvements and bug fixes and one important new feature: the ability to set custom pronouns for each Tiny you create.



A few days before that, we published a little twitter Thread about our intentions with this update, as well as our future plans in relation to this feature. Now, I'd like to take some time to expand on this a bit, and explain why this feature is only releasing now, and why it's so... lackluster in its current implementation.

Pronouns and Politics



Before we get started, I want to be very upfront about this: I don't want this to be a politically charged post, but I also realize that it's important to mention this. We've heard people say, more than once, that "gender activism has no place in video games", because people want to "escape from the problems of society". The trouble is: the very people that most feel a need to escape are the ones that need to escape from the negativity, from having their identity and their body not recognized. Is that really "gender activism", or is it just people who are being forced to take part in a convoluted political discussion, the bottom line of which should be simple: people should get to be who they really are, and people should get to be happy with their identities and their lives. This isn't open to discussion either: If you think that trans people, nonbinary people, and cis people who mention and share their pronouns, are "an issue", or "not real", then you are deeply misguided - not just socially, not just politically, but biologically as well.

Now, let's talk about this update and why it's both very cool and kind of a bummer, in my opinion.

The Pronoun Update™



Tiny Life now stores a Tiny's pronouns along with their first and last name, and displays them in situations where it might be helpful to a person talking about or referring to them. For example, in the relationship panel, Tinies will now be listed along with their pronouns.

This system makes it a lot easier for content creators, as well as players talking to their friends, to refer to Tinies without having to keep saying their names or use gender-neutral pronouns. It's also a great opportunity for queer people (or just players who want to create queer Tinies in general) to express their Tinies' identity in a more immediately obvious and easy-to-understand way. Of course, a cis Tiny just displays their pronouns the same way, just like we're starting to see more and more on websites like Twitter, LinkedIn and Instagram, as well as on places like the Ellpeck Games Discord server.

What It's Not



However, eagle-eyed readers may have already noticed the part of the screenshot where it says

Currently, gender-neutral language will still be used for in-game text that refers to this Tiny.



Now, that may seem kind of weird to some people. Why would we include a cool new feature that celebrates the ability to set custom pronouns, and then not actually use them in text that refers to Tinies?

Well, the explanation to this is also the reason that it took us so long to get around to implementing this feature: linguistic complexity and the fear of not being good enough.

Linguistic Complexity



If you speak any languages other than English, you may already know where this is going. But first, let's discuss English pronouns, and how other games get around the "specifying custom pronouns" issue.

Pronouns in English are a somewhat tricky thing. We're going to simplify a lot here, and this isn't a genuine linguistic discussion, but it's meant to be a bit of an insight into the complexity of designing a system like this.

For any given set of pronouns, English generally has five variations:

  • subjective: "He visited Bluebird Café."
  • objective: "Ell told them about the pronoun update."
  • posessive independent: "That painting is hers."
  • posessive dependent: "That is her painting."
  • reflexive: "They bought it themselves." (or, alternatively, "They bought it themself.")


With just these five variations, it's reasonable enough to allow players to input a custom pronoun for each variation. That's exactly what The Sims 4 did in their semi-recent update that added exactly this feature.



Is That Good Enough?



So far, they've only included this feature in the English version of The Sims 4, and that's where the trouble begins: that honestly just never felt... good enough for us. We want Tiny Life the best game it can be, a standard that, mind you, we know is unrealistic and ridiculous to achieve. I talked to a friend about this recently, shortly after announcing the pronouns feature, and I'm just going to quote what I said because I still deeply relate to it:

i think the new system is a nice inbetween step until i get around to a nice system for custom pronouns
actually i think the new system is terrible and reduces the issue to something that feels like a parody, but everyone i asked about this idea thought it was great so
that's why i made it

i just think it's important to do this kind of stuff right, and this implementation feels incredibly lazy to me



Now, I want to use this moment to clarify that I don't want this to be a pity party or a reason for a pat on the back at all. Instead, I'm quoting this stuff to highlight a part of Tiny Life development that has always been extraordinarily difficult for me: the fear of not representing things, especially queer & racially diverse things, well enough. Before releasing new features, and before releasing posts like this, I reach out to a lot of my friends to ask them if what I made or what I wrote is sensible, non-offensive and positive, and thankfully, the reponse is usually pretty positive. Nevertheless, there's still a voice somewhere that won't go away saying "you need to put in more effort, this is not good enough, you can't ship it like this".

That's why it took so long for Tiny Life to get this feature: we didn't want it to feel like a parody, and we didn't want it to be "not good enough" for us, for our players, or for anyone. But we realized that not having a feature like this at all, a feature for something that is close to our hearts and the hearts of our players, is maybe worse than having a version that, to some people, might feel a bit like a reduction or a parody. Because we know that our intentions are good, and we also know that most of you know that our intentions are good.

Linguistic Overcomplexity



But... why not just include the "specify all variations of your pronouns" feature in every language that the game has? Well, let's take a language as an example that I know very well, despite the fact that I still struggle describing its grammar to non-Germans a lot when explaining this issue: German, and its grammatical case system.

A lot of languages have a grammatical case system, but English isn't (really) one of them. It does have something similar, of course, but it's not nearly as complex. And the trouble is: German isn't even the worst offender here! There are language with more than four cases, and there are languages that have a lot more complicated things, like gendered verbs, gendered adjectives and pronouns that literally become part of the nouns they describe.

Anyway, let's talk about German for a second. Let's imagine we wanted to add our pronouns in the same way that we do in The Sims 4. How many boxes would we need? Well, we have to factor in three key things: the grammatical case, the gender of the person or object that is the object of the sentence, and the gender of the person or object that is the subject of the sentence.



Anyway, here's a handy table (courtesy of this website) to show some of these variations. Each column is one set of pronouns, and the third column, for example, is er (he) and its variations. As you can see, it's... quite a lot.

From a quick glance, you may be able to spot that for some of these rows, the pronouns follow a very strict pattern that we might be able to exploit: for example, in the Akkusativ/maskulin row (third from the bottom), all the pronouns are just their basic form with an -en suffix added to them. There's also a fair bit of overlap (some columns have the same variation in multiple rows) but the overlap depends on the pronoun. But the overlap, and the consistent suffix, are also not necessary - that is, if you wanted to allow truly and totally customizable pronouns, you'd have to allow the ability to specify different pronouns for each situation that usually has overlap... right?

If you don't speak German, you might just say "oh but these variations are so slight, surely they're not actually necessary in everyday speech." But just like suddenly starting to always say "that is she painting" and "that painting is she", this would have a noticeable effect on a sentence's sound and parsability.

A workaround?



Now, a lot of people that I talked to have suggested a sort of workaround, inbetween step: What if we do allow specifying all of these variations, but don't actually expose that to players. Instead, we expose it to localizers and mod creators, who can, for their own language, create a predefined set of pronouns and neopronouns that players can choose from.

We think this would be a lovely compromise, but we're also not super fond of the idea of having to select from a huge dropdown menu a pronoun set that you might not even end up finding in there because it doesn't exist. And then, as a player, you'd have to go through the trouble of creating a mod to add it yourself, or submitting it as feedback and then waiting for the pronoun to be implemented into your language officially.

And oh, on the topic of languages, what do we even do when a player switches their display language, or shares a household that has pronouns in a different language? If we had a predefined set, that would be reasonably easy, but only if the neopronouns existed in every language. And if we didn't have a predefined set, well, frankly, we wouldn't know what to do.

Conclusion



So why even go through all of this trouble? Why not just have no pronoun selection at all? In fact, why not just have a simple "gender: male or female" selection and be done with it?

Well... that's not really how the world works. It's not how society works, and it's not how humans work. This isn't a new development either, and if you think that it is, you are, again, severely misguided. I don't mean to be hateful, it's just as simple as this: gender is not a simple yes-or-no answer. In fact, sex is not a simple yes-or-no answer. Nothing is a simple yes-or-no answer when it comes to humans, their identity, and their body, and if you think that it is, you're one of the lucky few who hasn't had to agonize over who they really are, if it's okay to be who they really are, and how to truly become who they really are.

All of that being said, I hope you enjoyed this post as a little peek behind the curtain of what we've been thinking about for the last few weeks and months. We hope you enjoy The Pronoun Update™, and we hope you look forward to the game's release, its future features, and the future of the pronouns and their customizability.

Also, as we said at the top, be sure to keep an eye out for an exciting announcement next week!

Ell ❤️

0.30.0: Big Steps Towards Release

Hi, cool people! Since the last demo update, Tiny Life has gone through Steam Next Fest, Plumbella's amazing video, and PAX East, the latter of which ended just a few days ago. This whole journey has been a blast, and if you missed any of it, you can check out the other devlogs for more information!

Now, though, we'd like to introduce you to a cool new update for the demo, which also has a lot of backend changes in preparation for the Early Access release. This is the first update since 0.29.0 that actually includes these backend changes, which have been in development for quite a while now. Because of these changes, there might be more issues with existing interactions than you're used to, so please stay tuned for bug fix updates and report anything you find on the bug report form.

Now let's get into the changes!

Some new stuff to place


We added a few new cute bits and bobs! This includes these cat tails and lily pads. The lily pads come in two variations: one with and one without the flower on top. The cat tails come in two variations as well: a dense and a sparse version. While lily pads can only be placed on water, cat tails can be placed anywhere!



The lily pads also bob up and down in play mode, which is pretty cute.

We also added a new flat roof type that matches the already existing sheet metal roof. We also added the ability to rotate flat roofs, so that you can have your sheet metal laid out the way you want!



Quali-tea


You can now make tea! This might seem like a bit of a random feature, but we've had coffee in the game for a while now, so it only seemed fair to have the ability to drink tea as well!

To make tea, you can buy a Tea Kit in build mode, place it down and get to work! The tea kit includes a cute little kettle, as well as some boxes of tea bags. There are plenty of teas to choose from, and the better your cooking skill is, the more you're able to make!





A feature we haven't implemented yet is the ability to order tea in cafés. This feature will be included in the near future, so don't worry about being unable to get your daily fix!

Localization updates


Everyone has been doing a ton of work on the game's localization, including updates to the German and Spanish versions, but also the inclusion of two new languages:



Thanks so much to these awesome community members for helping out! If you're also interested in contributing localizations, please check out the documentation article!

Many small improvements


We made a lot of small improvements to the game since 0.29.0, including the previously discussed backend changes. Here are some of the more notable ones that we felt important to include, many of them based on yall's feedback.

We rebalanced the friendship and romance gains of almost every social action, doubling their effectiveness. This is based on some feedback that a lot of you had, pointing out that it was very difficult and time-intensive to make new friends.

You can now set initial friendship and romance values in the character creator! A lot of people were requesting this feature, and we always pointed them to the cheats that you can also do this with. You can still use cheats for more fine-grained control of initial relationship values, but you can now decide what relationship your Tinies should have in the character creator too!



The build mode grid is now displayed on the entire lot! When introducing the grid, we were originally planning on this, but didn't end up including it because of technical limitations with the way the grid was being rendered. A ton of people requested this, though, so here it is now!



You can also help kids with homework now! This is part of a new system we've been implementing for the babies we've been working on. Kids can request help with homework by selecting an adult Tiny, and adult Tinies can offer to help kids with homework by selecting them. Getting help with homework increases the speed that homework is done at and the speed that homework skills are gained with, and it also increases the relationship between the two people!

Preview versions


Eagle-eyed players will already have noticed that we released two preview versions of the 0.30.0 update in the last few days! This is a new system we've been trying out that allows us to test upcoming versions easily, while still allowing players to revert to the original, more stable version. From 0.30.0 on, you'll be notified in the bottom-right corner of the main menu if a new preview version is available. The notification for new full versions is still available, as well, but it now also has an icon to be able to easily differentiate between the two.

For more info on preview versions, you can check out this documentation article about them.





The full changelog


As we said at the top, a lot changed in this update. Way more than we can cover in a devlog! So here's the full changelog, as always, for your enjoyment.

Additions
  • Added a few more decorative objects, including two lamps, cattails and lily pads
  • Added a flat sheet metal roof
  • Added the ability to set initial relationship data in the character creator
  • Added a tea maker and various types of tea
  • Added the ability for children to ask for help with their homework
  • Added the ability to move to a different lot in play mode
  • Added the ability to ask people about their jobs
  • Added polish localization by HugBeast, Kalme and TeaMaki
  • Added french localization by YenSide


Improvements
  • Cause links to be opened in the Steam overlay on Steam Deck
  • Improved social action pathfinding, causing people to stop less
  • Allow changing the cursor size in the accessibility options
  • Made people much more likely to eat the food they cooked immediately
  • Display a popup with info on how to add additional tinies when first pressing the Done button in the character creator
  • Headscarves will now hide a Tiny's hair rather than entirely removing it
  • Deflate save files to decrease their size
  • Tinies with a partner will now try to sleep in a double bed that their partner has claimed a side of
  • Replace the "Alternate Number Keys" option with keybinds for switching between Play Mode tabs (which default to Q and E)
  • Allow rotating flat roofs
  • Rebalance the amount of frienship and romance gain that actions give
  • Massively reduce the markup of custom paintings
  • Draw the build mode grid on the entire lot, rather than just in rooms
  • Allow navigating the interaction menu's pages with the shoulder buttons when using a gamepad
  • Randomly add items to trash cans at midnight occasionally to allow for special rummaging finds
  • Made food quality and saturation not influence eating speed, but hunger need restoration speed
  • Increase the friendship gain from random interactions with coworkers at work
  • Improved the look and layout of update notifications in the main menu
  • Made grilled cheese vegan-friendly
  • Updated from .NET 6 to .NET 7


Fixes
  • Fixed people being able to steal held items from other people
  • Fixed big objects not being selected properly near section boundaries
  • Fixed "This is Inappropriate" action not having a properly localized string
  • Fixed maki rolls looking awful
  • Fixed forced actions sometimes being able to exceed the action queue's length limit
  • Fixed macros like keybinds not displaying properly on the loading screen's hints
  • Fixed some default couples not having had their first kisses yet
  • Fixed a rare crash when resizing the window while in a loading screen
  • Fixed techie tinies being unable to play video games when they're sad
  • Fixed the Ask if Single notification having the wrong order
  • Fixed out-of-town actions failing if there's an item on the ground near the map border
  • Fixed some actions claiming a required object is missing when the Tiny is too far away
  • Fixed being unable to close the Life Goal menu if all life goals are completed when using a controller
  • Fixed Tinies watching TV through walls
  • Fixed a crash when removing a TV that someone is currently watching
  • Fixed Tinies using the toilet and washing their hands while holding an item
  • Fixed some more issues with transitive genealogy calculations

Tiny Life at PAX East!



Let's get all the TL;DR out upfront, before we get all emotional on you.

The Tiny Life Demo will be playable at PAX East! Like, the PAX East! It's happening from March 23 to March 26, and the opening hours are 10:00am to midnight EDT. Once the convention starts, you'll also be able to check out a bunch of PAX-related stuff on Steam, where there'll be a digital PAX event happening.

Here's a little snippet of the map, so you know where to find the booth! As you can see, the booth number is 15093.



If you don't know, or just aren't from the US of A, PAX East is a big gaming convention in Boston, MA (apparently), and you can go there in person and play games, including the Tiny Life Demo! Our publisher Top Hat Studios have set the whole thing up with their own booth with computers that you can try out a bunch of fun games at. Other than Tiny Life, they're also showing off some other awesome games they're publishing, including Ova Magica, Elementallis and Athenian Rhapsody. It'll be a great time!

Now, just to be clear: We're not going. "Us" being any of the Tiny Life dev team members. No Ell (that's me), no Leiss, no... well, that's it, really. The reason for this is mainly that I have University stuff to do, and also I don't live anywhere close to the US, and Leiss probably also has important music-related stuff to do. We hope you don't miss us too much, though!

For Ell (that's me), this is honestly kind of a dream come true. I'm not the biggest fan of going to gaming conventions (social anxiety), but I went to Gamescom here in Germany many times when I was a teenager, and I met a lot of my cool online-met friends there. Though regardless, the idea of one of my games being available at a big convention, with people being able to walk up to the booth and straight up play it then and there is, like, honestly just crazy to me. I'd love to be able to be there in person, but I don't think I'd be able to cope with all the stress anyway.

All of that being said, I really hope you enjoy PAX East if you're going, as well as the Tiny Life Demo if you haven't tried it already. Also, if you do spot Tiny Life at PAX, please feel free to send us a photo on Twitter or in the Discord!

Steam Next Fest: A Thank You

It's the 13th now, and Steam Next Fest has come to a close. As you may know, Tiny Life participated this time around, and the turnout was really incredible. We've seen a ton of videos, livestreams, new Discord members, feedback form submissions, and Steam wishlist additions.

For all of that, I'd like to thank you from the bottom of my tiny heart! ❤️

When I first started working on Tiny Life early into the Covid-19 pandemic, it was just a fun little side project for me. Over the years, it's expanded into something that I'm truly proud of, and that I'm hoping to be a fun and safe space for everyone who decides to play. Now, I find myself receiving positive and constructive feedback left and right, from people praising the gameplay to the art to the inclusivity and accessibility. Of course, I'm also taking in the criticisms, and subsequently improving the game with your help.

Again, I'd like to thank you all for that as well.

Tiny Life's next milestone will be the upcoming Early Access release later this Spring. We're not ready to announce the exact release date yet, but it's safe to say that Tiny Life will hit Early Access some time within the next three months.

Until then, thanks so much for playing, giving feedback, and wishlisting the game on Steam. Keep it coming, everyone!

Ell

Tiny Technicalities: What's in an Action?

Hi everyone! I'm Ell, the creator and lead developer of Tiny Life, and this is a new sort of series of devlogs that we're starting. We're calling it Tiny Technicalities, because it's meant to give you a little look behind the scenes of Tiny Life development, including explanations about the graphics, music, the AI, build mode, play mode and so on.

If you think you'd be up for more Tiny Technicalities after reading this first edition, please let us know by liking this post, leaving a comment, or letting us know on Twitter or the Discord server.

What's in an Action?


Have you ever wondered, while playing, what Tinies get up to under the hood of their lovely "Read book" or "Eat food" actions? Well, as it turns out, quite a lot goes on there, because the AI is pretty complex, and the ways that an action can play out are much more plentiful than you might think.

Now, we'll be the first to admit that the design approach we've chosen for Tiny Life's action may not be the be-all-end-all of software design, but they do the trick fairly well and they've managed to stick with us and evolve throughout the last three years of development.

Let's take a look at two main components of an action that determine what happens, how it happens, and what its outcome is: conditions and execution. I've created three example scenarios, all of which are a setup for the "Read" action.

Reading a Book




This first scenario is probably the simplest, and the one that you're mostly expecting: Our Tiny (in this case, Tom Tannenbaum), is about to enqueue the "Read Book" action, which means they'll head to the bookshelf, pick up a book, and then attempt to read it in a comfortable chair or standing up.

Let's go through our two criteria here:
  • Conditions:
    • Is there a free spot around the bookshelf that we can interact with?
    • Are our hands free so that we can pick up a book?
    • Is there an available seat in the area?

  • Execution:
    • Head to the bookshelf
    • Pick up a book from the bookshelf
    • Try to find a seat
      • If a seat is found, head towards the seat, sit down on it, and then start reading the book
      • If no seat is found, simply stay where you are and read the book



Hm, that actually sounds pretty simple, right? Well. Let's run through some other possibilities! Because there's a lot more to consider when reading a book, like...

The book being on a table,


The book being on the ground,


and, of course, the book already being in our Tiny's hands.


Now, all of these actions have very similar steps we have to execute, including picking up the book (except for when we're holding it), and finding a seat, and so on. But nevertheless, we have to consider whether the book can be made to be in our Tiny's hands somehow, which is a different set of conditions for each of these scenarios.

Let's take a look at a more complicated example: Eating food.

Eating Food


When eating food, we also have to consider that we'd like for there to be a table that we can put the food down on while eating. For a lot of actions like this, this could be a table with a chair attached, but it could also be a standing desk (though in the case of the food, we'd rather not eat at a standing desk, so that simplifies things a little).

Let's run through the full set of possibilities for this situation. The food we're trying to eat is...

on a surface, but the incorrect one (so we have to pick it up and move it elsewhere),


on the ground,


in our Tiny's hands,


on a table with a chair attached (so we just have to sit down and eat),


on a table without a chair attached (which is pretty similar to the first, "wrong surface" condition).


Of course, this is all while ignoring conditions we always have to check for, like:
  • Is the food item still fresh and not spoiled?
  • Can our Tiny reach the location that the food is in?
  • Is there a chair and table that we can eat the food at?


Conclusion


As you can see, actions are much more complicated and require much more thought than you might initially think. We wish it was just "eat the food, done", but that's not how programming works. Throughout Tiny Technicalities, we'll be thinking about this meme a lot while talking about other topics that seem simple on the surface, but are much more complex when you actually dig into them.



As we said at the top, please let us know whether you'd like to see more Tiny Technicalities! In the future, we'd also like to include actual code snippets and dig deeper into how certain systems are designed. If you have requests for what sort of stuff you're curious about, feel free to let us know on Twitter or the Discord server.

Thanks so much for reading, and have a lovely day!

Welcome to Next Fest! (Release Roadmap, Gameplay Ideas and How to Give Feedback)



Welcome to Steam Next Fest, everyone! Over the next couple of days, a ton of different games are being shown off to their soon-to-be players and fans, and Tiny Life is no exception!

For those of you who are new to Tiny Life, this post contains some information about fun stuff to try out in the game, how to report feedback, as well as what the future holds for Tiny Life and its release.

The Release Roadmap


Currently, we're hard at work getting the Early Access version of Tiny Life ready for release. For those unfamiliar, Steam's Early Access system essentially allows game developers to sell their game to players with the caveat that they're buying an unfinished product that still lacks features and may contain more bugs than expected. However, this process makes it a lot easier for developers to gather feedback about the game early on, and involve the community in its development.

For Tiny Life, the Early Access system means that we can add new features in various areas, including furniture and decorations, clothes and hairstyles, personality types, age groups, skills, and more, all while gathering feedback from the community about each addition and allowing players to shape the game as it's being developed! We do this in various ways, all of which are summed up in the next section.

We plan for the game's Early Access release to be in April or May, at which point Tiny Life will contain, among other things,
  • Over 30 personality types that can influence the way your Tinies act in various ways
  • Hundreds of clothing items, hairstyles and more to dress and style your Tinies
  • 3 age groups (baby, child, and adult), each with unique gameplay, including the ability to get pregnant, have babies and grow your Tinies' families
  • Hundreds of furniture items, wallpapers, ground tiles, and more to build and decorate houses and community spaces
  • Complex skills like cooking, painting, programming, woodworking, fitness, and a lot more, all of which unlock new and more advanced actions and abilities for your Tinies
  • Two fully open and explorable Worlds, including Demoville and the large Maple Plains City
  • The ability to create custom lots, households, worlds, and even mods that add new actions, skills, furniture, clothes and more, and the ability to share them with other players through the official Steam Workshop integration


If you're curious about what the future beyond the Early Access release holds for Tiny Life, you can check out the official roadmap on the game's website!

Giving Feedback on the Demo


Like the demo? Love the demo? Hate the demo? Let us know, and let us know why you think so! There are plenty of communication channels for doing so, and we occasionally hold official community surveys that give us more insight into specific areas of the game.

  • Join the Discord to chat with the developers and other players directly, as well as share screenshots of your own creations!
  • Use the feedback form (which you can also reach from the in-game pause menu, and the game's main menu) to report bugs and give in-depth feedback about what you like and dislike about the game, and which features you'd love to see!
  • Subscribe to the mailing list or follow the game on Twitter to stay up to date with updates and community surveys!


When giving feedback, please keep in mind that, as per our (custom) content policy, we want to foster a community of players that are accepting, kind and have the ability to express their creativity and explore their identity. This means that certain types of negative feedback will not be tolerated, including the suggestion to remove or hide features from the game that support body positivity, bodily autonomy, queer representation, gender equality, and racial diversity.

Some Fun Ideas for Playing the Demo


If you're new to the type of open-ended, sandbox life simulation game that Tiny Life is, you may feel lost or unsure what to do when you first play the game. Tiny Life tries to encourage your creativity by providing empty lots, pre-made households with storyline suggestions for you to act out, and more. Here are some additional suggestions that might give you some inspiration for gameplay!

  • Try out the Exploring Demoville life goal with one of your Tinies. Simply click on the Life Goals tab (the little heart icon) in the bottom left when you have a Tiny selected, and select the Exploring Demoville life goal. It'll guide you through the first steps of the game, as well as encourage you to take a stroll around Demoville to meet the locals and visitors. You even get a cool personality type as a reward!
  • Try creating a Tiny in the image of you or someone that you know!
  • Try building a lot, or editing one of the existing lots! You can build a house for your Tinies to live in, but it might also be fun to edit or outright demolish the Bluebird Café and create your own beautiful public lot to put there instead!
  • Try maxing a skill! The higher your progress is, the more actions and abilities related to that skill you will unlock, resulting in more for your Tinies to do! To get started, maybe buy an easel or a computer and try painting, writing, gaming, or programming.
  • Maybe, uh... kill... someone? Some life sim players are a lot more... morbid than others, and they might enjoy inviting a visitor or two into their home and then locking them in a room without doors. Starving someone to death is a totally normal thing to do, right...?


Of course, these are just some suggestions to help you get started. Feel free to explore the game's demo to your heart's content! We hope you enjoy, and don't forget to wishlist the game! ❤️