Tiny Kingdom
The full version of Tiny Kingdom is on Steam:

Embark on a whimsical journey in Tiny Kingdom, where your story begins on a quaint farm and evolves into a magnificent kingdom. This enchanting card-based city-builder invites you to shape your realm, one card at a time, on a serene island canvas. Immerse yourself in a cozy, cute medieval world where every decision matters and every card holds the promise of new adventures.

- Strategy and Tactics
Strategically place cards. Each card interacts with adjacent tiles, creating charming synergies and expanding your kingdom’s potential.
- Expand and Explore
Unlock new cards and opportunities as you build. Maximize your placements to ensure your deck grows and evolves.

Forge your path, craft your realm, and let your kingdom flourish in this tranquil and captivating card-based city-builder adventure. Tiny Kingdom is your medieval masterpiece in the making.

| Status | Released |
| Platforms | HTML5, Windows, macOS, Linux |
| Rating | Rated 4.6 out of 5 stars (637 total ratings) |
| Author | neltile |
| Genre | Strategy, Card Game |
| Made with | Unity, Aseprite |
| Tags | 2D, City Builder, Deck Building, Difficult, Management, Minimalist, Pixel Art, Roguelike, Roguelite |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Links | Steam, Support |
Download
Install instructions
# How to Run Tiny Kingdom on Linux
## Prerequisites
Ensure you have the necessary dependencies installed before running the game. If you are using a Debian-based Linux distribution (e.g., Ubuntu), you can install them with:
sudo apt update
sudo apt install -y libglu1-mesa libxcursor1 libxrandr2 libxinerama1 libxss1 libxi6
## Running the Game
### 1. Navigate to the Game Directory
Open a terminal and move to the directory where **Tiny Kingdom** is located:
cd /path/to/game/directory
### 2. Make the Game Executable
Before running the game, ensure that the executable file has the correct permissions:
chmod +x "Tiny Kingdom.x86_64"
### 3. Run the Game
Start the game by executing:
./"Tiny Kingdom.x86_64"
## Troubleshooting
- **Missing Libraries**: If you encounter errors related to missing libraries, install the required dependencies as mentioned in the **Prerequisites** section.
- **Permissions Issue**: Ensure that you have the necessary permissions to execute the file. If needed, you can run:
sudo chmod +x "Tiny Kingdom.x86_64"
- **Running on Other Platforms**: If you are not on Linux, you may need to use a compatibility layer such as **Wine** (for Windows) or a virtual machine.
Development log
- Hotfix 0.4.10Aug 17, 2024
- Hotfix 0.4.9Aug 15, 2024
- Hotfix 0.4.8Aug 14, 2024
- Hotfix 0.4.7Jul 12, 2024
- Hotfix 0.4.6Jul 10, 2024
- Hotfix 0.4.5Jul 10, 2024
- Hotfix 0.4.4Jul 10, 2024
- Hotfix 0.4.3Jul 05, 2024





Comments
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- Dulcinea -
I started a new game with intention to make a beautiful, natural looking kingdom, determined to avoid typical square map and without any record breaking goals, expecting maximum pop. 3500 kingdom...
I ended the game with enormously sized, unnatural and ugly square map, almost breaking the record after prolonged self-tormenting 5 days long lag-fest...
...that ended to the crash. Runtime error around pop. ~5250, ~5200 money, and ~1430 cards:
"Function signature mismatch".
That's new one to me. :D
Does anyone have any tips for starting out? I can't seem to get higher than 30 population beofre I either run out of cards or money. Is there some kind of strategic mechanic that I'm not realising?
Start of The game can Be very RNG brutal. If your first island tiles are small and/or contain lot of rocks, easiest, fastest, and least frustrating way is just restart The game. Pile rocks to one corner of your island as you can only quarry them after having access to Stone House at population 50 or more. For saving money always play House cards first If you can as you get a new cardfor free from the deck. At The beginning It is advisable to designate sectors/directions for different builds: where you place houses, where is room for fields, and where to put Piers. Chaotic placement leads insufficient Space easily and tends to be economically inefficient and unsynergetic. Read what cards say and do, and try to keep your deck balanced. Do not hesitate to use remove card to badly blaced tiles, including rocks. Fields should be clumped together bY their type: hop likes More hop around it and wheat likes wheat. Prefer wheat as completed and Harvested Field grants a bakery. Use two L-shaped Fields of 4 tiles together leavings the center free for a mill, whenever possible for synergetic and economic reasons. When building House blocks leave room for bakeries so that every place for bakery has 4 adjacent House tiles. That maximises income from them...
Don't ever hesitate to restart The game if initial tiles are bad. You typically only waste your Time without much prospects. :)
I will definately consider this, thank you very much!
i love this game so much! it's quite addictive tbh 😅 the art is so cute and the sound design is amazing (the music is so lovely and relaxing and all the sound effects are really fun)
- HIPPUSTAN -
Failed attempt to break demo's population record. Unlike usually, this time game ended 'normally' to the Game Over because of lack of rocks to quarry. My mistake was to start Stone House multiplication process a little bit too early and aggressively, and I ruined the deck balance and card-economy as a consequence. Biggest Card deck I have ever had, btw. 2346 Cards! Two very long days of gaming, with total playtime about 30h. It's damn time consuming to try to reach to a new record breaking grounds, and eventual end results of these efforts are always very ugly maps.
My fourth pop. 5000 or more kingdom.
GAME OVER. GG. :D
---
PS. Late trend for ever tinier kingdoms for the record breaking purposes is slowly becoming visible. Efficiency in land usage is increasing.
Maps' bounding box measures and maximum amount of tiles within corresponding boxes included.
Some simple statistics:
(people/tile (grid) - money/tile (grid) - money/people)
Ixtlan 1.44 p/t - 0.48 m/t - 0.34 m/p
Hoptopia 1.63 p/t - 1.33 m/t - 0.82 m/p
Farfield 1.92 p/t - 2.24 m/t - 1.17 m/p
Hippustan 2.00 p/t - 1.17 m/t - 0.58 m/p
o_O
I played until 6 AM, this game is addicting and I love everything about it!
- IXTLAN -
New Demo-version Personal Best by Population count! For some reason the game let me play far longer than usually. Normal 'One lake/Remove+Tavern cards Farm/Heavy Bulldoze+Discard' -strategy with strict constrains to the landmass size (all land within 59x59 grid of 3481 tiles), worked amazingly well. Map composed from 16 screenshots. The game ended to freeze/tilt (probably memory problem). No serious issues before the end. Two days of 'work'.
I didn't lose much progress, only 14 pop. Screenshot from the Frozen game, just before the crash:
In theory I could draw every map from taken screenshots since population 2044 and make an animated GIF from those maps to see how Ixtlan grew, but that'd be absolutely insane amount of work to do...
I Love this game, but that was enough Tiny Kingdom to me for a while. Probably very hard to make better record any time soon! :D
----
EDIT/ADD: APPENDIX
Post script. Of course I could not end playing. Addiction does that, so I intentionally tested how large map can reasonably be still being somewhat playable... with 30-60 seconds lags! However I tried my best to make it also aesthetically beautiful to look at.
Vulcanesia's bounding box is 154x120 or 18480 tiles (give or take), and when playing with browser every symptoms of immediate crash were there: Very long lags, the game dropped out from the full screen mode every single card played, 'page doesn't respond' pop up window appeared all the time, build/chance animations took very long to complete, music was reduced to 'industrial noise', etc...
Map making took itself a half of day. Maybe 100 or so screenshots. Enjoy!
The game is still going on, and in principle playable but I think it is already practically unplayable due absurdly long lags, and would probably crash soon anyway. So I leave and end it as drawn to the map.
EDIT/ADD2:
Yet another publication-worthy project: 'Venezzia'. Lost to the sea of lags.
Apologies for my long rants! -Serious hobbyist xD
wtfff this is absolutely insane
Lol. I have had that feeling many, many times. xD
'TK Demo-scene' might be small sub-niche, but it's here, and extremely dedicated.
Few weeks later...
New TK Demo-version record numbers in both Population and Money, as far as is commonly known.
After intense agrarian revolution, Hoptopia ended to usual tilt after three long days of work soon after the situation drawn as above. 30+ hours.
Remove card is the most important card of the game, thus those vast expanses of fields, of which about half are bulldozed over already existing housing-districts.
Hoptopia's prosperity money-wise is just a side effect of active efforts to maximize farming of Remove and Tavern cards.
Not sure how much tighter a map can be arranged with 5000+ populations. Not sure is it really worth of time needed for searching that out either...
Maps of Hoptopia 2114 (44x37), 3512 (47x50), and 5304 (56x58) in same scale. There are more screenshots taken, but I draw only these three maps to demonstrate how the kingdom grew. The Castle's relative place stays same in all above maps as the West and North boundaries were already "locked" in pop. 2114 map and further expansions were made only to East and South.
Hopefully at least somebody find these posts interesting enough to not to get annoyed their apparent bloggish nature. I've put hundreds of hours to this game (DEMO!) and to making maps from my game projects, wanting to share them to others. :)
- FARFIELD -
Failed attempt to break Demo version's population record, using as small map bounding box as possible. Game ended to apparent memory related issues when drawing the map of pop. 5000 Farfield (below). New money record though: 5838 coins! There was real potential for the new record. In the game I tried same old ideas but with more rigorous and systematic application, yet there are still room for making some further streamlinings, for example always discard non-forced Bakery-cards after economy is enough robust. Same way with Fishshops. They are just a waste of space.
Development maps of Farfield drawn about 1000 population intervals. Map sizes included.
Another 35-40 hours well spent. xP
[Just a note. During this Hardcore Tiny Kingdom stint with record breaking goals, combined sum of score counts of the projects is 20000+ in population, and 13000+ in money, from about 20-25 new games started. Real time wasted to gameplay and map making is somewhere at ballpark of 150h. That's truly insane, even by my own standards, but..
You gotta make it a Kingdom, and make it Tiny, you know. :D ]
by far my best yet! if you feel like you keep losing, don't give up
It's a fun little game. I'd love to see an android port
May i ask for android version, please?
I don't get it why I would ever stop playing this game xD
Very relaxing, fun, and makes me think a little harder than I'd like. 10/10 felt like playing dorf romantik for the first time again. I will be getting the full version soon!
very cosy
Awesome game! Great work!
I want to keep playing the game, but when I think about why I don’t want to return, it’s because in the final moments of the game, the structures that appear don’t feel realistic or satisfying — for example, the houses repeat side by side, and the result doesn’t look like the beautiful artwork shown in the trailer. If you can somehow fix this issue, I think it would be a really great game. Well done!
One of the most satisfying games ever - may the rng be on your side
i...i finally did it....spent TWO DAYS trying to beat this hahaha
I really liked the game. It was hard to finish the castle at first, but after a few tries you get the hang of it, although RNG does play a role.
i keep fucking losing god damn
I can't place the mill.
you can only place it when its touching a patch of wheat/hop with 4 of them connecte
praise the RNG, i love this actually <3
why is this game so tough!!!
Love this game but damn it's tough! The RNG screws me over way too often!
gonna bug me forever that it's not symmetrical but.. i am SO obsessed! i've been playing for days!
omg this is perfect
I played a bit again and got a lot farther and I think as a lot of other people have said it does get a lot easier once you get past the start and yea very satisfying game wish I didn't have to work today so I could just keep playing. I will say tho I think the trick with the bakerys is probably what kept me afloat in terms of money. Getting a normal amount of lumberyards was also appreciated too lol.
I really want to fall in love with this game but the difficulty or rng feels so brutal like ofc I run out of gold every so often but I also have games where I just run out of cards with no trees on the board or get my hand filled up with lumberyards with no trees to use them on. It really does feel difficult to figure out how to get a better score.
I have the same problem!!
How do i get my kingdom to be big? i am having a lot of trouble advancing further than 16-20 people at most.
I personally would recommend setting up with the houses, especially early on, you can set up 4 houses and place the last one in the middle of them for big profit, it helped me a lot
Card generation is broken sometimes, i get a lot of lumber yard cards with no trees and it's impossible to continue playing
I really enjoyed the game<3
this was so lovely and so cozy <3
a normal-graphics version of this game would be totally sweet
YES
addicted, love this game!! its normally not something i'd gravitate to playing but its genuinely on of my favs now. Would love to have it on the apple store so I can play it on the go lol :))
Mükemmel. Eğlenceli :))
I played this game for hours, totally amazing! "eline sağlık!!!"
RECTANGLIA
The game suprisingly ended to a lack of resources to quarry, after extremely aggressive strategy to maximize amount of stone house cards in the deck. That, and bad card RNG ruined my economy which proved to be game ending. A lot of heavy bulldozing (also house tiles), and card discarding. Lags were tolerable until the last few hundreds of population when I was forced to place piers on the southern coast to make room for other cards on the hand. Taverns saved me several times from The Game Over, before they ultimately did not. Nice game of some 20+ hours of playing. You cannot make map much uglier than this. All landmass is within the bounding box of 48 tiles wide and 51 tiles high (2448 tiles). It's probably possible to get population over 4000 using this kind strategy of intentionally limiting expansion of playing area. :)
wow!
Took me a few tries but I got the hang of it! Lovely little game, very cozy <3
Only thing I can criticize is that sometimes you just lose to bad RNG. Too many piers early game leaves you with no money for draw, I feel like fields should be slightly more abundant when placing down houses.
GG! Only pop. 178 to finish the castle is very good result in accomplishing the Demo.
In this game, most of time you lose to bad RNG, and when not, it's the game crashing to a memory insufficiency with Pop. 1500-2000+ kingdoms long after the completion of the castle and the demo.
I have no accurate statistics to show, but for every pop. 1000+ games there must be at least 20-30 games ended to a bad RNG very early in the game.
The most usual end result for me is population 18, or less.
Love this game. There's two changes I'd love to see. With how common the piers are, I wish they were stackable or could connect to each other. Please add a single save file, so I can have a session span a few days! Thanks for the game
file:///home/chronos/u-9e942ec4251ac3758840255dc25721839cefc154/MyFiles/Downloads/Screen%20recording%202025-05-31%2017.35.49.webm
essa e a minha gameplay ifinita chega um ponto que e impossivel perde 6h de jogo n aguento mais . essa minha pequeno reino e sou o rei de toda essa ilha !!!!A ILHA ETERNA!!!