Name | Tiny Life | ||
Developer | Ellpeck | ||
Publisher | Ellpeck | ||
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Steam | € £ $ / % | ||
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Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Need more reviews to generate a review score | ||
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Public Linux depots | [NAN ] |
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Hi everyone! It's that time of the month again where we go through all the changes, additions, and improvements in Tiny Life, and then let you try them out yourselves. Exciting! The moment Ell approached me to make a set, I whipped out my wish-list! We quickly agreed that a timeless contemporary style would suit us best. I was personally inspired by IKEA for its flexible furniture to fit any space. As both a builder and a pastel fan, I ended up creating some neutral, minimal, but also colorful furnishings! I really recommend following Gindew on his socials, as well, as he posts some lovely art from time to time, and also works on an awesome furniture mod for the game called Moar Furniture!. Museums In a lot of life sim games, museums end up being, well... kind of boring. Let's be honest: this first iteration of Tiny Life's museums is also still a little bland, but not only does it have some fun features that'll have your artist Tinies coming back to it again and again, we're also planning on introducing some fun additional features to them in the future. For now, a museum is a lot that you can view art at, make your own art at, and get advice from the museum curator that roams the lot. Of course, we already know that feeling creative gives you a massive boost to your skill building and painting speed, but that's not all! Painting (or doing any creative activity, for that matter, including woodworking) on the museum lot will actually give your skill building another 50% speed boost as well! Isn't that lovely? Babysitters You've been asking for it, and for good reason: Up until now, baby Tinies could be haphazardly left at home while all adult Tinies were at work or off visiting other lots. Well, okay, that can still happen. But now, it's not the only option anymore! Now, when you head to your phone, you'll find the new "Services..." option, and in it, the option to hire a babysitter! A babysitter hire is a one-off action, and costs 24 tiny bucks an hour. After hiring the babysitter, they will arrive at your lot, hang out with your babies and children, and leave again when they deem appropriate. They'll stay for a minimum of five hours, and only leave when there is at least one adult household member on the lot. Of course, if you want them to leave earlier, you can always ask them to leave, as well. A babysitter will, while on your lot, roam around and do the usual actions required of any Tiny. However, they'll have a much higher priority for interacting with your children and baby Tinies, and they'll be much likelier to take care of them over taking care of other things. Imp-roof-ments Ever tried to build a roof in Tiny Life, and it just wasn't really going your way? Gables got you down, so to speak? Well, now, there's some more flexibility with roof building! Specifically, you can now make your gabled roofs (and flat roofs, too!) start at a higher point than the default, all the way up to just before the next level up. This allows you to build much more complex roof setups, and also allows you, for example, to have a roof that starts with a gable, becomes flat, and then continues going up again. You can access the option by heading to the roof tool and using the slider below the color selection. If you're using a gamepad, you can access the slider the same way you access the color selection: by pressing the Y button, by default! Lot Tooltips For the longest time, figuring out what lots did what and who lived where was... tedious, to say the least. It didn't help that, if you were colorblind or forgetful, the little outline color coding of lot types didn't really help all that much. Or at all. So we decided to get rid of it and come up with something better! And what's better than tooltips, am I right? Hovering over a lot, either in the household selection menu, or with the camera zoomed all the way out in play mode, will now show a tooltip with some information about the lot. Currently, this includes the lot's name, the lot's type, as well as, for residential lots, what household lives there. This should make it a lot easier to find the lots that you're looking for! New Stings and a New Voice A now quite long while ago, we did a poll asking players what they think about the current emotion sting sound effects in the game, and whether they think there should be additional stings for important events. The consensus was: yes, there should be! But they should have their own volume setting. And it was so! There are now sting sound effects for important events, like getting a promotion, reaching level 10 of a skill, reaching maximum friendship or romance with another Tiny, and more. These sound effects, much like the emotion stings, were contributed by the lovely Jamal Green. Of course, if you don't like hearing stings during important events, or you prefer these over the emotion stings, you can head to the sound options menu and change them independently of one another. Last, but certainly not least, there is a new, third adult voice in the game now! Before, we've had Sweet and Warm, but now Soft joined the party, too! Hm, that sounds kind of gross. The soft voice was contributed by the lovely Jason Hall, an independent voice actor who expressed interest in working with me on additional voices for Tiny Life. He did a great job, and so now you too can sound like Jason's impression of a Tiny. Or, well, your Tinies can. The Full Changelog Okay, that's pretty much it for this update! It turned out to be quite a lot, but Gindew and I have been working on the Contemporary Complements set for a long while now, so we're very happy to get it out to you finally. Last but not least, as always, here's a copy of the full changelog for your perusal. As you can see, there have been quite a few small improvements and a lot of bug fixes again this time around. Additions
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In yesterday's update, we made a last minute change to lot visitation behavior that we thought was minor but turned out to break a lot of things. Oops?
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Hi cool Tiny Life enjoyers! There's an awesome new update out now, and it features a ton of improvements and fixes (seriously, check the changelog once you're done reading this devlog), but it also has some exciting new features and a whole new map to explore.
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Hi Tiny Life community!
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Changes that weren't included in preview versions are written in bold.
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Hi everyone! It's been a minute since we released the last big update. Quite a bit has happened since then, both in the game and out! Let's dive right into it, (not really) as usual.
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Autumn Sale |
In preparation for the Steam Autumn Sale, here's a bugfix update that addresses a lot of common issues!
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We've been making some changes to how tiles and wallpaper draw in the world, and it turns out that it caused a lot of issues that we neglected to test for. This is a really embarrassing one, though. Sorry everyone!
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Hey gang! It's been a minute since the last update with a devlog, but that's for a good reason: We've been hard at work getting this very update ready for all of you! It's a big one, so strap yourselves in.
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We're taking a development break for a few weeks! This is a little bugfix update to tide yall over, though.
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When making the set, I drew inspiration from 1970s furniture, specifically retro kitchen appliances, simple in design but iconic with their pastel colors. The unique furniture of that period with the muted yet colorful palettes has always been an inspiration for me, reminding me of a dusty woolen blanket; cozy and nostalgic, yet dated. Here's a little example to illustrate what she means: As with all other Sets, the Retro Rarities Set is included in the game for free, but is not featured in the Tiny Life Demo. To get the Set, just download this update and you're all Set! Other New Stuff Along with the cool Set art by clovedove, I also added some new art of my own: two new wallpapers that fit the Retro Rarities Set, as well as a new concrete tile flooring. The wallpapers come in a variety of colors, both vibrant and muted, and you can select similar colors for the background and the highlights, so making them look more subdued is easy as well. As part of one of the minor updates for 0.35, we added some cute falling leaf particles to trees. The feedback on these has been very positive, and a lot of players loved how they improved the atmosphere and liveliness of the game, especially in the forested area of Maple Plains City. In this update, we added another ambient effect that shows up at night: fireflies! These can't be interacted with (yet?), but they add a bit of subtle lighting and movement to Tiny Life's nights, and we hope you enjoy them! Multi-World Fixes and Improvements Throughout 0.35 and its minor updates, the multi-world saves feature was officially considered unstable, and for good reason. As we learned just a few days ago, the way that Tinies in other worlds were updated caused a lot of issues, including many a starvation situation. We have now remedied a lot of these issues and conducted multiple long-term AI tests, and everything should work a lot less flawed...ly now! We also fixed a nasty bug that caused regular visitors with jobs to be fired constantly because they wouldn't actually show up to work, choosing to stay at home instead. Oops. Community Showcase As I talk about a lot, I'm constantly overwhelmed and blown away by the support and love that the Tiny Life community gives not only the game, but also its developers. Because of this, we've decided to give back to the community in a way by more actively promoting your lovely creations. We created the Tiny Life Community Showcase page, which is part of the Tiny Life website! This site shows off a variety of community creations, including mods, households, lots, custom worlds, media like YouTube videos and stream highlights, and even some fan art that you all have been creating! Currently, the site is still a little barren, but the introductory section at the top explains how you can add your own entries to it - don't be shy! In addition to this site showing off community creations, it also serves to give new players an easier introduction to finding and installing custom content. A button to open the community showcase site will now be displayed in-game when installing new custom content, and it can be used as a more officially endorsed location to get trusted custom content items. Full Changelog As always, I hope you enjoy this update and especially the new Retro Rarities Set by the amazing clovedove. Ell Lastly, here's a copy of the full changelog for your perusal, which you can also find on the game's documentation website, and in the bottom-right corner of the game's main menu. Additions
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This one's a little embarrassing. Sorry everyone!
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Hi everyone! Today, there's another super exciting update coming to you, which features a lot of improvements and two major new features, as well as some smaller stuff. So let's get right into it!
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Hi everyone! We're coming at you today with some lovely Steam-specific news. |
Hi everyone! It's been a hot minute since the last proper devlog for an update, partly because so much stuff happened since the last one (the game's release and all that), but also because the last few updates didn't really feel devlog-worthy.
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Read about this update in last week's post on itch or on Steam.
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Hi everyone! The Tiny Life Early Access launch, which was a few weeks ago at this point, was an unprecedentedly big success. Not only did we see a huge amount of sales, we also saw rave reviews and a ton of excited people and amazing-looking custom content in the Steam workshop and the Discord server.
Of course, while doing all of that, we've steadily been releasing bug fix updates that also feature small improvements and features. Since the Early Access release, we've released four of them, and you can always find their full changelogs in the bottom-right corner of the main menu, or on the documentation website. So far, notable improvements that are already released include an easier way to see lots while zoomed out, the ability to highlight Tinies in the world, a better Steam workshop workflow, and more! We hope you enjoyed this little update on Tiny Life's development, and we hope everyone is as excited as we are about the future of Tiny Life and its community. Please keep the feedback, bug reports, and amazing custom content creations coming!! Ell |
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This is a small update to fix some major bugs people have reported since the Early Access release earlier today! Thanks so much for all the kind words and lovely feedback today, we're so grateful to have such a kind and loving community <3
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Hi everyone! I'll make this quick, so you can get right to it: Tiny Life has officially been released into Steam Early Access!!
Thanks so much for everything you've given me so far, and I really, really hope you enjoy the game! Ell |
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!! |
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. |
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!! |
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.
[h2]How Much It'll Cost[/h2] 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 |
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! 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. [h2]Linguistic Complexity[/h2] 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:
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. [h2]Is That Good Enough?[/h2] 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 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. [h2]Linguistic Overcomplexity[/h2] 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. [h2]A workaround?[/h2] 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. [h2]Conclusion[/h2] 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 |
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! 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
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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. |
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.
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. [h2]Eating Food[/h2] 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:
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! |
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.
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!
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! |
Hi everyone! It's been a wild ride for us since the demo released a while ago, and we've gotten some great feedback and some useful bug reports from yall. As we mentioned in our last post, the demo is here to stay throughout Tiny Life's Early Access release and onwards. It'll allow new players to try out the game before committing to purchasing the full game. There's something else we want to talk about today, though. |
Today is finally the day you've all been waiting for. Well, okay, it's not that day yet. It is, however, the day that we're releasing the official Tiny Life Demo, for free, for everyone, forever!
As previously mentioned, once the game's Early Access release is out, you'll be able to continue demo save games in the full release, or export households and lots from your demo save games and move them into Maple Plains City or custom maps. We've taken care to explicitly state what content is missing from the demo in-game in all the places that it is missing from. While playing, look out for these little purple boxes that'll tell you what you can expect when buying the full game. The Full Changelog As with every update, there are a few new features and improvements to existing features as well, but we really wanted to use this post to highlight the content that is specific to the Tiny Life Demo. If you want to know more about what changed since the last public beta version, though, here's the full changelog that contains all of the info you need! Additions
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With the last ever beta update releasing at the end of last year, a sort of new era has started for Tiny Life and its development: The release era, if you will. Steam Next Fest is also coming up in February, and Tiny Life will be taking part in it. With all of these things happening, there are a few pieces of news we want to share with you to prepare you for what's ahead.
While designing the demo, we wanted to make sure that players can still enjoy playing the demo without any time restrictions (which is a popular model for demos). Instead, we decided to limit the amount of content available compared to the full game. We hope this'll strike a good balance between the demo being too lackluster and too similar in scope to the full game. The End of the Beta With Steam Next Fest coming up in February, it'll soon be time to retire the public beta for good. Right now, you can still download it on Steam (by downloading the demo-it's really just the public beta in disguise, as previously discussed) or on itch. This won't be the case for much longer, though. We plan to replace the public beta on both platforms with the official demo before the end of January. The exact time we do this will probably be revealed a few days beforehand on the game's Twitter and Discord, so if you want to keep up to date with it, those are the places to do so. Once the demo is released, there'll also be another devlog post on itch and on Steam, as well as another newsletter e-mail as always. After this switch, the public beta won't be publicly available anymore. Like, ever. If you want to be able to still play the public beta until the game's Early Access release (and the demo isn't good enough for you), you should download it now and keep it safely. The Store Situation Tiny Life is currently available on itch and on Steam, and this won't change when we publish the beta or when we release the Early Access version. Our current plans are as follows, though again, we can't guarantee that it'll happen exactly like this until it actually does. [h2]Steam[/h2]
[h2]itch.io[/h2]
We realize the current store situation is a little confusing, especially since the public beta is currently masquerading as the game's demo on Steam. Unfortunately, we had to do it this way due to Steam-internal limitations. However, when the beta is switched out with the demo, and when the Early Access version is released, everything should go back to being pretty simple to find, buy and download. |
Hi everyone! We just released version 0.28.0 of Tiny Life, and with it, a bunch of cool new stuff. This is a pretty big update, and we think that this devlog definitely reflects that.
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Hi everyone! It's that time again where we share a lovely little update that we made for you all. We're still working hard on secret release features in the background, so this is another somewhat smaller update. It's still very nice, though, so get ready for some neat stuff.
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Hi everyone! We've been busy recently working on a lot of things that won't be released for a while, so this update is a little smaller. Nevertheless, it still adds some cool features, and finally introduces music into the game, courtesy of our lovely musician Leiss! A Tiny who is outdoorsy just can't get enough of the outdoors. They feel better while they're outside, especially when visiting parks, and they might start feeling a little cooped up if they're inside for too long. Along with this, we've also been making an effort to add some more personality-based actions into the game, especially in the social category. There are now additional actions for the charisma, writing and humor skills, which allow for higher success rates and friendship or romance gains at higher skill levels. Some UI Polish The household and lot import and exports menus have gotten a bit of a makeover in preparation for the game's Early Access release next year. The release will ship with Steam Workshop support, which is currently in very active development, and so we've decided to clean up the menus involved a little bit. While you'll be getting these menu improvements in this update, please note that Steam Workshop support is not publicly released yet, and won't be publicly released until the game's official Early Access release. Cool Clothes Last but not least, we added two new clothing items into the game: Headscarves! While the looks and feels of these headscarves are heavily inspired by hijabs, they're able (and supposed) to be worn by anyone who likes having their head and/or hair covered for any reason! You can find them in the Head Accessories category of the character creator. In the future, we plan on adding a lot more clothing items that celebrate the styles and items of various cultures, including some of the player suggestions we collected a while ago on Twitter. Please don't hesitate to give feedback on the items we add, especially ones that you regularly wear or know more about, since it's important to us to get these items right. The Full Changelog As you're probably used to by now, here's a copy of the full changelog for your perusal. You can view this changelog from the game's main menu's bottom right corner, as well. Additions
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Hi everyone! It's been a little over a month since the last update, which isn't really the update schedule we try to stick to, but it is what it is. We've been doing a lot of internal changes, as well as a lot of planning related to Tiny Life's Steam Early Access release, which is currently planned for the first quarter (Q1) of 2023. Of course, we'll keep yall updated about any changes and plans related to that.
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At least for the ones of us who reside in Central Europe, it's been a tough couple of weeks with the constant, devastating heat. However, in our everlasting pursuit to give you new content to play with, the heat has not stopped us from working on this update.
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Hi everyone! Between our Twitter hot takes and a few smaller updates, it's been a while since the last devlog post. We apologize for that, but to make it up to you, here's a pretty big devlog for a pretty big update. Enjoy!
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To celebrate two years of Tiny Life's development, and to finally relieve the tension that all of you have been feeling after over two months of new update, here's 0.21.0, which marks Tiny Life's move from alpha to beta, and comes with a ton of awesome new features. This devlog contains all the information you need, as well as a full changelog for this update.
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Hello everyone! It's finally time for another devlog again. It's been a hot minute since the last one, but there's a good reason for that: We've been hard at work getting The Children Update finished for all of you!
This isn't nearly all the stuff that makes children different from adults, but you'll be sure to find out more about them while playing with the update for yourself. New Stuff Along with the children, there are also a ton of new objects, lots and households that you'll get to check out. The lots and households were created by the community member Vortis, who did an amazing job on them. One of them is also an empty starter home, so that is the perfect place to start a new save or a new household if you're not a huge fan of building your own houses. [h2]Familiar Attire[/h2] There is also a new set that is being introduced into the game: Familiar Attire by the lovely, and by this point very well-known, Tector, who previously created the art for the Fitness Set, as well as the game's logo. Familiar Attire features a ton of new clothes for both adults and children, and it also comes with a lot of new hairstyles and accessories (some of which are in categories that didn't even exist before!) New Voices For a long time now, Tiny Life has had the lovely, indecipherable mumbling that people use when communicating with each other. Eagle-eyed players will have noticed, however, that there was only one voice available so far. Today, this is finally changing! There is now a new, more feminine speech style (that is actually called "sweet" in the game as to avoid the unnecessary gendering), spoken by the lovely SyrinixSoul of Twitch and "having a lovely high voice" fame. In addition, there is also a new voice style for children, spoken by the friend-of-a-friend (actually, son of a friend) of ours, who did an amazing job creating a gender-ambiguous, adorable (you probably don't want to hear that it's adorable, I'm sorry), voice. The person in question is Tyler V, who also has a YouTube channel where he uploads gameplay videos. You can hear the new voices in the game, as I don't think itch and Steam allow me to upload videos directly. Soz. If you want to change the voice of the Tinies you already have, you can always use the EditPerson cheat, as previously mentioned. New Promo Art Along with this update, it felt fitting to finally create some new promotional art for the game, as the screenshots that we were previously using were getting pretty old and outdated. So feast your eyes on some of the new screenshots we took, featuring new stuff from this update! There's also a new trailer, which you should definitely check out. [previewyoutube=iw-D7queVUI;full][/previewyoutube] The Full Changelog And, last but certainly not least, here is the full changelog in all of its glory. As always, you can also check it out in-game by clicking the little button in the bottom-right corner of the main menu. It's a lot this time. It's also worth mentioning that you can always tweet @TinyLifeGame on Twitter when you upload any videos or stream any content from the game, as that means that we'll not only be able to check it out, but also be able to shout you out. We love seeing content about the game, so don't be shy! Additions
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Happy new year, everyone! Unfortunately, over the holidays, and since the main developer (me, hi) is moving soon, development on Tiny Life has been a little slower than usual. This means that the update that adds children into the game is still not finished yet. What we do have, though, is a fun update that spices up a lot of the existing parts of the game. Take a tour with me!
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Hey everyone! It's been a hot minute since the last update, but now we're back, and we're... more updated than ever. I still don't quite know how to introduce these posts.
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Hello everyone! It's that time again where we release a Tiny Life update, and with it, a fun devlog post that features a bunch of descriptions and images of the new stuff.
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Decorate your timbered cottage, put on your flannel shirt and get ready to create some wooden furniture of your own! As its description explains, the woodlands set features a ton of new cottage- and forest-themed furniture, wallpapers, clothes and other items. Additionally, it features a large map expansion with plenty of new lots and a beautiful evergreen forest. Along with this new area, there are also some beautiful new lots created by Macy and the Set's artist faellynna. Woodworking Along with the Woodlands Set, a fun new skill has been added that allows people to earn money, as well as decorate their house with beautiful, homemade furniture. The Woodworking skill allows people to craft more and more complex furniture with a higher skill level, and any crafted furniture will give people positive or negative emotion modifiers (based on its quality) when being used. Regular Visitors Another very cool new system is being introduced in this update: The Regular Visitors system! Up until now, everyone that you came across throughout town was someone that also permanently lived in a house there. This meant that, while visiting everyone that you interacted with was possible, the amount of people that could reasonably walk around in town was limited to the amount of lots and people per household. Not anymore! With the regular visitors system, randomly selected people from the game's default data, as well as your manually exported (or downloaded) households will become regular visitors of your town. They will enter town occasionally from one of the exit roads to visit a public or residential lot, stay around for a while and then go back home at a later point by leaving town again. If you want a regular visitor that you've built an in-depth relationship with to stay in town forever, you can also invite them to move in with you using the new "Ask to Join Household" interaction! Ow, It Stings Lastly, a fun new sound effect type has been added into the game: Emotion stings! Emotion stings are small sound effects that play whenever the currently selected person's emotion changes, and each emotion has a unique sound effect that matches it. This system is inspired by the one present in The Sims 4, and the sound effects for Tiny Life's emotion stings have been created by the lovely Jamal Green, who I've previously worked with on one of my other projects. The music he creates is awesome, and the stings are no different. If, for some reason, you don't like the sting sound effects, you can always disable them in the Audio options menu. The Full Changelog As always, here's a copy of the full changelog, which you'll also be able to find in the bottom right corner of the game's main menu, as always. There's a lot of improvements and bugfixes in this update, as well, so check it out and you might find some fun secrets in there! Additions
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It is that time again where we release an update for Tiny Life! This time around, we have some pretty cool stuff that I've been wanting to add for a long while now. |
A very exciting update for Tiny Life is dropping today: 0.13.0 adds camera rotation and a pretty major upgrade of the game's map! Check out the screenshots, explanations and additional features in this post! |
Hey everyone! If you're interested in the development of Tiny Life, and you want to help to shape the game, please fill out this quick form. It goes through some of the upcoming features for the game and asks you how important you think each one of them is. |
Today marks the day that the first official set for Tiny Life is released. Now, you may be asking yourself: What is a set? How does it work? When did you become Electronic Arts? And how much money do I have to pay? And the simple answers are: A very cool thing, by downloading the update, I didn't, no money at all!
If you want to add either one of these properties to an existing person, you can do so by pressing the F1 key to open up a cheat console, and then typing "EditPerson" to open the character creator with all features enabled. As always, here's a copy of the full changelog for your enjoyment: - Added the Fitness Set, with art by Tector, which includes a fitness skill and several new furniture and clothing items: |
It's that time again where Ellpeck lets Tiny Life run for hours in the background to see if there are any major issues, like crashes or people being unable to take care of themselves on their own. This time around, it turned out that there were quite a few of these issues, all of which have (in theory) been fixed. Yay!
Additionally, this update features the addition of a lot of new social interactions, most of which are "gated" behind certain emotions and personality type compatibilities. Here are just a few of them: There are now doors in the game, along with the ability to lock said doors. Currently, they can only be locked for certain categories of people, but in the future, I plan on adding the ability to lock and unlock doors for certain, specific people as well. The last notable (and screenshottable) addition is the introduction of another fairly in-depth skill: The Gaming skill! People can play singleplayer and online games, watch walkthroughs and even take part in gaming tournaments, which allows them to win a little bit of money if they're good enough. As always, here's the full changelog for your enjoyment. It's a pretty long one this time around. - Added a lot more social actions in various categories |