About the Game
Tiny Glade is a relaxing free-form building game. Tap into the joy of making something pretty with no management, no combat, or wrong answers - just kick back, doodle some castles, and turn forgotten meadows into lovable dioramas.
Explore gridless building chemistry, and watch the game carefully assemble every brick, pebble and plank, adapting to your whim. Draw a path through a building? A door pops up! Raise the building? Columns and beams line up to support it.
There are no wrong answers or failure states. You can change your mind at any time, and whatever you make will look cozy out of the box.
Let yourself unwind to the chill vibes, and escape into a world that feels alive. Ivy envelops your buildings, sheep waddle through your paths, and fireflies light up the night.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
🎃 Halloween weekly theme (it will be available from the 24th of October until the 31st of October)
🌿
👆 Add our own mouse cursor (disabled by default) for when the OS cursor refuses to show up to work
☁️ Detect if running in GeForce NOW, work around session freezing when using the photo mode folder button
🛠️ Bundle parts of our asset pipeline to make texture replacement easier
🛠️ Slightly reduce video memory utilization
🛠️ Don't load old texture assets that Steam failed to delete
🐛 Fix some crashes when very low on video memory
Askion kataski! (we're definitely not playing too much Hades 2)
Ana & Tom
{STEAM_CLAN_IMAGE}/43278662/3cfd8c0e9c1b0174997603302aacda69b56a1183.png
We've also noticed that owners of GeForce RTX 50-series GPUs are experiencing crashes when launching the game. Those crashes are linked to the just-released 580.88 driver. We're in contact with NVIDIA about the issue, and we've added an in-game warning with a link to download the 577.00 driver, which works fine. Thanks for all the crash reports and troubleshooting help!
{STEAM_CLAN_IMAGE}/43278662/97078ba96ffdb36a1bc42027fcfed6976bc2806a.png
BTW, a few folks are experiencing crashes on startup due to Steam incorrectly deploying the patch. There's a handful of old files that it failed to delete, and Tiny Glade crashes while trying to load them. Our crash reporter detects and highlights this problem - if you see it complaining about problems with the game's installation, try the steps it outlines, or reinstall the game, so that the old files get deleted.
{STEAM_CLAN_IMAGE}/43278662/6c27242ef7a37f7fdc38fc1abc96065f362bbdbc.png
Patch notes:
- 👻⛰️ Fix phantom terrain for real this time
- 🔥 Add warning for broken NVIDIA driver 580.88 on RTX 50-series cards
- 🔥 Add additional resolution advice to the crash reporter for a few external factors that mess with the game
Love,
Tom & Ana
🚒 Detect the presence of stale game files upon a crash - Steam failed to delete them for some folks, the game tries to load them, and then crashes
🐛 Hopefully fix inability to delete glades - if a glade with the same folder name existed inside the deleted-saves folder, the deletion would fail. Now it will rename the save folder, and proceed to moving it into deleted-saves
🐛 Fix floor pattern not being inherited when creating a snapped shape
✍️ Display a small link when a stair node is attached to a wall (before it was displaying a small circle around the node and that was not very clear ^^")
👩🏫 Add a tutorial hint on how to detach stairs from a wall
🧹 Sanitize a crash when using coloring menu on a wall that was just undone
🧹 Sanitize a crash related to zero length curves when drawing walls and fences
✍️ and while I was at it, I figured I'd finally improve the wall snapping UI. When snapping to a wall while drawing a wall or a fence, the game will display a solid line with a dot that follows the shape of the wall you're snapping to, instead of two straight dashed lines.
Love,
Ana & Tom
July 28
1.14.0-beta34 is up!
💅 [color menu] When stairs have both magic supports & railings, first offer customization for magic, and then for railings
🧊 Don't render the world while in the main menu
🧊 Limit menu frame rate to <= 60 (to save power)
July 27
1.14.0-beta33c is up!
🏃 Optimize stair floor (walkway) rendering by moving it to our GPU-driven pipeline
🐛 Fix stairs glitching upon cursor hovering control hints
📐 Tweak interaction geo of stairs attached at 90 degrees to walls (it was hard to grab them)
July 25
1.14.0-beta32 is up!
🧲 Fix stair snapping behavior
🧹 Removed the toggle to switch to pre-1.14.0 tower timberframing. This old version of timberframe doesn't work with stairs, since it's, well, old ^^ and we're getting bug reports on that. We've concluded that it's confusing to have this option offered, since the expectation is that it would work with the rest of the features of the game.
🔬 Tweak sensitivity of stair recalculation (should reduce reshuffling on glade reload)
🐛 [Steam Deck & Gamescope] Fix the cursor staying visible and moving while rotating the camera
July 24
1.14.0-beta31 is up!
🐛 Fix magic effect not disappearing for grounded ladders with removed supports
1.14.0-beta30 is up!
🏇 Optimization for the stairs magic effect - recalculate the effect only when needed (if you used the magic stairs, we'd greatly appreciate if you check that it still works in your build correctly)
🎨 Offer magic effect coloring on ladders too
🎨 Don't offer magic effect coloring when no magic effect is present
🐛 Reset camera lens & artistic effect settings when creating new glades
🐛 Don't add magic effect if stairs are grounded
Status update: we're getting to the finish line! The biggest remaining piece, the optimization for magic effect, has landed, and now we will be monitoring whether it's stable and works as expected. Assuming no major fixes are required, we're estimating we can ship the update early next week
July 23
1.14.0-beta29 is up!
🎨 Add color customization to the stairs magic effect
🎨 Magic effect will no longer be reshuffled when moving/changing stair segment, but stay consistent
🧑🏫 Update starting builds with new features from the update + add 3 new ones
🐛 Fix stairs UI gizmos sometimes treated as obscured when they shouldn't
🐛 Fix another crash related to hovering over an add supports button on stairs
July 22
1.14.0-beta28b is very unexciting, and just reduces some internal log spam
1.14.0-beta28 is up! Just fixing an oopsie:
🐛 Fix a crash when hovering over an add supports button on stairs for a longer section (tysm for the crash reports!)
1.14.0-beta27 is up!
🐛 Fix stair floors missing a bottom
✍️ Show approximate preview of arches when hovering over the re-add supports button in stairs focus mode
⚠️ We've run into too many issues with building support removal. We thought we could quickly sneak this into this update as a cool bonus, but it turned out more complicated than we'd anticipated, and we don't want to ship something half-broken 😅 We've decided to look into it again later to avoid delaying the stairs update any further. Thus, this feature is removed for now. (if you used it in your saves, the effect will remain). Thank you for all the feedback & bug reports 🧡 P.S: the stairs no-supports work as before, this only affects buildings.
July 21
1.14.0-beta26 is up!
🐛 Deduplicate pillars between stair segments
🐛 Random crash fixes
1.14.0-beta25 is up!
🐛 Fix inability to delete stone supports in stairs that were attached between two different walls/buildings
🐛 Fix stair stone railing being distorted even when no magic effect was present
July 20
1.14.0-beta24 is up!
✨ Add ability to remove stair supports by using hammer tool (you can re-add them back in focus mode)
✨ Add ability to remove building supports by using hammer tool (you can re-add them back in focus mode)
🧹 Toggle for no-supports for stairs has been removed in favor of the new UX
✨ Add Qualcomm Snapdragon X as a supported platform
🍏 Add experimental compatibility with patched CrossOver 25 on MacOS
(Needs MoltenVK 1.3. You can use CXPatcher for this; before patching, go to"Advanced Options", and from the "Patch MoltenVK" drop-down at the top, pick "Latest MVK (...)")
You can now remove supports per stair segment. When no supports are present, the stairs will become suspended mid-air with the force of magic 🧙However, if a stair section overlaps with any other structure, it will be considered supported, and the magic effect will not appear.
Some of the new code is a bit slow. Please mind the performance gap while we carry out the optimizations 👨🔧👩🔧
July 17
1.14.0-beta23 is up!
🐛 Fix crash on RMB of newly dragged clutter
🛠️ Fix clutter being nuked from stairs on insert or delete point
1.14.0-beta22 is up!
🐛 Fix crash when moving clutter to an invalid location
1.14.0-beta21 is up!
✍️ Add a "will be changed" warning to the no-support toggle
🐛 Don't offer to insert a new stair point when dragging any other gizmo
🐛 Fix light leaking through terrain in GI
💥 Fix misc stair-related crashes
💥 Fix crash with near-zero-sized gates
July 16
A quick status update: we're getting closer to wrapping up the bug fixing, however, we've realized that the current option for "no supports" on stairs we added in `beta19` doesn't feel like Tiny Glade. We don't want to remove it though, as we see its potential and the fun you can have with it. Therefore, we're going to spend additional time finding a UX that feels at home with Tiny Glade. We're guessing we need an extra week, and the beta will hopefully be finished at the end of next week.
July 15
1.14.0-beta20 is up!
🈂️ Translations
✍️ Auto-attach newly inserted stair points to an appropriate wall or flat roof, if they're inserted into an edge that's attached to same wall/roof
✍️ Split the building category of the toolbar into two rows
🐛 Fix leftover plaster on fences for reallzz (it will also be automatically removed if your build has any)
🐛 Fix continue stairs not always retaining stair style
🐛 Fix stairs reacting to phantom terrain
July 14
1.14.0-beta19 is up!
✨ No supports option for stairs (available in the customization menu)
✍️ Remember last used stair color, railing type and ladder color
🐛 Don't create half arches if the attachment wall doesn't have enough space for it
🐛 Sanitize rogue plaster on fences (thank you for the reports! unfortunately, we still can't find a repro for it, but this fix should at least prevent this from happening; if it happens again, please shout!)
🐛 Fix single node stairs rotation gizmo being misaligned when on flat roofs
🐛 Don't offer rotating single node stairs if they're wall-attached
🐛 Don't offer inserting a new point if it's a single node stair
Status update: we're currently wrapping up the remaining issues and bugs. We're hoping to be done by the end of this week / beginning of next week!
July 13
1.14.0-beta18 is up!
✍️ Allow rotating single node stairs
🐛 Fix roof-attached single node stairs having pillars going all the way down to terrain
🐛 Fix pillar bottoms stealing "insert point" focus
🐛 Fix ladders slightly floating above terrain/roofs
🐛 Fix ladders creating floor supports when elevation wasn't high enough
July 12
1.14.0-beta17 is up!
⚙ Add a toggle in game settings for the old-style timberframe
🐛 Fix phantom lantern & crash when switching from lantern mode to wall eraser
🐛 Fix crashes in assembly of near-zero-length railings
🐛 Fix flicker of clutter move UI, and related random crashes
July 11
1.14.0-beta16 is up (just a few smol things cause we're taking a mini break)
🔨 Extra check for railing generation on two separate buildings
:blame_AMD: Add an extra AMD driver DLL check to the crash reporter
🐛 Fix instance index overflow crashing long sessions
🐧 Maybe fix Linux crash reporter copy to clipboard
🎢 Fix coaster flicker & excessive stair-attached deco recalc
🔨 Harden save file writing some more against disk errors
July 09
✨ Wooden railings for stairs
🕰️ Fix stairs undo/redo weirdness when splitting walls
🎢 Input prompt for rollercoaster now correctly displays with controller
🐛 Fix UI gizmos sometimes splitting into two (thank you for the F6 reports!!); turns out the camera distortion from photomode was applied to one rendering pass, but not the other
🐛 Disallow diagonal supports for wooden pillars on towers if the pillar is too short
🐛 Tweak sensitivity of discarding railing ends
🐛 Fix bald grass after last stair segment is removed (fr fr no cap this time)
🐛 Fix color flashes in bloom when resizing the window sometimes
🐛 Make bloom scale resolution-independent
🐛 Fix black halos around bright objects
🔬 Improve image upsampling quality with "resolution scale" < 1.0 (use edge-adaptive spatial upsampling)
🐛 Fix walls blinking out of existence during replay
🧯 Gracefully handle file "access denied" operating system errors in the save system
:blame_AMD: Handle more silly behavior of graphics drivers (swapchain image acquisition hanging)
🧊 Add game hang/freeze detector (--detect-hang launch parameter)
July 07
1.14.0-beta14 is up!
🔊 Stairs have proper SFX now~
👨🏫 Control hints/tutorial for stairs
🎨 Add railing to the ends of wall-attached stairs
🐛 Fix gaps in curved timberframing
🐛 Fix decorator & wall sfx not playing when moving the camera with wasd, but keeping the cursor still
🧯 Gracefully handle disk write errors in the save system
July 06
1.14.0-beta13 is up, with some rollercoaster silliness from last night's hacking, and one fix from Ana who's doing real work
🎢 Fix the disappearing cart problem
🎢 Don't forget the last segment for closed tracks
🎢 Add WASD controls
🎢 Don't play footstep sounds in coaster
🎢 Make the simulation framerate-independent
👮♀️🌳 Tighten tree border control
July 05
1.14.0-beta12 is up!
🐛 Fix duck trajectory planner wasting CPU cycles
🐛 Fix fences contracting plasteritis
👮♀️🌳 Implement tree border control
🐛 Fix window-related crashes when merging walls
🪟🚪 Eat the balcony cake and have it too
July 04
1.14.0-beta11 is up!
✨ Added ability to cycle through the available clutter in the clutter focus mode (ideally, we'd have a proper menu, but this should help meanwhile!)
🎨 Make stair bricks look more random
✋ Prevent sheep pet hand from taking over the screen
✍ Revert LCtrl preventing windows from turning into doors, but make smallest width stairs not create doors
✍ Keep stair stubs when you click and don't move
✍ When placing stairs, they no longer disappear when you hover over other decorators
🐛 Fix decorators not recomputing on changing terrain
🐛 Fix ladder floors not having edges (oopise from adding railings)
🐛 Fix newly-connected stairs not inheriting the parameters such as ladder color, railings and color (otherwise, things get mismatch in history when coloring)
🐛 Prevent stair steps sinking too low
🐛 Undo accidental rotation change of clutter on round towers (affects clutter on round roofs, but matches non-beta)
🔉 Fix photomode icon playing brick sound
🎢 ????????
July 03
1.14.0-beta10 is up!
✨ Added stair railings
✍ Prevent stairs trying to snap to angled roofs
✍ Don't offer attachment to existing stairs if snapping is disabled
✍ Don't snap stairs to walls if snapping is disabled
✍ Reverse color of plaster icons
🐛 Fix pillar collision geometry preventing interaction with stairs gizmos when in water
🐛 Fix ghost mode toggle not working in FPS camera with controller input
July 02
1.14.0-beta is up!
👂 Make path draw sounds quicker to stop
🐛 Prevent stairs from splitting into ladders & walkways in edge cases where you don't expect it
🐛 Arrest illegal ladders & arches that would fix themselves upon reloading the game
🐛 Fix color banding on sky
🐛 Fix DoF artifacts in close-up tree branches
🐛 Fix tree branches abruptly disappearing close to the camera
🎢 ????????
July 01
1.14.0-beta8 is up!
✍ Holding "disable snapping" key (default: LCtrl) now prevents windows from turning into doors
✍ Rectangle editing now behaves itself when in low camera angles
✍ Rectangle rotation is now snappier & no longer does a small jump at the start of an edit
🐛 Fix cases when stair gizmos become unresponsive in focus mode when there are lots of stairs around
🔊 Fix volume difference between placing decorators and moving them
June 30
1.14.0-beta7 is up! It's a very 🐛🔫 patch
🐛 Fix building pillars ignoring stairs
🐛 Fix stair placement disappearing when hovering over existing stair nodes
🐛 Fix single node stairs not offering to be connected to existing stairs
🐛 Fix stairs UI being shown in main menu
💥 Misc crash fixes
:blameintel: Fix stutterfest on Intel UHD
June 29
1.14.0-beta6 is up!
📐 Railings/merlons are now removed around stairs, walkways & ladders
🤏 Slightly increased the slope at which walkways turn into stairs, to make ramps more useful
🐛 Fixed visual glitches on sloped walkways
This will likely affect some features of your builds, especially if you overlapped buildings & stairs a bunch, e.g. for making bridges with railings. Those are still possible using similar approaches, just might need a slight nudge to the stairs and/or platforms.
1.14.0-beta5 is up!
🐛 fix missing stair pillars when underwater
🐛 fix single node stair supports being too skinny after the previous patch (oops)
✍ better stairs UI responsiveness when hovering over gizmos
🌥️ derive edit highlight from sky brightness (to avoid overly bright highlight at night)
🎨 ladder bottom point no longer offsets forward if it's connected to another ladder (for more continuous ladder sculptures and masts ;D)
June 28
A new build is up! (1.14.0-beta4)
🐛 When in focus mode, you can interact with move, height & insert point gizmos even when obstructed by a wall
🎨 Single-node stairs now have arches
🌀 Stair-attached decorators can be rotated
🤏 Stairs can have a slightly smaller min width
👉 Your stair-attached clutter will likely change its rotation due to this update. Pardon the inconvenience, but 'twas necessary to allow rotation editing.
1.14.0(beta3) is up
Fix doors not spawning 🚪 :sheephammer:
June 27
1.14.0(beta2) is up!
✨ Ladders can now be colored
🐛 Fixed the ghost stairs that rotated with the camera
🐛 Fixed plaster peel leaking wall preview color when hovered
🐛 Offer plaster peel option for freehand walls as well
🛠️ Made gizmos smaller in focus mode when stair nodes are close to each other
🛠️ Modified min width for stairs to be no slimmer than brick depth (otherwise it exposed gaps)
[img src="{STEAM_CLAN_IMAGE}/43278662/7b97013fc74b70457dfcbf0042f81cf1f9721ff3.jpg"]
Helloooo, everyone! We're finally ready to start testing our biggest update yet 🙌
There are a looooot of misc fixes and smaller things - we'll do the full notes once the patch is released in the game proper, but for the sake of brevity, for now I'll highlight only the main stuff. That's where we'd appreciate your help testing - we'd be super grateful if you report bugs (via F6) and crashes (via the crash reporter's pop-up window) 🙏 Tom & I will be actively monitoring and fixing things as they pop up. If you need a reminder on how betas work and how to opt-in, please see instructions at the bottom of the post. All righty! Without any further ado:
Stairs
[img src="{STEAM_CLAN_IMAGE}/43278662/91ad75d15c89fb3ee087978e6d12583ee4ac1199.jpg"]
The biggest addition is of course stairs! They turn into platforms & ladders depending on steepness, and can be attached to walls and flattened roofs. You can access a detailed editing mode by right-clicking them, and you can even place clutter on top of them. Please note that the SFX is a work-in-progress. We didn't want to stall the playtesting, and we still need to add the final sounds (the ones in the game are placeholders, and will change).
Cobblestone
[img src="{STEAM_CLAN_IMAGE}/43278662/4e92331d7eac4ffc4a2b2ac0006b0263db6f3321.jpg"]
There are 3 new cobblestone variants of path tool!
New floor patterns
[img src="{STEAM_CLAN_IMAGE}/43278662/e58e911cd84c2f847abd9f6108ab69ce0a5c8004.jpg"]
The old floor pattern got a visual uplift, and acquired new friends: 2 stone and 3 wood patterns. They can be accessed via the customization tool.
New music
Oda Tilset composed 5 new tracks for us 💞 one for each glade season.
Circular timbering rework
{STEAM_CLAN_IMAGE}/43278662/69e12bf75f8d17a44fd7552cc3e25508fadebafd.jpg
Timbering on towers has received a visual uplift too! They're no longer made out of small wooden pieces, but instead are one continuous curved wooden beam. This should look way neater, especially on narrow towers :3
Photomode filters in game mode
[img src="{STEAM_CLAN_IMAGE}/43278662/9c8ea4e9ed8512518b8340dc84fff411b44bf911.jpg"]
The filters, brightness, contrast or saturation adjustments will now be also applied to the game mode. So if you want to make it more spoopy, or turn summer into a chilly day, now you can do that even while building. To reset it back to default, select the first filter in the gallery (the one with a bookmark icon).
Auto-save & backup menu
[img src="{STEAM_CLAN_IMAGE}/43278662/22cdd56f23711ae24b18910cfbe060b7ac58b39e.jpg"]
We've rewritten our save system, and added autosave in the background. Previously saving the game was an expensive operation, and happened only if you pressed the ESC key, entered photo mode, quit the game, or of the game panicked (crashed in a controlled manner). While this worked fairly well, if your computer lost power or hard-crashed, you could lose progress. Now the game saves automatically and transparently in the background after *every* operation you perform (don't worry about your hard drive's longevity - only the relevant updates are sent to disk).
In addition to that, Tiny Glade will automatically backup your save every 5 minutes, keeping four of those backups around, approximately 5, 10, 60 and 120 minutes old (additional backups are also created upon panics too). This means that if something catastrophic happens to your system, or Steam Cloud goes haywire, you should still be able to load a relevant backup. There's also UI for loading those.
Testing this beta patch
If you'd like to help out and opt into the beta, go to Tiny Glade in your Steam Library, then Properties → Betas → Beta participation → Select "beta-1_14_0".
The save files of this beta are separate from the main version of the game, and this is a beta rather than a regular patch. What does that all mean?
- When using the beta, you won't see the glades you've built in the default branch.
- We made beta saves separate from the regular saves because the beta branch contains new code unavailable in the default branch. Thus, the save files created in beta won't work in the default branch until we merge the beta into the default branch.
- You can however copy your previous saves manually into the beta if you like.
- Saves for the beta are in the "beta-saves" folder alongside "saves" in "C:\Users\YOUR_USER_NAME\Saved Games\Tiny Glade\SteamYOUR_STEAM_ID" ("~/.local/share/Tiny Glade/Steam/YOUR_STEAM_ID" on Linux)
- The beta saves are not synchronized to Steam Cloud.
- Some stuff might misbehave, and we might need to make changes if necessary. Beware that your beta builds might change
- After the beta is closed, you'll be able to just (manually) copy over your beta saves into the regular saves folder.
- Please see our troubleshooting guide for more information about saves.
How to report a bug
If you encounter something broken, or would like to send any feedback about this beta, we'd appreciate an in-game report using the F6 key 📝 If the matter would benefit from a discussion, you're also welcome to write a comment to this post or on Discord.
Thank you for reading and playing! We hope you have fun 💚
Love,
Ana & Tom
Here's the broken version:
{STEAM_CLAN_IMAGE}/43278662/1691faadd7124b92b29087e719dd623547b39c98.jpg
And here's how it should look like:
{STEAM_CLAN_IMAGE}/43278662/9f04124d5ef75ae03d29fc8c5f5828c460f8295f.jpg
Thus, the change list:
- 🐛🦜 Unshiver me timbers
Thanks for the bug reports <3
Love,
Tom & Ana
*cough*, anyway xD
- 🐛 Fix startup crash if audio fails to initialize (say, you have no sound card, or it has a borked driver)
🎉
Love,
Tom & Ana
It also took us way too long to spot the crash, as our file integrity checker was incorrectly claiming that it was due to messed up files in your game installation. The incorrect diagnosis was due local changes I had in our build tool that prepares file manifests for those integrity checks. My bad.
Without further ado:
- 🐛 Fix crash when loading Halloween music.
Apologies again for the crashes.
Love,
Tom (& Ana is asleep, but she'd certainly send love too)
👉️ Please see the bottom of this post for info about testing this patch preview.
2x terrain height
You can simply extend terrain higher now, making builds more epic, and ensuring that every day is leg day for the imaginary inhabitants.
{STEAM_CLAN_IMAGE}/43278662/4e0a47af38ae2f45b4413ef55ff85f7c53b3518b.jpg
Movable terrain chunks
You can now right-click on terrain chunks, revealing the ability to move them. This mode also shows all the other available controls, like changing height and falloff.
{STEAM_CLAN_IMAGE}/43278662/ccef8a32bce056b1c261a41922b5ee2fe380e58e.gif
Rotatable towers
Circular buildings shall no longer look upon rectangular ones with jealousy. If you right-click a round building, you'll now see a curved arrow that lets you adjust rotation. Now you can get those support pillars juuust right.
{STEAM_CLAN_IMAGE}/43278662/7e483081d98197fd14e4bfd956b769033a287925.gif
Lower minimum height for buildings with roofs
We wouldn't want to break any laws of physics, so now that we've allowed higher elevation of terrain, we figured that to compensate, we could also allow buildings to go lower.
For buildings with roofs, we'd previously restricted their minimum height such that you could still have wooden gates in them, but we figured that's not a necessary restriction. You can now make them very short, almost tent-like.
{STEAM_CLAN_IMAGE}/43278662/b9a695d996dcbe1436aad404334c469a6d0af090.jpg
Tiny Glade Super Resolution (TGSR)
We've been hearing here and there that Tiny Glade can turn graphics cards into leaf blowers 🍃 The main reason is that we'd render the image at full resolution, whereas most graphically-intensive games these days use upscaling via DLSS, FSR or XeSS. Those let games render at a reduced resolution (which is cheaper), and then synthesize full-res images by correlating information across frames.
We've now added TGSR - our own technique sporting competitive image quality and performance. It is now enabled by default, replacing our temporal anti-aliasing (TAA, which is still available). Compared to TAA, "TGSR Quality" can result in ~50% less GPU power use overall, while maintaining good image quality. You'll find options in a new menu under Settings → Video → Image.
{STEAM_CLAN_IMAGE}/43278662/050978bf86a38653229a8527439af51c97a6f2b9.jpg
(Why not integrate DLSS, FSR or XeSS? We still might, and we've internally tested the former two. DLSS has funny licensing requirements though, the public XeSS 1.x doesn't support Vulkan yet, and we'd have to ensure our integration of all of those matches the expectations of their vendors)
Other
* 🚭 Toggleable chimney smoke
* ⚙✍ Settings: add an option to hide the glade border (it will still appear when you're trying to build outside of it)
* ✏️ Glade border is now a dashed line instead of a solid one
* 🎶 Music system has been completely reworked, which should fix stuttering on game startup, rare hiccups and properly randomize the tracks when starting a new glade.
* 🐛 Fix trees placed on water sinking underwater when grabbed
* 🐛 Fix path-x-water erase SFX being too loud when undoing
* 🐛 Remove obvious repetition and sharp cutoff from water erase SFX
* 📎 Save backups: renamed history.json.datetime.bak into history-backup-datetime.json, to make renaming easier, since the file extension is not shown by default in Windows
* 📎 Save backups: add a 30 sec cooldown before a new backup is made
* 🐛 Reduce temporal smearing and edge artifacts on water.
* 🐛 Fix clutter refusing to sit on elevated terrain if there's a wall behind it.
Testing this beta patch
If you'd like to help out and opt into the beta, go to Tiny Glade in your Steam Library, then Properties → Betas → Beta participation → Select "beta-1_13_0".
The save files of this beta are separate from the main version of the game, and this is a beta rather than a regular patch. What does that all mean?
- When using the beta, you won't see the glades you've built in the default branch.
- We made beta saves separate from the regular saves because the beta branch contains new code unavailable in the default branch. Thus, the save files created in beta won't work in the default branch until we merge the beta into the default branch.
- You can however copy your previous saves manually into the beta if you like.
- Saves for the beta are in the "beta-saves" folder alongside "saves" in "C:\Users\YOUR_USER_NAME\Saved Games\Tiny Glade\Steam\YOUR_STEAM_ID" ("~/.local/share/Tiny Glade/Steam/YOUR_STEAM_ID" on Linux)
- The beta saves are not synchronized to Steam Cloud.
- Some stuff might misbehave, and we might need to make changes if necessary. Beware that your beta builds might change
- After the beta is closed, you'll be able to just (manually) copy over your beta saves into the regular saves folder.
- Please see our troubleshooting guide for more information about saves.
How to report a bug
If you encounter something broken, or would like to send any feedback about this preview, we'd appreciate an in-game report using the F6 key 📝 If the matter would benefit from a discussion, you're also welcome to write a comment to this post (but we might take a few days to respond cause we're a bit busy with dev and life things right now).
Thank you! 💗
Love
Tom & Ana
- 🐛 Fixed the right trigger not working in external controllers hooked up to a Steam Deck.
- 🐛 Fixed mouse button remapping affecting controller bindings.
Love,
Tom & Ana
Before we make it official, we'd love to hear from you. While we do have hands, and we did our best to roll, boop, and pat them all over PS4, Xbox and Steam Deck controllers, we trust that you'll do that more expertly.
Let us know what you think about the default controller mapping, and please poke us if you encounter any usability issues 📝
{STEAM_CLAN_IMAGE}/43278662/b03bb6d22d98124dd2386eff0e8448c51575c101.jpg
Note on left vs right triggers
A likely thing that might throw some folks off is that we've put the primary interaction ("left mouse click") on the left trigger, while it might be expected on the right. We found it physically tricky to use the right joystick for precise manipulation in the game while also holding the right trigger at the same time, so we put them on separate hands. If you find that a different configuration works better for you, let us know!
Testing this beta patch
If you'd like to help out and opt into the beta, go to Tiny Glade in your Steam Library, then Properties → Betas → Beta participation → Select "beta-1_12_0".
Unlike some of the other betas, no shenanigans are needed with save files.
Please note that if you've previously played using the controller, you may need to switch to the new official layout.
What's there
- All the menus and UIs can now be navigated using controllers: DPad, A/B, L1/R1.
- The same is also true for the keyboard: Arrow keys, Enter/Esc, PgDown/PgUp.
- There's now two action sets in Steam Input, one for gameplay, and one for the menu.
- The action sets expose a whole bunch of extra controls.
- The default controller layout uses those actions instead of emulating mouse/keyboard interactions.
What's not there yet
There's a few things that we'll address in future patches:
- Tutorials still only show keyboard/mouse controls. We still need to extend our code to add support for acquiring the correct icons from Steam. Meanwhile, you can check the bindings in Steam's own controller mapping menus.
- There's a bunch of new strings that we haven't yet localized to other languages.
- If you change the toolbar alignment in settings, you'll need to restart the game, or controller mapping will be all borked.
- Hot-plugging of controllers doesn't work, and if you have multiple controllers attached, only one is recognized.
Feedback
You're welcome to share it in this post's thread 💛 Thanks a lot :3
Love,
Tom & Ana
New camera options
Rotation
Rotation around the cursor (PC Default)
Currently, when holding RMB, the camera rotates around the point under the cursor. Conceptually, you can think of the cursor "grabbing" the point. For example, in the gif below, because the cursor is over the pumpkins, the camera rotates around them.
{STEAM_CLAN_IMAGE}/43278662/1e9a7599c741444909fddc235debdda90602308b.gif
Rotation around the center (New option, Steam Deck default)
The new option allows to rotate around the center of the screen instead. Thus, in the example below, even though our cursor is over the pumpkins, the camera will rotate around the house.
{STEAM_CLAN_IMAGE}/43278662/8bdc27d37e660d57942c71dd685ba0e61ab5e6d4.gif
This mode should improve the Steam Deck experience, and if you’re on PC, and you’ve been struggling with the camera suddenly yeeting itself as you try to rotate, we recommend checking it out too! You can switch the mode in Settings ➡ Controls ➡ Camera (2/7) ➡ Camera Rotation Pivot ➡ Center Region.
There's two variants of this: "Center point" and "Center region". The former rotates around the point that is directly in the center of the screen. While precise and easy to understand, it is often surprising, especially with tall builds -- you might want to rotate around a tower, but the screen center is just to the side of it, causing the rotation to be anchored on the background. The "Center region" variant aims to address that by considering points in a square around the screen center, and finding the most promising rotation pivot within it.
Tiny Glade on Steam Deck will now use the "Center region" variant by default. If you'd like to switch back to the old default, select "Cursor point" in the settings menu.
Zoom
Zoom towards the cursor (PC Default)
Same applies to the zoom. By default, the camera will zoom in/out the point under the cursor.
{STEAM_CLAN_IMAGE}/43278662/37c654a60cc6256e641a75abd13c202518df0512.gif
Zoom towards the center (New option, Steam Deck default)
The new option allows to remap the camera to zoom in/out the center of the screen instead.
{STEAM_CLAN_IMAGE}/43278662/443e72948254c347f5a2c5784772affd11332f45.gif
You can switch the mode in Settings ➡ Controls ➡ Camera (2/7) ➡ Camera Zoom Pivot ➡ Center Region.
Tiny Glade on Steam Deck will now use the "Center region" variant by default. If you'd like to switch back to the old default, select "Cursor point" in the settings menu.
Misc
Aaaand we also did a few miscellaneous fixes, here is the full list:
- ✍ Toolbar will no longer exceed the bounds of the game window
- ✍ Toolbar's subcategories are now correctly sorted when cycling through them by repeatedly clicking the main category buttons
- ⚙️ Default resolution scale to 0.7 on the Steam Deck (the game might look blurrier on Steam Deck, but will run considerably faster)
- 🔊 Iteration and small fixes for clutter SFX
- 🐛 Fix a potential synchronization bug in presenting rendered images to the screen (another wild guess that might help with NVIDIA crashes)
- 🐛 Fix resolution scale shrinking and staying low upon alt-tabbing in memory-constrained conditions (the game will attempt to restore the desired resolution scale once VRAM is available again, and will no longer save the automatically-reduced scale to settings)
- 🔬 Add more graphics troubleshooting options to "Vulkan extension settings"
That's all for now. Thank you for reading, and stay awesome!
Love,
Tom & Ana
Current Release
Build 23216197
Uploaded Jul 01, 2026
System Requirements
How to Install
tiny-glade.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.9 GB
23216197
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