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Tinykin

Tinykin is a puzzle-platform developed by Splashteam and published by . Released on August 30, 2022, for , , , , Xbox Series X/S, and Microsoft Windows, it centers on the young , who crash-lands on a miniaturized and shrinks to size, discovering a world frozen in time since 1991 with humanity mysteriously vanished. To return home and restore his normal size, captures and commands 5 types of tinykin—colorful, insect-like creatures with specialized powers—collecting hundreds of individuals to solve environmental puzzles and navigate massive, household-scale environments. In gameplay, players explore six distinct areas within an enormous house, each representing insect-themed biomes inspired by different eras and locations like a American kitchen or an 80s , using tinykin abilities to build ladders, bridges, explosive charges, or telekinetic lifts for progression. is equipped with a soap-board for swift traversal and a bubble-pack for limited flight, while collecting cosmic coins and upgrades enhances mobility and unlocks secrets in the in-game Ardwin Museum, a hub for and cosmetics. The game's non-linear structure encourages thorough exploration, with no combat or , emphasizing creative problem-solving and collection akin to classic platformers. Tinykin has been praised for its vibrant, hand-crafted art direction blending 2D-inspired characters in 3D spaces, nostalgic soundtrack, and accessible yet challenging puzzles, earning generally positive reviews with a Metacritic aggregate score of 78 out of 100 across platforms. Critics highlighted its joyful tone and Pikmin-like mechanics without direct replication, positioning it as a standout indie title in the platformer genre.

Gameplay

Core Mechanics

Tinykin is a platformer that integrates puzzle-solving elements, emphasizing fluid traversal and environmental interaction over traditional action. Players control , a shrunken explorer, who navigates oversized environments through core actions like , sliding on bars as makeshift skateboards, and with soap bubbles to cover distances and reach elevated platforms. These mechanics promote rhythmic, momentum-based movement, allowing Milo to chain actions seamlessly for satisfying progression across vertical and horizontal spaces. The game unfolds across six distinct biomes, each representing a themed in a colossal frozen in time from , such as a or , where everyday objects become monumental obstacles and playgrounds. Unlike many platformers, Tinykin eschews enemies, systems, or combat entirely, instead channeling player focus into non-violent environmental puzzles that require observation and creative navigation to manipulate the surroundings. This design fosters a relaxed pace, with puzzles often resolved through exploration and the strategic use of Tinykin creatures to enable actions like lifting barriers or extending reach, without direct confrontation. Progression centers on resource collection to reconstruct Milo's spaceship, with players gathering artifacts and pollen scattered throughout each zone to unlock repairs and advance. Zones support free-form exploration, encouraging backtracking and optional paths rather than a rigid linear sequence, which rewards thorough searching for hidden areas and collectibles. A free update released on December 20, 2022, introduced outfit customization for Milo and a Time Attack mode, enabling speedrunning challenges within each zone to replay levels under time constraints for medals and additional unlocks.

Tinykin Abilities and Collection

Tinykin are small, colorful creatures that players collect and command throughout to solve environmental puzzles and navigate obstacles. Each Tinykin hatches from eggs located in fixed positions within the zones, automatically joining upon approach without additional actions like shaking structures. Once recruited, they follow in a swarm, and players deploy them strategically by aiming with the controller to direct groups toward targets, where the Tinykin execute their color-specific abilities. There is no strict capacity limit on the number of Tinykin can recruit per zone; however, only Tinykin are consumed upon use (via ), while , , , and persist (with remaining in place to conduct ). The game features five distinct types of Tinykin, differentiated by color and tied to specific puzzle-solving functions, with new types unlocked progressively across zones. Players encounter over 100 Tinykin per zone on average, totaling hundreds across the entire game, encouraging thorough exploration to gather them all. These abilities enable interactions impossible for alone, such as manipulating large-scale objects or accessing elevated areas, and often require combining multiple types for complex solutions—for instance, stacking green Tinykin to form a for , then directing pink Tinykin to push a heavy block from the new vantage point.
ColorAbilityExample Use
PinkLift and carry heavy objects or push them to designated locationsTransporting large debris to block water flows or activate switches; they follow Milo while carrying items until commanded to release.
RedExplode on impact when thrown at breakable surfaces or tangled materialsDestroying barriers like crates, webs, or weak walls to reveal hidden paths or collectibles; consumed after detonation.
GreenLink together to create climbable ladders or temporary structuresReaching high ledges or platforms by stacking them vertically; the structure remains until Milo climbs it.
BlueConduct electricity between outlets, sockets, and devicesPowering machinery, opening electrified doors, or restoring energy to elevators; they form chains and remain in place post-use.
YellowAssemble into ramps or bridges for traversal or object transportBuilding inclines to roll heavy items uphill or crossing gaps; useful for combining with pink Tinykin to move loads over distances.
Collecting every Tinykin in a zone plays a key role in progression by enabling full puzzle resolution and access to optional areas, ultimately contributing to the "!" achievement for 100% completion. While Tinykin themselves do not directly yield —the game's currency for upgrading Milo's bubble-pack mobility—thorough collection facilitates Pollen gathering through unlocked paths and side objectives, allowing strategic enhancements like extended gliding.

Story

Plot Summary

Tinykin follows Milodane, commonly referred to as , a young archaeologist and cosmic explorer from the distant planet in the year 2748. Driven by a theory that originated on , Milo constructs a teleporter to investigate an ancient signal traced to the long-lost , but the device malfunctions during activation. This catastrophic error hurls him through space and time, resulting in a crash-landing on a dramatically shrunken frozen in a perpetual time loop, where Milo himself is miniaturized to the scale of an . Disoriented and separated from his , the dog , Milo awakens inside a colossal, abandoned house that serves as his new, oversized world, teeming with evolved insect civilizations that have flourished in 's absence. Stranded and unable to contact , Milo's primary quest becomes scavenging essential spaceship components scattered across the house's diverse zones—from cluttered kitchens to overgrown greenhouses—while allying with the inhabitants and harnessing the powers of the enigmatic , small creatures that amplify his abilities. As he navigates these environments, Milo forges key partnerships, including with the revered figure Ardwin, whose influence permeates the societies, and gradually uncovers the mystery behind humanity's sudden disappearance from alongside hints of a larger cosmic peril threatening the planet's stasis. Revelations emerge about the time loop's origins, tied to a powerful ancient artifact that has ensnared the world in temporal isolation, prompting Milo to shift from mere survival to actively confronting the forces perpetuating this anomaly. The narrative builds to a climactic confrontation where Milo, bolstered by his insect allies and amassed Tinykin, works to dismantle the artifact's hold and reset the time loop, restoring balance to the trapped Earth. In the resolution, Milo successfully repairs his vessel and departs with select companions back to Aegis, leaving behind a transformed world with renewed potential for its future.

Characters and Setting

The protagonist of Tinykin is Milodane, commonly referred to as Milo, a determined archaeologist and explorer from the distant planet Aegis who crash-lands on Earth in pursuit of proving that it is the origin of humanity. Upon arrival, Milo finds himself inexplicably shrunk to insect size, relying on his inventive nature and tools like a bubble glider and soapboard to navigate the environment. Milo is portrayed as resourceful and curious, often engaging with the world's inhabitants to gather artifacts and pollen needed for his escape. Ardwin serves as a pivotal figure in the game's lore, depicted as an elderly human and the original owner of the house where the action unfolds; he is revered by the societies as a god-like entity who provides guidance, quests, and historical insights through relics and recordings. Ardwin's role extends to mentoring indirectly, revealing fragments of the world's backstory as the explorer progresses. Supporting characters enrich the insect-dominated societies, such as Ridmi, an inventive engineer who assists Milo in the central workshop by upgrading equipment and coordinating artifact assembly; Prattle, a talkative curator who collects and explains relics from 1991; and zone-specific NPCs like the in the urban Sanctar area or spider engineers in mechanical zones, each representing evolved bug hierarchies built from discarded items. Sikaru, an alchemist, distills into to provide upgrades for Milo's abilities. These characters highlight themes of and cultural , with bosses in each area embodying the unique traits of their insect factions, such as territorial or industrious . The setting of Tinykin is a miniaturized recreation of in , confined to the interior of a colossal, abandoned suburban house that serves as a vast, multi-level world overgrown with civilizations. Divided into zones like the (Sanctar), (Lands of Ambrose), (Foliana Heights), (Waters of Balnea), (Celerion Park), and attic, the house evokes through 90s pop culture references, including tapes, outdated electronics, and household clutter repurposed by bugs into thriving societies—such as religious sects in the or cities in pantry shelves. This scale emphasizes themes of perspective and displacement, with everyday objects like counters and plants becoming monumental landscapes. At its core, the lore revolves around humanity's sudden shrinkage caused by a catastrophic experiment involving a developed by Ardwin, which malfunctioned and reduced the entire population to size, prompting their to space and leaving to the ascendant insect dominance. Over time, evolved into complex civilizations alongside the enigmatic Tinykin creatures, which exhibit symbiotic behaviors and abilities derived from this altered ecosystem. The house's temporal stasis in 1991 ties into a subtle originating from Ardwin's ancient human experiments, preserving the world in a of retro Americana while hinting at broader cosmic mysteries.

Development

Conception and Inspirations

Development of Tinykin originated from a created by Splashteam founder and Romain Claude during the Global Game Jam in January 2019. The event's theme, "What home means to you," inspired the initial concept of a navigating a in a protective to rescue others and build a communal "home," emphasizing themes of exploration and belonging. This two-day jam project, titled Bubble Town, featured basic mechanics like bubble-based gliding for traversal and scale-based environmental interactions, where the protagonist's tiny size transformed everyday spaces into vast, puzzle-filled landscapes. Claude found the core idea compelling, particularly the joy of growing a group of tiny followers through discovery, leading to full development starting in February 2019 under the working titles Bubble Town and later Sbirz. The game's early vision drew heavily from established platformers and adventure titles to blend non-violent puzzle-solving with a focus on wonder and accessibility over difficulty. Claude and co-director Marie Marquet cited as a primary influence for its creature-commanding mechanics and the satisfaction of commanding a swelling group of allies, though Tinykin diverges by avoiding combat and emphasizing cooperative environmental manipulation. Additional inspirations included 's vibrant, puzzle-driven worlds and hybrid 2D-3D aesthetics, which shaped the narrative humor and colorful level design. Collectathon elements were pulled from , promoting open-ended exploration and item gathering, while the whimsical artistic style echoed games, reflecting Claude's prior experience as a designer on and at . External touches, such as the shrunken-scale setting reminiscent of , further reinforced the theme of rediscovering the familiar through a diminutive lens. This project marked a deliberate pivot for Splashteam following their 2017 debut Splasher, a water-based developed by Claude and co-founder Vatinel since 2013. After releasing Splasher—which tested in arcade-style levels—the team sought to expand into 3D adventures with broader appeal, moving away from linear challenges to prioritize feel-good discovery and insect-scale wonder. The transition allowed Splashteam to grow their scope, incorporating publisher early in to realize the prototype's potential as a joyful, exploration-centric .

Production Process

Development of Tinykin spanned from 2019 to 2022, led by Splashteam, an independent studio of approximately 11 to 15 members based in , , in collaboration with publisher , which provided early design feedback and support starting from a May 2020 . The production workflow emphasized iterative level creation, beginning with conceptual planning and advancing through prototyping, implementation, and refinement to ensure cohesive puzzle-platforming experiences within the game's shrunken-world environments. Splashteam employed the engine to build the 3D settings, integrating 2D animations via and 3D models crafted in , while Photoshop handled texturing for a distinctive hybrid visual style. Technical hurdles arose in harmonizing fast-paced platforming with Tinykin-based mechanics, prompting simplifications to creature behaviors for better player control, alongside optimizations to maintain performance across PC, , , and platforms. Art direction focused on a vibrant, hand-crafted aesthetic evoking cartoons and sci-fi whimsy, achieved through detailed character designs layered into spaces to convey a lively, miniaturized . Level designers refined and puzzle sequences to Tinykin powers with traditional and , drawing on influences like for synchronized environmental interactions. Audio work integrated from the outset, with composer and sound designer Alexis Laugier contributing to the project's immersive over its duration, using tools like Wwise for dynamic implementation. Key milestones included a from the Global Game Jam that evolved into a full by May 2020, securing the partnership after iterative refinements based on publisher input. An internal alpha version emerged in 2020, followed by testing phases that addressed gameplay balance, creature responsiveness, and physics fidelity through developer and external , culminating in the game's polish ahead of its launch.

Release

Announcement and Digital Launch

Tinykin was first announced on June 13, 2021, during the PC Gaming Show at , where developer Splashteam and publisher revealed an official announcement trailer showcasing the game's core mechanics, including the protagonist Milo's exploration of oversized household environments aided by collectible tinykin creatures. The trailer highlighted the title's vibrant, hand-drawn art style and puzzle-platforming elements, generating early buzz among indie gaming audiences. A public demo followed on February 21, 2022, during Next Fest, allowing players on PC to experience an early portion of the game for feedback purposes, which helped refine mechanics ahead of full release. The game launched digitally on August 30, 2022, across multiple platforms including , , , , Xbox Series X/S, and Windows via , with a standard price of $24.99 USD. At launch, it was available exclusively in format, emphasizing immediate without physical editions. The title received age ratings of E10+ from the ESRB for comic mischief, fantasy violence, and mild language, and 3 for very mild violence, reflecting its family-friendly adventure tone suitable for younger players. Pre-release marketing focused on trailers that underscored the game's charming, Pikmin-inspired aesthetic, portraying tinykin as versatile allies for environmental puzzles and platforming challenges. Additional promotional efforts included partnerships with gaming influencers and media outlets for hands-on previews and coverage, building anticipation through community engagement on platforms like . No significant day-one patches were required upon launch, allowing for a smooth initial rollout.

Post-Release Content and Physical Editions

Following its digital launch, Tinykin received a on December 20, 2022, titled the "Challenge Update," which introduced Time Attack mode featuring time-based challenges across every region of the game, along with global leaderboards accessible via the in-game menu for enhanced replayability. Completing these challenges, which include short and long courses per room, allows players to unlock new customizable outfits for the , adding personalization options to the core experience. On November 23, 2023, a limited physical edition for was released exclusively through Super Rare Games, with production capped at 4,000 copies worldwide. This collector's edition includes the standard game cartridge, interior artwork, a full-color manual, an exclusive sticker, and a set of three trading cards featuring art from the game, all packaged in a premium box to appeal to fans seeking tangible memorabilia. The edition supports multiple languages, including English, , , German, and Japanese, and is region-free for compatibility with any console. No downloadable content (DLC) packs or sequels to Tinykin have been officially announced by developer Splashteam or publisher tinyBuild as of November 2025. The game has instead received several minor patches post-launch across platforms, primarily addressing bug fixes, stability improvements, and small quality-of-life adjustments, such as a July 2025 update noted on Steam.

Reception

Critical Response

Tinykin received generally favorable reviews from critics, with aggregate scores reflecting praise for its inventive puzzle mechanics, charming visual style, and relaxing gameplay pace. On Metacritic, the PC version holds a score of 78/100 based on 16 critic reviews, while the Nintendo Switch version scores 87/100 based on a similar number of reviews. Reviewers commonly highlighted the game's exploration-driven design, which evokes Pikmin-like command mechanics without the associated frustration of time limits or enemy threats, allowing for a stress-free experience focused on creative problem-solving with the titular tinykin creatures. The art direction, blending 2D sprites in 3D environments, was frequently lauded for its vibrant, whimsical appeal that enhances the sense of wonder in its miniature worlds. Criticisms centered on the game's brevity and minor technical shortcomings. Many noted its short main campaign, lasting approximately 8-10 hours with additional time for full completion, which some felt limited despite the collectathon elements. Occasional control issues, such as depth perception challenges due to the protagonist in spaces, were mentioned, particularly on the Switch port, leading to imprecise jumps in platforming sections. Notable reviews included Nintendo Life's 8/10 assessment, which praised the "wholesome platforming spin on " for its joyful exploration and lack of high-stakes tension, and PC Gamer's 78/100 score, commending the title for delivering " vibes without frustration" through smooth, intuitive mechanics. Commercially, Tinykin achieved modest success as an title, primarily through digital platforms. On , it reached a peak of 262 concurrent players shortly after launch, indicative of steady but not interest for a niche . No official sales figures have been disclosed by developer Splashteam or publisher , though its availability on services like contributed to wider accessibility and positive word-of-mouth. Player reception has been overwhelmingly positive, with 97% of 3,758 user reviews on rating it favorably, often emphasizing its appeal, for younger audiences, and cozy, non-violent suitable for relaxed play sessions.

Awards and Nominations

Tinykin garnered several nominations and honorable mentions in post-release awards, recognizing its innovative design, though it did not secure any major wins such as those from . At the 25th (IGF) held during the 2023 , the game received honorable mentions in the , Excellence in Design, and Excellence in Audio categories. In France's Pégase Awards 2023, organized by the Académie des Arts et Techniques du Jeu Vidéo, Tinykin was nominated for Best Indie Video Game and Best Game Design. The 22nd Annual National Academy of Video Game Trade Reviewers (NAVGTR) Awards nominated Tinykin in two technical categories: Game, Original Family, and Sound Editing in a Game Cinema. Beyond formal awards, Tinykin appeared in prominent year-end rankings, including number 48 on Polygon's list of the 50 best video games of 2022, and was highlighted for its platformer innovation in indie showcases such as the Media Indie Exchange and the ID@Xbox 2022 demo event.

Soundtrack

Composition

The original soundtrack for Tinykin was composed by Alexis Laugier, a known for his work on titles such as and . Laugier began collaborating with developer Splashteam during the game's early prototype phase around 2020, following an initial meeting at a with studio founder Romain Claude; this partnership allowed him to contribute to the audio from the outset, including iterative adjustments as level designs evolved over two years. The soundtrack's style blends elements, orchestral swells, and 1990s-inspired synthesizers to create a nostalgic yet whimsical atmosphere suited to the game's miniaturized world. It comprises 34 tracks totaling approximately 93 minutes, with upbeat exploration themes like the gentle, inviting "Sweet Home" for the title screen contrasting tense, puzzle-oriented motifs that build suspense through rhythmic tension. Instruments such as xylophone evoke joy and playfulness, while adds a sci-fi whimsy, drawing from influences like classic retro platformers including series and modern indies such as , alongside 1990s film scores by composers like and . A key feature is its adaptive integration, implemented using middleware like Wwise to enable dynamic layering that responds to player actions, such as deploying Tinykin or transitioning between zones, ensuring the music evolves seamlessly with gameplay— for instance, the track "Atrium" shifts from a relaxed orchestral base to an electro-infused intensity as quests progress. The recording process was conducted remotely by Laugier using digital audio workstation Nuendo and virtual instruments from libraries like Kontakt (including Hans Zimmer Strings), emphasizing electronic production to capture the intimate, scaled-down feel of the game's environments without reliance on live performances. This approach resulted in around 50 total pieces, with 34 selected for the final release, allowing for thematic variations across the game's distinct levels.

Release and Availability

The Tinykin Original Soundtrack, composed by Alexis Laugier, was released on , , as a standalone digital coinciding with the game's launch. It features 34 tracks spanning approximately 93 minutes, including notable pieces such as "City of Sanctar" (5:17) and "Sweet Home" (1:33). The soundtrack is available for high-quality digital downloads in and formats primarily through , where it is offered for purchase at a set price, and as a downloadable on for $9.99. Streaming access is provided on major platforms including and , enabling ad-free listening for subscribers. No physical editions, such as or CD releases, have been produced or announced as of 2025. Promotion for the soundtrack was tied to the game's deluxe and supporter editions, where it was bundled as an incentive for purchasers, and select tracks were featured as free samples in official game trailers to highlight Laugier's orchestral style. The album has received no revisions or updates since its initial release, though minor integrations for improved audio syncing were incorporated into subsequent game patches without altering the core soundtrack content.

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