Key art for Tinyfolks

Game review

Tinyfolks

6.5 / 10

Developer
Pierre Vandermaesen
Publisher
VANDERMAESEN GAMES
Released
1 June 2022
Platforms
Windows
Genre
Tactical RPG
Monetisation
One-time premium purchase; no ads, DLC or in-game store found
Players
Single-player only; no online, co-op or PvP modes

The short version

Tinyfolks compresses Darkest Dungeon's hamlet-management and expedition loop into a compact, Game Boy-styled package for under six dollars — recruit folks, train them, send them on runs against a countdown of days, and build up a small kingdom's defenses along the way. Reviewers overwhelmingly describe it as an accessible, less punishing take on that formula, and its solo developer's responsiveness is genuinely remarkable, once adding an accessibility option within 24 hours of a single player's request.

What holds the game back from matching Darkest Dungeon's depth is balance: a large share of reviewers describe roughly two-thirds of the playable classes as underwhelming or outright useless, with many abilities dealing flat damage that stops mattering as enemy health climbs. Achievement data confirms a brutal difficulty cliff between Normal and Hard, and at least one specific, developer-acknowledged bug can lock a boss fight into an unwinnable stun-lock loop — concrete problems layered on top of a design that reviewers generally agree is charming, but thinner on strategic depth than its main influence.

Biggest strengths

  • A charming, accessible take on the Darkest Dungeon formula that multiple reviewers describe as friendlier and less punishing than its inspiration while keeping the core hamlet-and- expedition loop intact
  • A famously responsive solo developer, with one reviewer specifically praising an accessibility option (removing combat screenshake) added within 24 hours of being requested
  • Progressive content unlocking that reveals units, buildings and systems gradually rather than overwhelming new players with the game's full complexity at once

Biggest weaknesses

  • A large share of reviewers describe roughly two-thirds of the playable classes as underwhelming or outright useless, with many abilities dealing flat damage that stops scaling meaningfully as enemy health increases later in a run
  • Achievement data shows a severe difficulty cliff: normal-difficulty boss achievements reach 50-90% of players, while every Hard and Very Hard achievement sits below 0.3%, corroborating reviewer complaints that the jump in difficulty is far steeper than the normal experience suggests
  • Combat lacks formation or positioning mechanics despite drawing constant comparisons to a genre built around exactly that, leaving several reviewers wanting more tactical texture

Who it's for: Fans of Darkest Dungeon's structure who want a much shorter, cheaper, gentler introduction to the format. Less suited to players wanting deep tactical variety or a meaningfully difficult roguelike challenge without a steep difficulty spike.

Our recommendation: A fair, low-risk pickup at its price for a few hours of charming, easy-going hamlet management — just don't expect the class balance or strategic depth to hold up much past a first playthrough on Normal.

6.5 / 10

Darkest Dungeon casts a long shadow over the tactical-RPG-with-a-hamlet subgenre, and Tinyfolks is one of the more transparent attempts to shrink that formula down to something friendlier and far cheaper. Recruit folks, train and equip them, send them out on timed expeditions, and use what they bring back to grow a small kingdom's defenses — reviewers consistently describe it as the gentler, more forgiving cousin of its inspiration, and for a first playthrough at its price, that description holds up well. Where it runs into trouble is in how much strategic depth actually survives the compression.

A friendlier hamlet, a shallower toolkit

The core loop will be instantly familiar to anyone who's played Darkest Dungeon: manage a roster of recruits, send select squads into procedurally structured dungeons under a day-count pressure, and reinvest what they find into village upgrades and new recruits. Reviewers who enjoy this pass consistently praise how the game reveals its systems gradually — new units, buildings and mechanics unlock over time rather than all at once — and describe a genuinely relaxing evening or two of progress. The most consistent criticism, though, concerns what happens once that progress reveals the full roster: a large share of reviewers describe roughly two-thirds of the playable classes as underwhelming, with abilities that deal flat, non-scaling damage against enemies whose health climbs steadily as a run progresses. One detailed critical review frames this precisely, noting that "statuses barely scale" and several trinkets meant to boost specific damage types apply to such a narrow subset of attacks that they rarely matter in practice.

A second, related complaint concerns combat's lack of formation or positioning mechanics — despite the constant Darkest Dungeon comparisons, several reviewers specifically note there's no meaningful way to manipulate where units stand relative to each other, removing a layer of tactical texture players expect from the comparison being drawn so directly. Combined, these two threads paint a picture reviewers describe consistently: a charming first playthrough of three to five hours that doesn't reward much further optimization once its patterns are understood.

A real, if steep, difficulty wall

Global achievement data backs up a specific complaint raised by several reviewers: normal-difficulty boss achievements are reached by roughly half to ninety percent of the playerbase depending on the boss, but every Hard and Very Hard difficulty achievement sits below 0.3% completion — an extraordinarily steep cliff rather than a gradual increase. One reviewer's account matches that data closely, describing Easy as already somewhat challenging, Normal as hard, and Hard as "a nightmare." That's a meaningfully different difficulty curve than the "Very Positive, low price, easy recommendation" read the aggregate score might suggest, and worth knowing before assuming the higher difficulty tiers offer a smooth extension of the base game.

Specific bugs worth knowing about

Beyond balance, this review's research turned up two concrete, reproducible-sounding bugs worth flagging directly. One reviewer reports a stun-lock loop on a specific boss fight that leaves the player unable to act indefinitely, which they state the developer acknowledged as a genuine bug rather than intended difficulty. A separate reviewer describes attempting to expel a specific, unwanted unit from their roster only to have the game remove a different, valuable unit (the Queen) instead, permanently losing that character with no way to undo the action. Compounding the risk of any bad run, several reviewers note there is no way to delete or reset a save file, meaning a badly-started game has to be played through its full day counter rather than restarted cleanly.

A genuinely responsive solo developer

Set against those specific complaints is a real, well-documented pattern of developer responsiveness that reviewers repeatedly single out. One frequently-cited example: a player who experiences headaches from screen effects asked for a setting to disable combat screenshake, and the developer added it within 24 hours. The game's broader patch history backs this up at scale — a substantial "Monarch Update" in August 2022 added a trainable ruler class (directly answering complaints that the King and Queen units were useless at launch), new biomes, additional game modes, and a Very Hard difficulty tier, and updates continued through 2023 and into 2025 with further content and quality-of-life fixes, well past what a five-dollar release would typically require.

The timer question

A smaller, more divisive complaint concerns the expedition day-counter itself. Several reviewers specifically dislike playing under a running clock, preferring turn-based tactics without an overarching time pressure layered on top, while others report the opposite experience entirely — one reviewer specifically praises the game for having no timer inside individual fights, letting each battle be taken at whatever pace the player wants even while the broader campaign clock ticks in the background. That's worth clarifying precisely: the pressure in Tinyfolks comes from the number of days available across an entire playthrough, not from any per-turn or per-fight timer, and reviewers who dislike time-limited games in general should know the moment-to-moment combat itself is untimed even though the campaign around it isn't.

Where it lands

Tinyfolks succeeds at what it explicitly sets out to be: an approachable, budget-priced introduction to Darkest Dungeon's hamlet-and-expedition structure, backed by a developer whose responsiveness to player feedback is genuinely remarkable for a project this size. The real, specific problems — an unbalanced class roster, missing positioning depth, a steep difficulty cliff the achievement data confirms, and at least two concrete data-loss bugs — keep it from recommending itself past a single, pleasant playthrough. At its price, that single playthrough is still a fair trade, provided expectations are set accordingly.

Pros and cons

Pros

  • A charming, accessible take on the Darkest Dungeon formula that multiple reviewers describe as friendlier and less punishing than its inspiration while keeping the core hamlet-and- expedition loop intact
  • A famously responsive solo developer, with one reviewer specifically praising an accessibility option (removing combat screenshake) added within 24 hours of being requested
  • Progressive content unlocking that reveals units, buildings and systems gradually rather than overwhelming new players with the game's full complexity at once
  • A genuinely sustained, multi-year update history including a substantial "Monarch Update" adding new biomes, a trainable ruler class, new game modes and a Very Hard difficulty tier
  • Extremely inexpensive for several hours of content, with most reviewers framing the price as fair regardless of any other complaint

Cons

  • A large share of reviewers describe roughly two-thirds of the playable classes as underwhelming or outright useless, with many abilities dealing flat damage that stops scaling meaningfully as enemy health increases later in a run
  • Achievement data shows a severe difficulty cliff: normal-difficulty boss achievements reach 50-90% of players, while every Hard and Very Hard achievement sits below 0.3%, corroborating reviewer complaints that the jump in difficulty is far steeper than the normal experience suggests
  • Combat lacks formation or positioning mechanics despite drawing constant comparisons to a genre built around exactly that, leaving several reviewers wanting more tactical texture
  • A specific, developer-acknowledged bug can stun-lock a boss fight into an unwinnable state, and a separately reported bug can cause the wrong unit to be expelled from the roster, permanently losing progress with no way to undo it
  • There is no way to delete or reset a save file, meaning a bad early run forces players through the game's full day counter rather than starting fresh

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Progression 6 / 10
  • Originality 6 / 10
  • Replayability 5 / 10
  • Interface 5.5 / 10
  • Accessibility 7.5 / 10