News

Building in public. Here is the journey so far.

Tiny World Builder started as a tiny voxel editor in May 2026. Since then it has grown into a whole tinyverse you can build, fly through, and explore with other people. This is the story of how we got here, newest first, with WAVE 2 here and WAVE 3 on the way.

  1. July 7, 2026 Wave 3

    Final touches on Wave 3 — unlocking in 48 hours

    We’re putting the final touches to the reservable islands in Wave 3 and the bonuses that come with them. The unlock is almost here: Wave 3 goes live in 48 hours. Thank you for your patience — it’s going to be worth the wait.

  2. June 29, 2026 Wave 2

    Wave 2 is here — the Tinyverse takes shape

    Wave 2 is live, and it delivers on the promise we made: turning Tinyverse into the home for your island collection. The loop is now real — discover a tiny world, read its traits, sense its potential, and make it yours. This is the foundation every future wave builds on.

    What shipped in Wave 2

    • Tinyverse as home base — a single place for the islands you collect, explore, and show off.
    • Island reveal & discovery flow — a proper moment of finding a new world, not just loading one.
    • Unique generated 8×8 floating islands — every island is its own, no two alike.
    • Rarity, traits & identity — islands now have character: one strong in food, one built to defend, one simply rare and beautiful.
    • Economic potential previews — readable value on every island, so you can sense what it could become before the deeper economy arrives.
    • Stable vs experimental, clearly split — the polished core stays understandable while new ideas get room to be tested.

    Under the hood

    The island generator got a cleaner technical foundation too: stronger day-night sun lighting, flatter and more buildable generated terrain, merged terrain surfaces for far lower draw calls, fewer no-effect props cluttering generated islands, a simpler non-build generation flow, and a progress bar so even large islands render without freezing the screen.

    Next: Wave 3

    With the collection foundation in place, Wave 3 begins building on top of it — deeper island identity and the first steps toward a living economy. The countdown is on: Wave 3 lands in 8 days.

  3. June 26, 2026 Wave 2

    A message from the team — Wave 2 and beyond

    Hello TinyWorld community, I'm Simon. I recently reached out to Jason after seeing TinyWorld, and after several long conversations we've found a direction for Wave 2 that we both think is sustainable, achievable, and fun.

    First, a quick transparency note: I don't currently have any blockchain holdings, and I don't currently have a blockchain wallet, though that may change in the future. I'm not here because of any existing holdings. I'm here because I saw the project, liked the direction, and thought I might be able to help.

    A little about me: I've been into games since the Commodore 64 era, and I've been a developer for well over twenty years. Some of my biggest influences are StarCraft, Ark: Survival Evolved, Dota 2, The Guild series, RimWorld, Dwarf Fortress, Rust, and 7 Days to Die. Most of my career has been inside Fortune 50 companies, focused on databases, systems, and internal tools, so I can't show much of that work publicly. But earlier this year I released my first public product: MidiViz.com, which combines music and visuals to help people create music videos or stream music with WinAmp-style visual effects. I also have a few other projects cooking, including digital human simulators and always-on generative content systems.

    Why we're tightening the focus

    Jason has been moving quickly and testing a lot of ideas: build tools, multiplayer concepts, Battleworlds, island mechanics, and new ways for TINY to interact with the world. That experimentation is valuable. But the heart of TinyWorld is already right in front of us: tiny floating islands. Discovering them, collecting them, showing them off, comparing them, and eventually using them in a larger world.

    The recommendation is not to make TinyWorld smaller. It's to make the next steps clearer.

    Wave 2: Tinyverse becomes the foundation

    We are not resetting the roadmap or pretending this is Wave 1 again. Wave 2 is still Wave 2. But it should become the start of a more focused process: turning Tinyverse into the home for your island collection, built around a simple loop — discover a tiny world, inspect its traits, understand its potential, collect it, share it, and eventually use it in future systems.

    In Wave 2, the focus is: Tinyverse as the home for collected islands; the island reveal and discovery flow; unique generated 8x8 floating islands; rarity, traits, and island identity; economic potential previews; and a clearer separation between stable features and experiments.

    The island generator is also getting a cleaner technical foundation: stronger day-night sun lighting, flatter generated island terrain, merged terrain surfaces for lower draw calls, fewer no-effect props in generated islands, a simpler non-build generation flow, and a progress bar so large islands can render without freezing the main UI.

    The important phrase is economic potential. That doesn't mean a full live economy has to be active immediately. It means islands can start to have readable value and personality — one strong in food production, another with better defensive potential, another simply beautiful or rare. The first step is making islands feel worth discovering and collecting. The deeper economy can grow from there.

    What happens to Build, Battleworlds, and multiplayer?

    They aren't gone — they need clearer lanes. Tinyverse becomes the collection layer: your owned worlds, generated islands, traits, rarity, showcase, and eventually trading or utility. Build becomes the creative layer: a place to decorate and experiment without every change needing to be part of the balanced economy right away. Experiments becomes the test area, where new ideas can be tried early without the community assuming every experiment is final.

    Battleworlds should still be part of the larger vision, but it should grow out of the Tinyverse foundation. The islands should matter first; then Battleworlds becomes the place where those islands gain deeper utility — not a separate game bolted onto TinyWorld, but the future layer where your Tinyverse islands start to matter.

    The bigger vision

    The bigger direction is to discover, collect, trade, grow, and eventually defend tiny worlds. That gives every future wave a clearer purpose. Wave 2 starts with the collection foundation. Later waves can build toward passive economy, upgrades, seasons, council decisions, pirates, and Battleworlds — all stronger if built on islands that already have identity, rarity, traits, and meaning.

    Some features that were previously visible may move into an experimental lane while they are tested and tuned. That doesn't mean they're canceled. It means we want the main experience to stay understandable, polished, and fun. The goal is simple: every wave should make your tiny worlds more meaningful.

    I'll share a second post soon with a more specific timeline and how we're thinking about the waves after Wave 2. In the meantime, I'm happy to answer questions and meet more of the community. You can find me on X at @SimonGFarmer.

  4. June 25, 2026 Early Preview

    Mine, hunt and fish for coins — and keep what you earn

    The Tinyverse early-preview islands are open and free to explore. Drop into any island, then mine ore, fish the waters, hunt, and harvest crops to earn GOLD. Every coin you earn is yours to keep.

    This is an early test of the mechanics, but your progress is not throwaway: what you earn during the preview is carried over and translated into the final economy. Coins you bank now travel with you when the full economy goes live — so the sooner you start gathering, the bigger a head start you build. GOLD is in-game spending power for use inside TinyWorld; it is not money and cannot be cashed out.

    Start mining in the Tinyverse

  5. June 25, 2026 Wave 2

    Your worlds, on the home page

    Wave 2 is taking shape. Build a world, share it, and it now appears in the new community-worlds carousel right under the hero on the home page, as a crisp isometric preview anyone can open. It is the easiest way yet to show off what you have made and to discover what everyone else is building.

    Alongside it: a top-builders leaderboard, a set of pixel achievement badges, and builder profile pages. More is coming this week, piece by piece. A bigger creator economy, where you can list worlds as paid templates and earn for what you make, is in private testing now and rolling out soon.

    See the home page · Leaderboard · Badges

  6. June 24, 2026 Discover

    Browse the Featured Worlds gallery

    There is now a full gallery of community worlds to explore. Head to the Featured Worlds page to scroll through published TinyWorlds as crisp isometric snapshots, then jump straight into any one that catches your eye. It is the easiest way yet to see what people are building and get ideas for your own island.

    You can reach it from the "Browse all" link on the home-page carousel, or go straight there any time. We are exploring more ways to share and discover worlds from here.

    Open the Featured Worlds gallery

  7. June 24, 2026 The home page

    Featured worlds, right on the home page

    The home page now has a Featured Worlds carousel in the hero. It cycles through real, published TinyWorlds as little isometric snapshots, so the first thing you see is what people are actually building. Give it a moment and it rolls to the next one; use the arrows or dots to browse at your own pace, and click through to drop straight into a world.

    We also taught the home page to keep up with itself: the "Latest" strip under the hero now reads the newest story from this very news page automatically. So from now on, whenever something ships, it shows up on the home screen without anyone lifting a finger. More world-sharing — including browsing a full gallery and remixing worlds you like — is on the way.

  8. June 24, 2026 The workshop

    We switched on the production line

    Starting today we have an autonomous production line running on TinyWorld. It is a self-directing crew of AI agents that dreams up, specs, builds, reviews, and ships improvements to the game and the site in small pieces, around the clock, all week, building up to WAVE 2. Watch this space: new features land, a fresh story goes up here on the news page and on the home screen, and the world quietly gets bigger while you sleep.

    This is one of the rare times a fully autonomous build-and-deploy loop has been put in charge of growing a real web app and game in public, for an audience of humans and agents alike. Ideas in one end, reviewed and tested features out the other, with people steering and machines doing the heavy lifting. We are genuinely excited about what is coming, and we are building it where you can see it happen.

    "Dream big, build small, ship often. Now with a night shift that never clocks off." The TinyWorld workshop
  9. June 23, 2026 The economy

    The TinyWorld economy, explained

    We have published a plain-English guide to how the TinyWorld economy is designed to work. It covers the two kinds of value in the game: $TINYWORLD, the public Solana token you hold in your own wallet, and GOLD, the non-withdrawable in-game spending power you earn from your wallet status.

    It also explains islands as scarce, ownable, on-chain land, how the marketplace and island taxes are meant to work, the safety rules that keep GOLD game-first rather than a cash balance, and the open decisions we are still working through in the open.

    Read the Economy Guide  ·  Download the full PDF

  10. June 22, 2026 WAVE 1 readiness

    WAVE 2 is on the way

    WAVE 1 is the point where Tiny World Builder stops being just a place to make a tiny world on your own and becomes a place to build, visit, share, and test worlds with other people. The build flow is being primed for sharing by default, with a clearer Invite button and a purpose-built share dialog so you can send someone a world link without digging through settings.

    The in-game experience is coming together around persistent islands. The world picker has moved toward a proper carousel, each island has a single central stargate for arriving or heading back to selection, browser refreshes keep you where you were, and the minimap, chat, name tags, avatars, and world HUD are all being tightened so multiplayer feels like one coherent space instead of a builder with multiplayer bolted on.

    We are also getting the worlds ready to matter. Tinyverse islands now carry owners, resource stats, mineable minerals, harvestable produce, fish and animals, and tax information for the cards. That lets worlds be claimed and priced by what is actually on them. Alongside that, the builder is gaining cleaner dark-mode controls, owner-only import/export, editable asset visibility, safer build permissions, and the first mesh landscaping work so raised voxel terrain can become part of the playable surface.

  11. June 18, 2026 Smoother and fairer

    A livelier lobby and a fairer say in what comes next

    Step into the lobby and it feels alive: join and activity notifications are on by default now, so you can tell at a glance when people arrive and what is happening around you. And if your account is verified, the wider tinyverse unlocks for you automatically, with no extra steps to take.

    Deciding what comes next got fairer too. Community voting is now one vote per person, so the features that climb to the top really are the ones the most people want. Roadmap wave labels picked up quick inline controls, and the WAVE countdown grew into a bigger pill you will now spot right across the site, not just the home page.

    Plenty of polish landed alongside it. This very news page got a wider, glassier refresh with clearer colours for each kind of update, preset profile avatars now save correctly so your chosen look always sticks, and the builder gained a clearer shrink control, friendlier material icons, and a renamed World Items panel. You can also see the project's GitHub stars right on the home page.

  12. June 2026 The road to WAVE1

    WAVE1 is coming, and you can help shape it

    We are counting down to WAVE1, the first big moment for Tiny World Builder, and there is now a live countdown right on the home page so you can see exactly how close we are.

    The roadmap is out in the open too. Everything we are building is tagged by wave, you can browse what is shipped, in progress, and planned, and you can suggest features and vote on what matters most to you. The features people rally behind are the ones we build next. I am sharing progress here on the site as it happens, so you are never guessing what is going on.

  13. June 14, 2026 Meet in the space

    Avatars, live chat, and AI companions

    The biggest leap yet: you now show up in a world as a real voxel character, see other players around you with their names floating above them, and talk to each other in live chat. There are even AI-powered characters in the space you can meet and chat with. Lobbies have big screens for broadcasts, and the community pages can show live views from inside the worlds.

    "Currently doing the testing on multiplayer simulations to bring in avatars with chat capability including AI powered ones too. My plan will be to open up some test access times for holders to come in and 'meet' within the space. I appreciate people are eager to 'play' and play..." Jason Kneen, shared on X, June 14 2026
  14. June 2026 Express yourself

    Say it with a move: chat emotes

    Words are not the only way to talk now. Type a quick command and your character waves, dances, jumps, sits, or crouches, and everyone else in the world sees it happen in real time. Little moments like a synchronised wave make the space feel alive.

  15. June 2026 Be someone

    Voxel avatars arrive

    Pick a character and make it yours with a 3D avatar picker and live customizer, then drop into a world and fly down to the surface to explore on foot. We added a skyfall mini-game on the way in for good measure, and your avatar travels with you because it is saved to your profile.

  16. June 2026 Travel

    Step through the stargate

    Sky islands now hold portals you can walk straight through. Step into a gate and your character descends to the land below, then walk back through to rise again. It turns a single world into layered places to discover.

  17. June 7, 2026 The tinyverse

    Explore, claim, and gather across many worlds

    Tiny World Builder became a tinyverse. There is a universe map of distinct worlds to explore, each one persistent, with a heads-up display for gathering resources as you go. Claim your own patch of land, harvest what is there, and watch worlds keep their state between visits.

  18. June 2026 Smarter tools

    An AI helper by your side

    Building got friendlier with an AI chat panel right alongside your world and welcoming on-ramps for new builders. Sign in and you unlock the AI tools that help you generate and shape worlds faster, so you can spend more time making and less time fiddling.

  19. June 1, 2026 Together

    Build together in the same world

    Worlds opened up to more than one person. Shared building lets people work in the same space at once, with a lobby to gather in and quick language flags so builders around the world feel at home. Multiplayer stopped being a promise and started being real.

  20. Late May 2026 Up in the air

    Worlds take to the sky

    Flat ground gave way to floating islands drifting in the sky, complete with atmosphere, fog, tumbling waterfalls, and detailed undersides. A layers panel gave you more control of the scene, and you could share any world with a single link.

  21. Mid May 2026 Bigger and bolder

    Bigger, more beautiful worlds with AI generation

    Worlds grew larger and more natural with an improved procedural generator, and a new AI generate panel let you spin up a landscape from a seed, dial in the biome and elevation, and watch it come to life. Weather, day and night, and new view modes gave every world its own mood.

  22. May 10, 2026 Day one

    It begins: the first tiny worlds

    This is where it all started. A playful voxel editor in your browser: paint terrain, place trees, rocks, fences, and crops, and watch the ground ripple when something heavy lands. Voxel clouds drifted overhead, an AI auto-tool helped place things, and you could sign in to save your profile. Small worlds, big plans.

Ready to build your tinyverse?