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 1 arriving and WAVE 2 on the way.
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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.
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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.
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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.
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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.
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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
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Sign in with Google
You can now sign in to Tiny World Builder with your Google account. It is the quickest way in: one tap, no password to remember, and you land straight in your profile.
We have also turned off the old email verification step. It was causing sign-in trouble for some people, so removing it makes getting into your account faster and more reliable. Existing accounts keep working exactly as before.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.