TinyTendies documentation
How the game works, down to the numbers. Every table on this page is generated from the same data the server runs on, so what you read here is what the game does.
What this is
TinyTendies is a small massively multiplayer game that runs in a browser tab. You play one character across four realms, raise six skills, gather raw materials, craft them into better gear, fight increasingly unpleasant things, and trade with other players.
- Five worlds, twenty players each. A world is a copy of the whole map. Your character is global: pick any world at login and your levels, bag and vault come with you. The Trade Post and the treasury are shared by all five.
- Server authoritative. Your browser sends intentions, the server decides outcomes. Every timer, roll and drop happens on the server.
- Free, with no shortcuts for sale. Nothing in the game sells levels, stats or power. The premium token buys what other players chose to list, and a spin at the Fortune Well.
Your first session
- Open the game, type a name of 3 to 16 letters or numbers, and pick a world.
- You start in Millbrook, the safe hub, with a copper axe, a copper pickaxe, a wooden hoe and five bread.
- The tutorial box in the top left names the next step and pays gold for each one you finish.
- Click a tool in the hotbar to hold it, walk up to a tree or rock, and click it once per swing.
- Store anything valuable with Bertram at the Vault before you go anywhere dangerous.
Your session is remembered by the browser. Coming back with the same browser returns you to the same character, even after the session token expires. To play from another device, link a wallet.
The tutorial
Nine steps, in order, each paying gold. Finishing all nine pays a bonus and a Copper Sword. Skipping forfeits the rewards.
Controls
On a phone or tablet the game switches to touch controls: a joystick on the left, an Act button and a Jump button on the right, drag anywhere to look around, pinch to zoom, and a chat button.
The core loop
Gather raw material, refine it at a station, use or sell the result, and repeat somewhere harder. Skills gate what you can touch: every node, recipe and realm has a level requirement, and everything interesting is behind one.
The pace of everything is fixed by a handful of constants:
Skills and XP
Six skills, each from level 1 to 99, each on the same experience curve. Levels are per skill; your total level is the sum of all six and is used by the trading rules.
The curve is steep on purpose: level 50 is roughly a hundred thousand experience and level 99 is thirteen million. The first levels take a few minutes each.
Gathering
Three skills gather: Woodcutting, Mining and Farming. To gather a node you must hold the matching tool of a high enough tier, and have the skill level it asks for. Clicking a node walks you to it and performs one cycle.
Depletion and timing
- A node gives four times, then goes bare and regrows after 25 seconds. Everyone sees the same node state.
- A cycle takes 2.4 seconds at the minimum level with the minimum tool, and never drops below 0.9 seconds.
- Each tool tier above the requirement removes 12% of the time. Each skill level above the requirement removes 0.4%, capped at 30%.
- Berries are the exception: no tool, no level, and very little experience.
Holding a better tool than a node asks for is the single biggest speed-up available, which is why the iron and gold tool tiers matter even after you can already reach the node.
Crafting and cooking
Three stations, all in Millbrook unless noted: the Emberworks anvil smelts ore into bars and forges gear, Sawyer's Bench saws logs into planks, and a hearth cooks food. Sunfield has two cooking fires by the lake so you can bake where you farm.
Stand next to a station and it opens a panel listing everything you can make. Each item takes 1.8 seconds; you can queue 1, 5 or all you have materials for.
Combat
Hold a weapon and click a monster. Your character walks into range and swings once. Swings land every 1.5 seconds while you keep clicking; press F to strike the locked target again without aiming.
The numbers
- Hit points = 10 + 2 × combat level. Levelling combat refills you.
- Attack = 2 + 0.6 × combat level + your weapon's attack bonus.
- Defence = 0.3 × combat level + your armour's defence bonus.
- Damage = attack × a random 0.5 to 1.1, minus half the target's defence, rounded down and never below zero.
- Out of combat you regain 1 hit point every 10 seconds, starting 5 seconds after the last hit.
What that means in practice, against the monsters you will actually meet:
Food is the other half of combat. Eating has a 1.2 second cooldown, so stock more than one kind.
Monsters
Aggressive monsters notice you from four tiles away (Grimtusk from five), chase you with real pathfinding, and give up eight tiles from home. Killing one pays experience, gold and a chance at its drops. Regular monsters return after 20 seconds; Grimtusk after 5 minutes, and his death is announced to every player in the world.
The four realms
One character, four maps, connected by portals. Millbrook is the hub; the other three are what you do with it.
Portals and travel
- Stand next to a portal pad and press E, or click it.
- You arrive beside the portal that leads back, so the return trip is one step.
- Ashen Reach refuses anyone below combat level 10.
- Your realm is saved with your character: log out in Thornvale and you log back in there.
- Chat, players and monsters are per realm. Standing in Sunfield you cannot see or hear Millbrook.
Who is in town
Dying
In Millbrook, Thornvale and Sunfield death is cheap: you collapse, reappear at that realm's spawn with full health, and lose nothing at all.
Tombstones in the Ashen Reach
Death in the PvP realm is the one place the game takes something from you.
- Everything in your bag and half the gold you carry drop into a tombstone on the spot.
- The other half of that gold is destroyed. This is the tombstone tax, and it is one of the game's gold sinks.
- Your equipped weapon, your armour, your companion and everything in the vault are kept.
- The tombstone stands for 5 minutes and anyone can loot it, including you if you run back through the portal in time.
- Bound items stay bound when somebody else loots them, so a tombstone cannot launder starter gear into tradeable goods.
PvP and safe zones
Players can only damage each other in the Ashen Reach. Click another player to attack, one swing per click, with exactly the same formulas as fighting a monster. Kills are announced world-wide and count toward the Outlaw title. Millbrook, Thornvale and Sunfield are completely safe.
Titles
Titles appear above your name. You wear the rarest one you have earned.
Quests and dailies
The Notice Board south of the square gives three quests every day, reset at 00:00 UTC: one easy, one medium and one hard, picked from the ones your levels qualify for. A tier you have not unlocked falls back to the tier below, so a brand new character gets three easy ones. The pick is stable for the whole day and there is no end to them; new ones arrive every day forever.
Claim rewards at the board. The button walks you there if you are elsewhere in the realm.
Bag, hotbar and the Vault
- Bag: 28 slots. Stackable things share a slot; tools, weapons and armour take one each.
- Hotbar: 8 slots, keys 1 to 8, for the tools and food you use constantly.
- Hand: one weapon or one tool at a time. Armour and a companion have their own slots.
- Vault: unlimited storage with Bertram, free, and never lost on death. Deposit one, five, all, or your whole bag at once.
Bound items
Anything the game gives you is bound: the starter kit and the Copper Sword the tutorial pays out. Bound items work normally, can be banked, and can be sold to Marisol, but can never be traded to another player. They are marked in the bag and kept in separate vault stacks so a bound copy can never be swapped for a free one.
Economy overview
Two currencies. Gold is earned inside the game and can never be bought. $TINY is an on-chain token that lives in your wallet and, while you play, as a balance on your character. They meet in exactly one place: the Trade Post, where players price their goods in $TINY.
Where gold comes from
- Monster kills, from a few coins to hundreds
- Daily quests
- The tutorial
- Selling to Marisol at 60% of value
- Fortune Well prizes
- Buying a gold lot from another player
Where gold goes
- Marisol's prices, at 150% of value
- Companions, 525 to 750 gold
- The tombstone tax: half of what you drop in the Ashen Reach is destroyed
- Escrowed while a gold lot sits on the Trade Post
Those sinks exist so the total amount of gold in the game does not spiral. Every item's value is the anchor: Marisol buys at 60% of it and sells at 150%, which gives a floor and a ceiling for what players charge each other.
Marisol's prices
She sells tools, blades, mail and companions, and buys almost anything at 60% of its value.
The Trade Post
The player market, shared by all five worlds. One board, one set of lots, whichever world you logged into.
- List any unbound item, or a lot of gold, for a whole-lot price in $TINY.
- Listing escrows the goods immediately: they leave your bag so nothing can be sold twice.
- A sale pays the seller 95% and sends the 5% fee to the Town Coffer.
- If the seller is offline or in another world, the proceeds wait in a ledger and land the moment they next play.
- Lots stay until bought or cancelled. Cancelling returns the goods to your bag.
- At most 12 lots per character at a time.
- Buying and selling both require standing at the Trade Post and passing the trading rules.
The Fortune Well
A spinning wheel in the west of Millbrook. Each spin costs 250 $TINY: half is burned forever and half goes to the Town Coffer. The server rolls the prize and the wheel lands on it, so the segments you see are the real odds.
Town Coffer and tiers
The Coffer collects the market fee, the well's share and the token trade tax. Its size in ETH sets the tier, and the tier decides how many players are paid each week and which tokenised stocks are in the pool. Open it with R or the trophy in the dock.
Weekly ranks
Every ISO week, closing Monday at 00:00 UTC, the experience gained that week is added up across all five worlds and ranked. The top N by the Coffer's tier are paid. Only experience counts, which is why bots are pointless here: there is nothing to win that a person cannot out-earn honestly.
Stock payouts arrive with the on-chain reward vault; the ranks themselves already run.
$TINY
- An ERC-20 token on Robinhood Chain. Buying and selling it happens on the open market, not in the game.
- In game it is a custodial balance on your character, shown next to your gold.
- It is used for Trade Post purchases and Fortune Well spins. Nothing else in the game costs $TINY.
- The Market Board in Millbrook shows the live chart, and the price sign and Oracle Wren read the live price.
Deposits and withdrawals
Both live in the $TINY tab of the Vault, next to Bertram.
- Link your wallet first. Deposits are matched by the address that sent them.
- Open the Vault, switch to the $TINY tab, and copy the game's deposit address shown there.
- Send $TINY from your linked wallet to that address on Robinhood Chain. After one confirmation the balance appears on your character and a message tells you so. There is nothing to claim.
- To withdraw, enter an amount and press Withdraw. It is queued, paid from the game wallet within about a minute, and the transaction hash appears in your history.
- There is a daily withdrawal cap per character, reset at 00:00 UTC.
- Withdrawals go only to your linked address and require the same rules as trading.
- Sending from an address you have not linked yet is not lost: the deposit waits and is credited the moment that address is linked.
- A failed withdrawal is refunded to your in-game balance automatically.
Wallet and trading rules
You can play everything as a guest. A wallet is needed only to trade with other players and to move $TINY in or out.
Linking
- Press Sign in with wallet in the lobby, or Link wallet in the Equipment panel.
- You sign a plain text message. It is not a transaction, costs no gas, and approves nothing.
- One wallet belongs to one character, forever, unless you unlink it yourself.
- Once linked you can sign in from any device and your character comes back.
Who may trade
All four must be true before you can list, buy, or withdraw:
- A wallet is linked to the character.
- The tutorial is finished.
- Total level is at least 30.
- The character is at least 24 hours old.
These exist to make throwaway accounts a poor investment. There is also a cap on brand new characters per connection per day. Guests can still play everything, use the vault, and sell to Marisol.
Companions and looks
Purely visual, no stats, ever. Companions are bought from Marisol for gold, equipped from the bag, and follow you everywhere including through portals. Everyone in the realm can see them.
Wallet-linked characters can also change outfit from the Equipment panel at any time. Guests wear the villager hoodie.
Limited dragons
A dragon is a numbered mount sold at the Dragon Roost, south-east of the Millbrook square, by Kaelin the Wyrmkeeper. A run is minted once and never reopened: when the last number is claimed, the only way to get one is from another player.
The price is set in dollars and charged in $TINY. The Roost quotes the dollar price against the live token price at the moment you claim, so the number of $TINY changes with the market while the dollar figure does not. Your balance must cover the quote.
What a dragon gives you
Numbers and resale
Every dragon carries a serial from 1 to the size of its run, shown wherever the dragon appears: in your bag, at the Roost, and on any Trade Post lot. The number follows the dragon, not the account, so a dragon you sell reaches its buyer with the same number it left you with.
Dragons are listed on the Trade Post one at a time, under the same rules as any other lot: the seller keeps 95%, the Coffer takes the 5% fee, and both sides need a linked wallet. Marisol will not buy a dragon at any price, and the Vault will not store one, because neither keeps track of a number.
Where it does not help
A dragon is faster than walking in Millbrook, Thornvale and Sunfield, and nowhere else. It refuses the gate to the Ashen Reach, so it never carries you into open PvP. Starting a fight, taking a hit, gathering, crafting or dying all put you back on your feet. A dragon changes how you cross a map, never how a fight ends.
Item index
Every item in the game, with the value Marisol prices against. Buy is what she charges when she stocks it, sell is what she pays you.
Fair play and safety
- The server is authoritative. Every timer, roll, drop and price is computed server-side; the client only sends intentions, so a modified client cannot invent items or gold.
- Logging in with a wallet is a signed message and never a transaction. No page of ours will ever ask you to approve one to play.
- Your private key is yours. The game never asks for it.
- A character can be online in only one world at a time.
- Experience is the only ranking. Bots gain nothing that a player cannot.
- Withdrawals are capped per day, which limits the damage any single compromised account can do.
FAQ
Is it free?
Yes. Open the page, pick a name, play. There is nothing to install and nothing to buy to progress.
Do I need a wallet?
No, unless you want to trade with other players or move $TINY. Everything else is open to guests.
Can I lose my things?
Only in the Ashen Reach, and only what you are carrying. The vault is always safe. See tombstones.
Which world should I pick?
Any. Your character, bag, vault and levels are the same in all five, and the market is shared. Pick a busy one for company or a quiet one for elbow room at the ore.
Does it work on a phone?
Yes. The game switches to touch controls and a compact interface automatically.
I lost my character
If you played as a guest in another browser or cleared its storage, the session is gone. Linking a wallet makes a character portable and recoverable from any device.
What happens if the token is not live yet?
Everything except deposits and withdrawals. The Trade Post, the Fortune Well and the Coffer all work on the in-game balance; the wallet side opens when the contract goes live.