TINY KINGDOM LATEST 0.5.2
A kingdom with a story of its own

A small beginning.
A world to build.

Raise your first homes, grow through seven eras, explore the Frontier, and decide what kind of ruler you want to be. Play at your pace. When you're ready, meet other kingdoms online.

100 Frontier chapters7 eras to grow through0.5.2 latest version
VIEW FROM THE HEARTLAND◌   YOUR STORY STARTS HERE
Tiny Kingdom gameplay: a small settlement with its first house, keep and guided tutorial
Build. Explore. Begin again.DYNASTY 01
YOUR NEXT CHAPTER STARTS HERE

Choose your platform.

Version 0.5.2 includes every earlier update. Install it over your existing game to keep your progress.

Windows

AVAILABLE NOW

Get the desktop game as a ZIP, extract it, and open Tiny Kingdom. The download is about 151 MB.

ZIP · v0.5.2 · Windows PC

iPhone & iPad

NOT AVAILABLE

There isn't an iOS app yet. Android APKs and Windows downloads cannot be installed on an iPhone or iPad.

iOS version plannedWe'll put a real download here when one exists.

Updating an older version? One 0.5.2 install includes all earlier changes, including for players on 0.3.0 or 0.4.0. Keep the existing Android app installed, then open the new APK and tap Update.

THE ROYAL TREASURY

Diamonds, on your terms.

Earn them in game through expeditions, quests, victories and discoveries. Optional packs are planned for players who want more.

Gem pouch

15 diamonds

Proposed $0.99 USD

Purchases coming soon

Royal coffer

35 diamonds

Proposed $1.99 USD

Purchases coming soon

Treasury vault

85 diamonds

Proposed $4.99 USD

Purchases coming soon

Checkout is not connected yet. These prices are proposals, no money can be spent, and the game never requires a purchase to progress.

LATEST RELEASE · 0.5.2

Treasury packs, your way.

October 2026. Proposed pack amounts now reflect your playtest feedback. Purchases remain closed while checkout is being built.

01 / PACKS

Smaller options

The proposed packs are 15, 35, and 85 diamonds at $0.99, $1.99, and $4.99 USD.

02 / EARN

Play to earn

The earned-diamond balance from the last update is unchanged. One-diamond awards stay at one.

03 / PLAY

Your kingdom stays yours

Keep building, exploring the Frontier, researching and visiting online kingdoms. Update over your existing install.

04 / PREVIEW

Checkout is closed

No money can be spent until payment and secure diamond delivery are connected.

Tiny Kingdom's guided tutorial over the first settlement
PLAY AT YOUR PACE

One kingdom. Many paths.

The Frontier, building projects, research, Dynasty progress and optional raids grow from the same kingdom you started on day one.

Read all changes
THE COMPLETE HISTORY

Patch notes.

Every release from the standalone apps through today's update. Open a version to see all its changes.

0.5.2Treasury pack amounts
  • Adjusted the proposed optional packs to 15 diamonds for $0.99, 35 for $1.99, and 85 for $4.99 USD, following playtest feedback.
  • Purchases remain unavailable until payment accounts, platform billing, and verified delivery are ready. The earned-diamond balance from 0.5.1 is unchanged.
0.5.1Diamond balance & treasury preview
  • Halved every new diamond award, rounding up so one-diamond rewards stay at one: starting diamonds, expeditions, first victories, Frontier wins, quests, achievements, daily duties, Dynasty resets, and visitor outcomes.
  • Existing saved diamond balances remain intact. Diamond spending costs and all non-diamond rewards are unchanged. Previously claimed rewards are not granted again.
  • Added proposed diamond packs to the in-game treasury. Checkout is inactive until a payment account, platform billing, and verified delivery are connected. No payment can be taken in this release.
  • Android and Windows updates retain their app identity and existing local saves. The online game's server uses the same reward rules.
0.5.0Online kingdoms & guided tutorial
  • Added a ten-step tutorial with task checks, pause/resume, replay from Settings, and plain-language help. Existing saves are not forced into the guide.
  • Added online registration, persistent server saves, public friend codes, private recovery codes for another device, and a friend list. Connecting does not enroll a kingdom in raids. Online kingdoms require a connection for authoritative actions; solo kingdoms retain offline play.
  • Added optional Join Raids enrollment, garrison assignments, Gatehouse and Watchpost buildings, same-country opponents within settlement/power bands, scouting, three attack approaches, reports, and seven-day revenge opportunities.
  • Raid balance starts at a 20-minute attack cooldown, one attack per opponent per day, and eight hours of defender protection. Attacking ends your protection. Loot is capped at 24%; garrison losses are roughly capped at 40% with whole-troop rounding. A decisive victory can downgrade one level on up to two ordinary buildings. Homes, Keep, Warehouse, Barracks, Legacy monument, and active construction are excluded from structural damage. Both sides can lose troops. Leaving raids is allowed 24 hours after your last attack; a new Dynasty leaves automatically. Troops in local/Frontier battles cannot defend until they return.
  • Server transactions apply both sides together, deduplicate requests, and reject stale writes. Offline progress is imported once; subsequent actions are validated by the server. Legacy imports are trusted historical progress, so this is not competitive anti-cheat certification.
  • Added a persistent reminders list and rebuilt Android code with network access, notification permission, and periodic background reminders. The nominal check interval is 15 minutes, with reminders between 8am and 10pm local time, a three-hour minimum gap, and a maximum of three a day. Android can defer jobs for battery/background restrictions; force-stopped apps need to be reopened.
  • Preserved Android package ID, signing certificate, save location, and Windows save directory. Added the Windows server allowlist and durable recovery-code storage.
  • Save format 5 retains existing progress. Balance data and server rules remain modular.

Verification

39 automated tests pass, covering migration, tutorial progression, SQL persistence, friends, action validation, raid replay protection, reports, and revenge. A live two-account test passed for registration, friends, matching, raids, repeated requests, reports, and Android-origin CORS. Browser interaction verified tutorial navigation, first construction, and claiming a quest reward. Android compilation and APK v2/v3 verification passed with the original certificate; Windows archive integrity and app ID were checked. Physical Android notifications and native Windows launch require device playtesting.

0.4.1Map and phone readability
  • Added persistent high contrast district name tags to the map with overlap avoidance. The labels retain readable size as the map zoom changes.
  • Gave the Builders, Explorers, Warehouse and Great hall stronger individual landmarks, so buildings are easier to distinguish at a glance.
  • Enlarged landscape phone navigation targets, resource text, panel width and close control. The quest preview uses less space while the map is visible.
  • Gameplay balance and save format remain at 0.4.0 values; existing local progress is retained when the signed Android app is updated.
0.4.0A living kingdom
  • Every one of the 14 original buildings gains 10 advanced levels (140 new upgrades). Village opens the first tier; every ten Frontier victories opens the next, through tier 10 at chapter 90. Existing upgrades are retained.
  • Advanced homes add 16 population capacity per level; advanced warehouses gain increasing storage extensions. Building costs use bounded polynomial growth after their old maximum, and all realm-by-realm costs fit attainable storage.
  • Advanced Keep and Monument levels improve production; Monuments also add Dynasty points. Great halls improve research speed. The existing production, military, training and expedition buildings continue improving their associated systems.
  • Added 30 sequential studies: ten each in Stewardship, Military logistics, and Frontier navigation. They require the corresponding building upgrades and Frontier development tier.
  • Added 40 project ranks across Trade roads, Supply network, Survey stations, and Civic gardens. Projects require buildings, studies, supplies, and time. Project crews work alongside builders, scholars, and explorers.
  • Strongholds require Keep level 3 + realm number and Supply network rank matching the realm. Frontier supplies scale with realm depth; Trade roads reduce the cost. Town through Empire now require corresponding advanced Keep and Farm levels. Existing settlement stages are retained.
  • Expedition rewards grow with development and Survey stations. Added recruitment batches of up to five units and five achievements for the expanded game.
  • Event choices hide outcomes and rewards. Agreed spending costs remain visible. Results vary and are revealed after the choice, with an outcome report, actual gains, temporary effects, and Chronicle entry. Pending outcomes survive saves, cannot be claimed twice, and do not reroll on reload.
  • Added seven new random encounters and a returning caravan captain follow-up. Encounters can affect production, building, research, training, exploration, and combat. Temporary effects expire; some outcomes are disappointing or briefly adverse. Encounters are randomized with recent-repeat avoidance, and can be declined.
  • Dynasty resets retain Frontier progress and its unlocked tiers but reset buildings, research, projects, and temporary effects. Added project-based Dynasty rewards. Save format 4 migrates existing versions 1–3 without resetting progress.
  • Market buy/sell prices and behavior are unchanged.
  • Added a Projects screen, stronghold readiness checks, more useful building effects, advanced district flags, improved late-game objective prompts, and version 0.4.0 in Settings.

Validation and limits

28 automated tests pass, covering old save migration, every development tier's affordability, simultaneous jobs and offline progress, stronghold prerequisites, event persistence/variation/follow-ups, and Dynasty carryover. An automated economy playthrough from an already-maxed original Village (no resource grants after that starting state, no diamond skips) completed chapter 100 in 12.19 simulated hours and all new buildings/studies/projects in 16.74 hours. This is one automated strategy, not a human playtime guarantee or a claim of 100 times more content.

Production frontend compilation passed. Android v2 signature, version code, asset integrity, and original signing identity are checked during packaging. Browser visual QA could not run because no browser binary was available and browser download failed. Physical Android installation and Windows launch have not been tested here.

0.3.0Frontier foundation
  • Fixed the final Legacy Monument level: the stone cost now fits within the maximum attainable storage. Added a test that checks every building level against storage.
  • Added 100 Frontier chapters across ten named realms. Each chapter requires scouting through an expedition, delivering supplies, selecting a battle tactic, and winning the encounter. Strongholds appear every tenth chapter.
  • Added Town, City, Kingdom, and Empire settlement milestones tied to Frontier progress. Campaign progress and its passive strength carry into the next Dynasty.
  • Migrates existing 0.2.0 saves to game save version 3 while retaining the installed Android app ID, signing certificate, and local-save envelope.
  • Kept market buy/sell behavior unchanged, as requested.
  • Added tests for campaign costs, combat, later eras, Dynasty persistence, and old local-save compatibility.

Playtime: This is a substantial first expansion, but it has not been measured as a 100-fold increase in active playtime. Further unique systems, choices, and playtesting are needed for that target.

0.2.0Standalone apps
  • Offline Android and Windows builds with local saves and manual JSON backup transfer.