Introduction

Tiny Fields is my own spin on a non-exponential idler, where you are mainly gathering and crafting.

My biggest inspiration for this is Melvor Idle, which I still play after 1000 hours. But I'm also influenced by Territory Idle, Lazy Galaxy 2 and Crush Crush.

Some unique features of Tiny Fields (compared to Melvor Idle):

  • You can run multiple jobs in parallel (currently up to 9)
  • There are opportunities to play actively, i.e. click a button every now and then to boost a job's speed a little.
  • The UI is very tightly packed and designed down to the literal last pixel
  • Snappy performance at all times. Currently Tiny Fields runs at 3000 - 10000 fps depending on what's on screen (capped via vsync)

Tech Stack:

I am writing the game in the Rust programming language for two reasons: Great refactorability and performance. I am using the Macroquad game engine to handle inputs, audio and rendering, and it also allows me to export the game to Windows, Linux, Android and WebAssembly (the version you can play here in the browser).

State of the game:

I have started the development of Tiny Fields on May 1st 2025 (German day of labor). Until June 6th I have worked on it every day. It is still a very early prototype. I am new to Rust and Macroquad, and while learning these two technologies I am building up my own game engine on top (for things like buttons, drawing dotted borders, skill system, inventory system, particles, scroll containers, savegames, and the list goes on).

Given that I have already worked on it for more than 30 days (in my free time) I realize that reaching an actual playable state that goes beyond tech demo will take me many months.

Still, I want to collect feedback early, especially whether anyone has an itch for Tiny Fields.

Description last updated: 2025-06-06

Development log

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