It’s an age where many people are so busy they can barely breathe, and Tiny Glade is one of thousands of safe spaces where they go to rest and unwind. Tiny Glade is a deceivingly simple game with a simple premise: no one dies and no one loses. Yet it has achieved mainstream success in a way that a far more complex narrative game could hardly muster. What is it about Tiny Glade, and tiny games of its ilk, that is resonating with so many people? Why are tiny games becoming safe spaces that more and more people want to visit? The Tiny Glade website has a ticker reading ‘dwells spent’. This number climbs every time you walk into someone’s house and reach their nesting box. It also climbs every time you throw a nest to someone else. Isaac Gollub is the owner and coder of Tiny Glade. All the images in the game are drawn by him. The entire project was conceived, coded and shown to backers on the Kickstarter website in the space of seven days. It lasts for 20 minutes.
Tiny Glade’s pleasures, unlike those of its sprawling, ambitious cousins on the gaming scene, reside in nothing other than simplicity. Here, a player finds themselves in a quiet space and asked to perform no function beyond bringing their own fantasised landscape to realisation, whether it is a village or a solitary cabin by the pond. The game provides the canvas for creativity, but any prescriptions about what should be achieved are waived, and there is no need to compete.
Inside the tranquil confines of Tiny Glade, design is a form of meditation: players sink deeper into the flow state with every block, every window or winding path that they place into their creation. It’s not just gameplay; it’s a form of meditation, an act of mindfulness. The simplicity of the interface and the joy of discovery keeps the mind focused but relaxed, losing itself in a world where the only aim is to have fun, and the only expectation is that there’ll be no expectations.
But interestingly, it is exactly these limitations that make Tiny Glade such a deeply satisfying escape. By offering not a dizzying, head-spinning array of options but instead just enough to spark the player’s imagination, and by binding that selection together within one overriding frame, the potential for ‘worldbuilding’ seems limited – but, crucially, it is still really rich, and utterly within the territory of what is playable. Having made a few decisions, you have at your disposal a world that is utterly unique to you. Sometimes the concept of ‘less is more’ applies to digital escape fiction almost more than to any other genre.
But while Tiny Glade is a single-player game, it allows us to connect with one another in an unusual way, as screenshot posts become a bridge through which original works can be shared. Not competitively, but to be admired for what they are. In this way, Tiny Glade enables a different kind of escapism, less from the burning world and more from isolation, reminding us that – even in our most neurotically individualistic hobby boxes – we continue to hunger for connection and pleasure in the shared.
Its lasting appeal … That’s harder to say. Tiny Glade was designed as a pastoral breather, not as a perpetual pastime, so the game would probably start wearing thin for those looking for more advanced challenges fairly quickly. On the other hand, for many it might continue to offer a sort of perennial refuge, a place to return to when the rest of the world has become too loud.
Tiny Glade represents the growing demand for games that offer not only fun but also refuge. As the digital and physical worlds become increasingly blurred, places to escape and recuperate become ever more vital. Tiny Glade’s idyllic settings and light pleasures offer a prescription for what escape in games can be – easy, quiet and vividly intimate.
In the context of daily life, escape is a life-saving mode of emotional regulation and stress relief. It is a necessary counterbalance. It is a stepping out of reality into the silence of the space between words, into the ‘transparent incense’ of imagination, into whatever calms and clears the mind of the day’s worries, to re-emerge reinvigorated, with renewed perspective and energy. All these escapes – of games such as Tiny Glade, books, nature, gardens, to whatever is peaceful and silent and private – are not just pleasant diversions and pastimes. They are necessary ones. Without them, we would become like the refugees walking exultantly through the wasteland, insanely and forever. But Tiny Glade, at its core, is not just a game. It’s an example of what can be gained from simplicity: the value of quiet, and how deeply it can affect our lives. In an always-on world where so much is asked of us, finding respite in the small, quiet nooks of existence is an act of self-care, an embrace of quietude, an epiphany of tiny worlds found in our minds.
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