
A cozy idle farming game, watch tiny guys do tasks around the terrace, expand, progress, and decorate your Tiny Terrace.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Aug 25 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Tiny Terraces is an idle-farming game, where you can watch tiny guys do different tasks around the terrace as you work on things outside the game.
Grow Crops:
Plant crops and watch as the tiny guys manage the garden plots by watering, weeding, and harvesting.
Craft Tiny Guys:
Use certain crops and tiny guy parts to craft more tiny guys to help manage the terrace.
Decorate:
Use money produced from crops to buy decorations to detail your terrace.

Wishlist :)
Genres
Engagement
Reviews
Themes across 155 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
玩到后面疑似死档了,种下的农作物一直是种子的形态,不会继续生长,神了。
The idea is great but right now it is super buggy and needs a lot of quality of life updates. -There are random crashes, the game even bugged steam after failing to close the process some times. -No way to manage or sell animals -Fences have no purpose at all (everyone walks right through them) -AI is super bad and crazy ineffective -There are no indicators how long things grow, how much they yield and such, ONLY after you commit to planting them -Basic gameplay mechanics never get explained (do fellas need water ponds to refill their cans? who knows) -The last two Achivements take insanely long compared to the rest (got to 98% in 40h, the last two will take another 100h just growing 1.000.000 crops) -The UI is allways in the way, overlapping or clipping in each other - making navigating very clunky
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America +4 more
Hours played at review time, across 156 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly I'm torn on whether to recommend or not recommend this game. It certainly has promise, and it's not asking a ridiculous up-front cost. It has a very nice art-style and a very addictive gameplay loop. However, this game has been in development for just over 2 years, with it being in a demo state from early August 2024, releasing into Early Access in July 2025, with the Dev saying on this very store page "It will be in EA for roughly a few months", and here I am writing a review for it another year later in August 2026, with it still being in EA. I do get it's a solo-dev or very small dev team, but don't say it'll be a few months if it's going to take several years, or you just don't know. It does kind of makes sense that it's still in EA though, because although there have been updates to it over the last year, there are still a lot of core issues that need to be worked on, especially that the early-game is very micro-management heavy, and the UI when the game is stuck to the bottom of your Desktop, is clunky at best. That's not even talking about bugs, such as clicking on a "building" with an AoE, and the white AoE circle just sticks on the screen no matter what you do, needing a reload. Upon unlocking the fishing mini-game, which I still have no idea on how it works, the "guys" will all randomly run down to the river and stand there doing nothing, then run back to do actual farming. Then there's the lack of any kind of meaningful tutorial. Now no, this game isn't exactly hard to pick up, but it'd be nice to have something there at least. My big complaint though goes back to how slow and tedious the early-game is, and arguably how weird the progression track is. The "orders" you need to fill out to progress and unlock new things, which you're not told about and have to know/find for yourself in the UI, will still randomly want extremely early-game crops, even if you're several hours in. It's also a bit strange how you'll unlock, say, Radishes, but they aren't even wanted until several orders later. It just comes across as very strangely paced. That isn't even bringing up how some of the prices and balancing on certain items also just don't really seem to make a lot of sense, with a good example being: - Lettuce costs 3, takes 45s to grow, sells for 6 - Garlic costs 10, takes 3m to grow (x2), sells for 16 (x2) So, in the time it would take for a Garlic to be "used up" (6 min), which would net you 22 profit (32-10), you could grow 8 Lettuce, costing 24, but netting 24 profit (48-24). Now yes, Garlic would take up less slots, but it also "locks" a slot down for 6 mins, only to get less profit than just spamming out Lettuce, which is the second plant you unlock. It's kind of a jarring juxtaposition that there's a progression track, but the early-game stuff is worth the same, or sometimes more than the later unlocks, which ends up making it not really feel like progression at all. Are you meant to just grow everything, or is it so you can grow what you want and still make similar money? I don't really get it. As it is right now, I think I'm settling on not recommended. For a supposedly chill game that you leave at the bottom of your desktop while doing other things, it requires a lot of actual input and focus to get to a point where it is the game you can just let play itself.
-Saw it on Google Play on sale for $2.50 -bought it -got addicted -saw Twitter link -realised its available on steam -bought it on steam -got re-addicted to it -abandoned every other game so far -f*ck yeah I've gathered leek
好玩!自制简中优化Mod,人工校对: 度盘: /s/1OKMRCsqGiQmbeWUXadFGYw 提取码: 536y
很有趣的像素风农场挂机游戏,这回不是只使唤我一个人干活了。 在机器里放入不同原料会产出不同特点的小人来帮忙干活,小人走路急急忙忙四肢乱舞的有点鬼畜,光看着一群彩色小人跑来跑去的就很有意思了,鼠标点到taQQ弹弹的还会发出橡皮鸭的音效,拎起来会不停扑腾,就问这谁能忍住不去骚扰一番(づ ̄3 ̄)づ 种田需要手动操作的地方不算多,作物生长速度快,产量喜人,伴随着轻松悠扬的音乐玩起来很惬意。相比单纯放置挂机,我更喜欢去点点点。 一些减分项:机翻汉化,目前汉化不全中英夹杂,给小人取名一些汉字会显示口口,加上时不时冒出点bug,例如弹框卡死、钓鱼游戏里的鱼线乱飞等等,需要回退主菜单,比较影响体验。
A fun game! Early game is entertaining. Crops grow quickly and you are constantly getting new crops and buildings to use those crops with, so it's engaging as you explore the mechanics. There's not much of a tutorial but the game is adequately intuitive that you can figure things out. UI elements were designed with care (a very buggy interactions but not gamebreaking). As the game progresses it becomes more of an idle game, but for the first GOOD while it's not very idley, things move pretty fast! I really enjoyed balancing locations of things to keep efficiency up. Is you want a dopamine hit number-go-up game for a few hours of engagement, it's worth the handful of bucks! ----------------------------------------------------------------------- Okay, now for my issues with the game. I still very much enjoyed it, but developer has work to do for some big frustrations I had. The little guys system sucks. Little guys do your tasks. You make more by investing a resource, but it costs exponentially more every time (starting with small increments). Each type of guy shared the same exponential pool. So if you want to upgrade to a different type of guy, you have to remove your previous ones and lose all of their levels if you don't want to suffer EXTREME costs. The game seems to really want to cap you out in the 100ish area, so if you reach later "guys", you'll have to destroy all of your guys to switch to them. That... feels bad. I wanted to make some kale and cabbage guys, but it was super expensive, so I destroyed almost my entire assemblage of birch and oak... only to discover that birch and oak are better??? My kale and cabbage guys move incredibly slowly, even at level 30! Why are they WORSE than the birch and oak I kept? I used an exploit to get 190 little guys, and they STILL aren't enough for me to use 1/3 of the total area of the game and keep up with production in lategame, with slow to grow crops. I'm restricting my area so much because kale and cabbage guys just... can't carry anything fast enough, while the 20 birch and oak I kept fly around. The kale and cabbage ones have BETTER numbers! Just let us spend a resource to change the type of existing guys, or better yet make each little guy type exist on it's own exponential curve to remove decision regret and encourage diversification of little guys, so people don't end up with a crappy monotype like me. Can the guys recognize that they are standing BESIDE a storage bank and drop their stuff off a little more often? I see my guys carry 10 items across the world to grab an 11th too often. Make task assignment prioritize proximity more, I kept seeing guys get assigned to buildings across the map when there were things to do right beside them still. The autoleveling is bad. It's inconsistent between types, and you have to set it manually per guy which... is so laborious and I have no idea what will be worth it for a guy until they are already level 30 and it will cost millions and hours to redo my guys. Same with the priorities, I can't keep up with production so I end up totally neglecting the bottom two on the list, maybe some randomness could be added so SOME buildings get handled and SOME weeds get pulled. Eggs lock up a guy unless you grab the egg? That requires active play, not really idley. Plus, you have to FIND them and that can be tough, especially if they are in your tree farm. Fishing... why? I played two fishing minigames total, I think I only ever saw trash, and I bought autofishing before I even really understood how it worked. I barely engaged with it at all, which is a shame. Could have been more interesting. But really, there's no reason to use it. I haven't seen a single use for fishing resources. Which, why not? Why are the progress goals only crops, juices, jams, and jellies? You have more stuff in the game. Engage with it! I have been collecting honey, sap, fish, vinegar, eggs, flour, etc. in massive quantities, and if I've used any of it I haven't noticed at all. Think the only reason to do any of it is to make pies for achievements? Endgame, the cycle reaches a really lame point to extend things out. So each levelup you get a new crop, and later in the game you only sometimes need to use that crop for the NEXT levelup, you can use previous crops (you know, crops you may have already had growing). But in endgame, more and more frequently the next levelup is based on processed tree produce. So, you have to plant the trees, wait 20+ minutes for them to grow, then wait for their produce so you can start the juicers to make juice, then wait for the juicers to finish so you can start the cooking stations to make jelly, THEN you can leave and idle the game. And because trees produce forever and can easily bog down your capacity, you don't want to plant too many, so accelerating this by planting more (they are expensive) will end up HURTING you unless you destroy them. I mean, I got the lemon tree, then I was asked for 100 lemon juice. I got it, instantly got the next 2 levels... and I'm asked for 350 lemon jelly? OH GREAT, maybe I SHOULD have planted a ton of lemon trees and destroyed them afterward! (Which is what I did, spent 200k to just get lemons for specifically this level because I was JUST given the seeds and haven't built a reserve yet) Speaking of endgame, there's nothing to do. I know it's an idle game, but I bought everything, money is no object, and I'm just waiting for a tree to grow to get some lemon juice. I ran out of content like fifteen levels ago. Using the exact same setup, equipment hasn't changed, seeders are the same, dudes can't keep up so I'm using a fraction of the world and trying to consense everything and cover the world in storage containers to try to get them to drop things off faster. All I've done to engage with the game the past ten levels is set up my juicers and cooking stations to run. That's been the entire game for me, set a seeder for the new crop, wait for trees and juice. I wish the game ended 15 levels ago, it's been a slog. I haven't upgraded anything in ages, no cool buffs or perks or interactions. Get rid of the 10k poke achievement. I used a macro and it took forever at the max my OS/your game even allowed. Don't make cheating with external tools the only way to 100% your game without getting an RSI. Revisit the balance. Look at the first 4 crops. Cost Sell Yield Profit per plant Grow Time Profit per Minute Barley 2 3 1 1 25 2.4 Romaine 3 6 1 3 45 4 Whoa, almost a full double from crop 1 to crop 2! Potato 4 3 3.5ish 6.5ish 75 5.2 Still an increase! More profit per plant, more profit per minute nice! Leek 6 8 1 2 100 1.25 Wha... what? Am I missing something here? Is this an intentional part of the game, making players think more intelligently about their crop usage? That's fine and all, but when the number of harvests and regrows are confusing to track (how long does a regrow take? What about a reharvest? How many do I get again? It doesn't say!) And yields are TOTALLY opaque to the player, so being intelligent is tricky! I think I ended up growing sunflower seeds to make money for the entire duration I NEEEDED money in the game. They just produced an insane net profit and generated value so quickly that nothing else mattered. They sold high, a ton were produced... I only stopped making them because they overwhelmed my guys' ability to pick them! But if I wanted money, nothing else mattered. Just one small area of sunflowers, easy for the pathfinding algorithm to handle, nobody needs to go anywhere but here to make money. Minimal planting, just harvest and carry. And thank god, because all of the crops after that were difficult to figure out! Is tea 3 regrows or 2? 7 harv
OH MY GOSH if you love: - The vibes of Stardew Valley - The music from old Minecraft - The satisfaction from clicker games - Poking little guys YOU'RE GONNA LOVE THIS GAME. Seriously one of the cutest, most engaging games I've ever played. I love the fellas, the atmosphere, the systems... and none of the pretend social interaction or hard manual labor in Stardew Valley! Only suggestions from me are: - A gamma slider so it's easier to see at night (even with the lighting in-game I still find it hard to see) - A display of how much money you have, ALWAYS on screen (rn it only appears when you're making purchases, which is nice but not my preference) This game is seriously wonderful and this is one of my first ever reviews on Steam BECAUSE it's so amazing. Great work, dev!!!
Шедевр игровой индустрии в котором хочется проводить больше времени чем во всяких ваших трипле эй проектах
还算好玩,但是到中后期的性能问题相当严重,根本没法挂在后台玩,我现在两百小时阶段50才开了九百来格的田都已经能给别的软件卡死了,再往后占用怕不是得跟大型游戏差不多 总体来讲作为后台挂机游戏占用实在不应该这么离谱,感觉画质跟优化有点本末倒置了,先给个差评等后续更新看看
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $2.3K | 10 | 100% | $5.99 | |
| $72 | 2 | 50% | $1.99 | |
| — | 0 | — | — | |
| $146.3K | 924 | 87% | $3.29 | |
| $79.9K | 546 | 97% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $119.9K | 178 | 72% | $21.99 | |
| $119.9K | 1.9K | 30% | $2.99 | |
| $119.9K | 587 | 70% | $7.99 | |
| $119.9K | 518 | 86% | $12.99 | |
| $119.9K | 155 | 81% | $24.99 | |
| $119.9K | 214 | 93% | $29.99 |