
Tiny Throne
YOUR DECK IS YOUR KINGDOM
Tiny Throne is a strategic roguelike deckbuilder. Start with a humble set of blueprints and draft your way to a thriving empire. Every building you place, every resource you gather, and every unit you deploy comes from the cards you choose.
EXPAND YOUR MINIATURE EMPIRE
Every inhabitant is a resource. Your population represents your Action Points, use them to draft new blueprints, play cards, or reshuffle your deck.
- Synergy is Key: Place farms next to mills for food bonuses, or fortify your village with cannons.
- Manage the Harvest: Your people need to eat! If your food supply fails, your population drops, and your actions vanish. Balance growth with survival.
DEPLOY YOUR ARMIES
Prepare in the building phase, then strike in the Attack Phase.
- Tactical Raiding: Use your gathered units to lay siege to enemy villages.
- Loot & Level Up: Victory brings treasure chests filled with cards and resources to bolster your deck for the next day.
- Hold the Line: Defenses are not optional. Watch the calendar, prepare your catapults, and protect your houses. If a house falls, the families inside, and your action points, fall with it.
VISIT THE SHOP
Refine your deck, buy powerful cards and give a twist to your run.
KEY FEATURES
- Strategic Hex-Building: Spatial puzzles meet resource management.
- Deckbuilding Roguelike: Draft and delete cards to optimize your run.
- Dynamic Combat: Both defensive survival and offensive raiding phases.
- The "Cozy-Hardcore" Loop: Charming visuals paired with a punishing, rewarding economy
| Updated | 4 hours ago |
| Published | 2 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | EternaArena |
| Genre | Strategy, Card Game |
| Made with | Unity |
| Tags | City Builder, Cozy, Deck Building, Roguelike |
| Links | Steam |
| Content | No generative AI was used |







Comments
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web version is buggy and oddly balanced:
opening chest causes non-stop confetti.
The game is basically over if you have a day without producing food. (which is totally likely given that you don't start with food producing buildings)
And on top of that, there seems to be no way of getting enough money in the first turn to buy anything in the shop either...
Almost as if someone uploaded a game prototype without even play-testing it ONCE before hand...
Not the greatest first impression to be honest.
Hey, thanks for taking the time to try the demo and share your thoughts, I understand the frustration with that first impression.
You’re right that the early economy wasn’t in a good place in that version. I’ve since updated the demo to improve the starting deck and early balance, so players can actually build up resources and make meaningful choices from the first turns instead of getting stuck.
This is still an early demo and I had to release it quite quickly to take part in upcoming events, so it didn’t receive enough playtesting beforehand, that’s on me. I’m now focusing on iterating and improving the experience based on feedback like yours.
If you’re open to it, I’d really appreciate it if you gave the updated version another try and let me know if it feels better now or if there are still issues. Thanks again for the honest feedback.
Hey, thanks a lot for trying the demo and for the detailed feedback, I really appreciate you pointing these issues out.
You’re absolutely right on both points. The confetti bug is a known issue on the web version and has now been fixed. I’ve also reworked the early-game balance so that runs don’t immediately collapse if you miss food production in the first days. The starting setup now gives players more room to stabilize and understand the systems.
This demo was released quite quickly to make it in time for upcoming events, so it didn’t get as much playtesting as it should have, but I’m actively improving it based on feedback like yours.
If you feel like giving it another try, I’d love to hear if the experience feels smoother now or if something still feels off. Thanks again for helping improve the game 🙏
I tried it again. The balance is better, but still very bad.
Bugs:
You can't expand past some point. Clicking to expand to some areas simply doesn't work. This doesn't make any sense. I suspect this was vibe coded.
One cycle, selecting attack brought up an empty screen. The only option was to go to the next phase, ending the attack.
Balance:
I like the idea of being able to use workers to redraw, but the whole thing is incoherent. Things don't scale, cost/price is all over the place., the game falls apart after playing a bit.
Overall:
There's some interesting things here, but it feels like a vibe coded mess. I expect a obsequious chatbot response from the uploader.