Tinkerlands
521

Players in Game

1 058 😀     182 😒
81,19%

Rating

$12.99

Tinkerlands Steam Charts & Stats

Explore, craft, and fight your way on the uncharted islands! Tinkerlands is a cozy survival adventure where you will build your base, craft useful tools to survive, and even use magic!
App ID2617700
App TypeGAME
Developers
Publishers Hypetrain Digital
Categories Single-player, Steam Achievements, Multi-player, Co-op, Online Co-op
Genres Action, Simulation, RPG, Adventure
Release DateComing soon
Platforms Windows
Supported Languages English, Portuguese - Brazil, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Russian, Korean

Tinkerlands
521 Players in Game
6 887 All-Time Peak
81,19 Rating

Steam Charts

Tinkerlands
521 Players in Game
6 887 All-Time Peak
81,19 Rating

At the moment, Tinkerlands has 521 players actively in-game. This is 90.7% lower than its all-time peak of 6 808.


Tinkerlands Player Count

Tinkerlands monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-07 941 -40.41%
2025-06 1580 -54.75%
2025-05 3492 0%

Tinkerlands
1 240 Total Reviews
1 058 Positive Reviews
182 Negative Reviews
Very Positive Score

Tinkerlands has garnered a total of 1 240 reviews, with 1 058 positive reviews and 182 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Tinkerlands over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 2525 minutes
Tinkerlands is a really fun take on the genre that plays like a more casual version of Necesse. I'm 40 hours in and still haven't finished all of the content though a decent amount of that has been grinding for rare items. The devs seem to be taking feedback very seriously and have already addressed some of the most glaring issues noted by players. If they can keep up this momentum and deliver such high-quality content going forward I think this game has the potential to be as good as Necesse. My one critique of the game is that I really hope they can add more...unique...content in the future. There are levels that are interesting and distinct as well as unique items and monsters but I would really like to see more work that is less...derivative.
👍 : 1 | 😃 : 0
Positive
Playtime: 2719 minutes
I'm in love with this game, the Devs really seem to care about a well rounded player experience, with so many cool updates on the way (very excited). It's a great mashup of Corekeeper, Stardew Valley, Terraria and some Kingdom Two Crowns multiplayer vibes thrown in there. Right off the bat, you need to explore, craft and survive, the mobs aren't forgiving and put up quite a challenge, especially early on when you're trying to figure things out and have zero idea what you're doing. Even thought it's only Early Access, there's so much to do while you wait for an update and the full release next year.
👍 : 1 | 😃 : 0
Positive
Playtime: 930 minutes
Jogo parecido com Terraria em muitos quesitos, porém bem mais simples a progressão, mas tem as viagens nas ilhas que é um diferencial bem bacana, não tem muitos bugs mesmo no multiplayer, algo que achei um pouco chato é craft de alguns itens que você precisa de pegar a receita, na [spoiler]ilha do oceano[/spoiler] por exemplo tem apenas uma peça da [spoiler]armadura de tartaruga[/spoiler] para uma player, eu acho que deveria ser para cada player, outra coisa que poderia ter é o loot de boss para cada player que é igual no Terraria, por causa que alguns boss acaba sendo dificil de matar 2 vezes por conta de spawn. Então, é um jogo que eu recomendo bastante nota 8/10, espero que tenha mais atualizações, mais ilhas, mais mineiros, mais equipamentos, mais NPCs, mais mobs, mais bosses, pois é um jogo que tem um potencial absurdo, me surpreendeu bastante até o momento.
👍 : 1 | 😃 : 0
Positive
Playtime: 1059 minutes
Pros: Decent amount of content considering it's in early access Cheap price Has some neat ideas, like the boat travel mechanic and the hotbar Some of the bosses were cool The pyramid boss music was dope Basically top down Terraria Cons: Overall nothing very interesting or unique Combat is fine, just not much to it The music is ripped straight from Terraria, so not bad, but not original Outside of a few exceptions, none of the weapons or armor sets were fun to use or provided impactful benefits Most of the bosses were easy and forgetful, even on the hardest difficulty Basically top down Terraria, but worse Overall, despite my meh feeling about this game, I still got my moneys worth, and I can see this improving a lot over time. If you've already played and enjoyed Terraria and Core Keeper, then this might be worth getting. I give this game a 3/5, with a real flaccid thumbs up.
👍 : 5 | 😃 : 0
Positive
Playtime: 2107 minutes
Great Co-Op game. Still early access but there is more than enough content to justify the price.
👍 : 2 | 😃 : 0
Positive
Playtime: 12860 minutes
Very fun, the sub islands are quite refreshing, albeit a little tedious. Hopefully they fix the Peridots spawn rate soon lol
👍 : 3 | 😃 : 0
Positive
Playtime: 2145 minutes
I didn’t expect much when I first launched Tinkerlands, but man... this game absolutely hooked me 😍. If you're into survival-crafting games like Terraria or Core Keeper, you're gonna feel right at home, but this game still brings its own charm and identity 💎. 🌍 Exploration The world is procedurally generated and feels alive. Every biome has unique vibes, creatures, and surprises. Sometimes I catch myself just wandering around, enjoying the atmosphere 😌. 🛠️ Crafting & Building The crafting system is straightforward but satisfying. You start off with basic tools and resources, but as you progress, you can build full settlements and magical gear. Super rewarding to see your camp evolve over time 🔨✨. ⚔️ Combat & Magic The combat feels snappy and fun. I love how it mixes traditional weapons with cool magical abilities. Some of the boss fights genuinely surprised me challenging but fair. 🤝 Co-op Mode Played with a couple friends and it was an absolute blast. Working together to explore, build, and survive makes everything 10x more fun. This is definitely a game best enjoyed in co-op, but solo is just as chill. 🧪 Overall Tinkerlands is still in Early Access, but it's already packed with content and potential. The devs seem really passionate, and the roadmap looks 🔥. Highly recommend checking it out especially if you’re looking for a cozy but adventurous survival experience. ⭐ Rating: 9/10 – A little pixel world that stole my heart. (I’ll be watching this one closely 👀)
👍 : 3 | 😃 : 0
Positive
Playtime: 2881 minutes
[h1] Has potential but fall off in other aspect of the game [/h1] Would recommend this game if you are playing co-op with others, as having more players will help progressing your game much easier. Would not recommend this game if you are planning to play solo as there is too much stuff that require adjustment to not feel that you are on the mercy of RNG and that the game is padding game time. [The Good] [*] Similar experience to terraria. If you had already played terraria before, you will learn the game quickly as there is a lot of things that are similar or 1:1 as terraria. [*] Easy to learn combat system. [*] With recent addition of fishing/chef quest giving gold, it makes your reforge and purchasing of other items easier. [*] Re-rolling of islands to farm material/accessories. [/list] [The Bad] [*] Travelling merchant have too large of a pool of items/too little items for sale whenever he visit you, plus there is no notice to let you know that he have arrived so you have to keep looking out for him (He can only spawn where the players is & have no logic to when he will spawn) hoping that he sell the items that you required for some accessories. [*] A lot of UI,icons & ost are very similar or 1:1 to terraria, which does feel kinda weird as you feel like you are playing a terraria game with a different view. [*] Auto saving in multiplayer will cause the host to be frozen for a short while, and can sometimes crash your game if you are trying to press button when the auto save hit you. [*] Monster spawn is horrible. Even with the swarm potion, the monster you are trying to farm do not spawn at all. The dev will have to make changes to the monster spawn so it isn't a chore to farm for the items you want (noticeably the merman fishing rod & the bird feather). [*] Some accessories have the same issue as the travelling merchant issue, noticeably the jungle island is a big culprit of this issue. Due to a large pool of items that could spawn in the chest, you might be forced to re-roll a bunch of jungle island just to get all or most of the accessories & recipes. (Still only have 1 magic catalyst after 15+ jungle island) [*] Recipes is a pain to find, like the same issue with large pool of items. Sometimes some recipes will not spawn and you are forced to re-roll island until you collect all of the recipes. [*] A lot of ingredients can't be planted and have to be farmed on the over world. For example, fire flower, ice flower, and all the mushrooms type cannot be planted. Only spices and some cooking ingredients can be planted for cooking purpose. [*] The fishing mini game is something new but is also bad. I am fine with how the controls work now (due to stocking up fishes for gold farming) but it does not mean the mini game is good. Using A & D as the only controls to move around your hook is not something that is fun. [*] It does not feel like there is any mid game progression or it's too short. You stay in early game for a long time & the mid game is too short, the weapon, armour & accessories feel like you are suddenly too strong for content you are at, making it feel like there is nothing for the mid game gap. [*] Boss feel easy at later on, only reason bosses feel even a little hard is because of how weak the early game weapon are. [*] Magic weapon endgame is so weak that it isn't worth considering playing as that class, Melee & Range is the king here. [/list] Overall, I think the game has potential and believe the dev will iron out the game play issue at a later patch. Maybe in the future I can recommend this as a solo game.
👍 : 15 | 😃 : 1
Positive
Playtime: 5229 minutes
Tinkerlands is what I wish Necesse or Core Keeper and any other games like this could have been. Controller just works, something that CAN NOT be said by the likes of Terraria, Starbound, Necesse, Planet Centauri, etc. It just works! TInkerlands proves it is NOT difficult and rather a huge mistake by other dev teams to ignore it. I know it's early access but I've had a blast playing what's available right now. The island mechanic is a lot of fun and yeah, things will be more fleshed out later, but already, exploring and finding loot is a ton of fun. Tinkerlands gets it right!
👍 : 13 | 😃 : 0
Positive
Playtime: 1777 minutes
[H1]Pros:[/h1] + [b]Spiritual Successor for Terraria Nerds[/b]: Even though I am critical of how closely this game’s style and music lean on Terraria, I love the hell out of Tinkerlands as much as I do Terraria. Every time I boot up these kinda games its like being wrapped up by a warm blanket of good vibes. Explore places with friends, build bases and homes, create boss arenas, mine and cut. + [b] Boat Gameplay Loop is Great [/b]: The game really starts to open up and become something special once you get to the first side island. Each of the new islands has a large variety of new materials to find, chests to open, and dungeons and unique bosses to encounter. Then, certain island tiers unlock progression events back at your base, such as the cursed Desert and cave corruption events. This fun, compelling loop between exploring new islands and having it affect your home island is a fantastic idea that made both exploration of new islands, and building up your home island, worth doing. You can even upgrade the boat and move your crafting to it, although it felt rather pointless to do so as you cannot customize the boat’s interior too much. Still, overall, the system bodes well for future content updates, which will ideally not require you to make entirely new worlds. + [b] New Islands Find This Game’s Voice [/b]: Entirely distinct music wholly different from the base game, enemies and bosses that are fun to discover and fight, and a variety of dungeons, materials, and rewards to discover. The island system is everything Tinkerlands should lean into in establishing its own voice in this genre, I was pleasantly surprised with how much I loved the island system. + [b] Dungeons are a Step in the Right Direction[/b]: I loved the cave system in the demo, and I was really excited to see them potentially expand on it to create interesting multi-level exploration with pitfalls, traps, and other unique high risk but high reward situations. To an extent, they did do so – several islands have ruins, dungeons, and cave systems to explore, many of which are maze like, have dangerous traps and enemies, and offer fun rewards to look out for. It unfortunately falls a little short, though: many of the key paths result in dead ends with seemingly no rewards to be found, you find most of the rewards within the first few minutes, and it feels like it is scraping the surface of the potential this system has. + [b] Absurdly Good Value for Your Money [/b]: At $10-$12, I’ve gotten about 30 hours of a full first playthrough, and that’s with knowing a bit of the first island’s progression path in advance thanks to playing the demo. I still intend to pursue some of the rewards I never managed to grab, which might bump that time up. But for a game in early access, with plenty of content to explore with a friend? This is an incredible game that justifies its price tag very quickly. + [b] Listening to the Players [/b]: To CodeManu’s credit, they are listening quite actively to player feedback. Updates happen very frequently (every week so far!) and player criticism has been taken pretty seriously. One of the best examples of this was the addition of crafting from chests, which has been an incredibly welcome addition to the game. [H1] Cons:[/h1] - [b]Still Borrowing a Bit TOO Much from Terraria[/b]: While the later half of the game (following unlocking the ship) is refreshing and solidifies a significant departure from leaning too much on Terraria’s legacy, there’s no avoiding it: from the music of the starting biomes using the same strings and style, to using the same biomes and even many of the same bosses, Tinkerlands tends to lean far, far too much on the game that clearly inspired it. The mushroom biome music is particularly egregious, but there is just… a lot, that you can point at and go “Ah, Terraria” in the opening hours. Taken individually, any one of these things might’ve been a cheeky reference, but as a whole it diminishes the game and might make players bounce off, feeling as if it still needs to find its own voice. I’d really recommend they rework the opening, main island to have more of the charm and unique voice of the post-Ship islands. - [b] … Even when it doesn’t make sense, or can be improved [/b]: I said these exact same words during the demo, and to their credit, they’ve made a lot of improvements… but, it’s still a big issue. Repeat boss spawns don’t tend to reward anything worthwhile, even after they added an interesting item that “may give unique drops”. Magic still tends to be the superior choice, with half of the earned weapons failing to do anything interesting for Ranged until the end of the game, and melee just gets shafted hard. And, again - why do grappling hooks exist?! I still don't really understand why I should care about these things - in Terraria, you've got fall damage and verticality. This game doesn't have that. - [b] Awkward Accessory and Biome Progression [/b]: It feels like you never really get a chance to use and appreciate half of the weapons or accessories in the game for a variety of reasons. The Jungle Biome’s vine chests (yes, specifically only THOSE chests) seems to own half of the most important rewards, so after three resets of the Jungle and tons of duplicates, I was very surprised to learn I had seen only half of the accessories and that many essential ones for progress were STILL hidden in chests. Meanwhile, we ended up skipping a solid 1/3 of upgraded weapons because half of them felt like terrible downgrades, and while we were always getting pickaxe/axe upgrades, they never felt like they were ACTUAL upgrades in how fast they mined. There likely needs to be a progression rework in this area to make each upgrade feel distinctly improved from the last. - [b] General Gameplay Woes & Enemy Spawns[/b]: Terraria it’s pretty straightforward to fight most of the enemies in the game with all the verticality at your disposal. But with Tinkerlands being a top-down perspective, you can’t ‘jump’ over terrain, which means terrain will CONSTANTLY get in your way. Arrows will hit trees that have gigantic hitboxes, you will dash into a seashell block and take damage you otherwise would avoided. And enemy spawns are rouuuuugh. They’ve reworked this a few times and it’s definitely better than in the demo, but there are some enemies that are just infuriating to fight when you’re appropriately geared – the Sea Anemone in the last island, the Trichroma Island constantly spawning bosses that float through walls. - [b] No Permanence on other Islands [/b]: It sucks that you’re encouraged to reroll your entire island assortment, rather than either expanding the sides of the map (getting to ‘adventure outward’) or resetting a single tile. This means building arenas for boss fights on islands is very discouraged, and because so many items don’t drop often, you’re stuck NEEDING to reset islands if you want all of the drops. It’d also be rad if you could mark certain islands as “your main island” – for example, what if I want to build my base in a winter biome only island? [H1]Overall:[/h1] The Next Fest Demo for Tinkerlands had a lot of flaws, but was a genuinely fun experience that I was excited to play more of. And, in Early Access, the game has fixed many of those flaws! But there are quite a few still left over, the worst of which being that it may lean a bit too hard on Terraria in the beginning half. Still, under all of that, there is soooo much potential here. And I had a really fun time with my friend playing it. And I could easily see myself replaying it with every update. So, I recommend it for sure. At the very least, at $9 to $12, it’s a steal for the content already in the game.
👍 : 49 | 😃 : 0
Positive

Tinkerlands Screenshots

View the gallery of screenshots from Tinkerlands. These images showcase key moments and graphics of the game.


Tinkerlands Minimum PC System Requirements

Minimum:
  • OS *: Win 7 or later
  • Processor: Intel Core 2 Duo E6320 (2*1866) or equivalent
  • Memory: 2 GB RAM
  • Graphics: GeForce 7600 GS (512 MB) or equivalent
  • Storage: 250 MB available space
  • Additional Notes: Requires a 64-bit processor and operating system

Tinkerlands Recommended PC System Requirements

Recommended:
  • Additional Notes: Requires a 64-bit processor and operating system

Tinkerlands has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


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