Prototype Stage — Follow the Build

Every Tile Tells a Story.
Yours Begins Here.

A miniature world that tells you stories. Place a figure and the prototype responds with light, sound, and physical choices. Rules and narrative run locally. Connect another tile and the world continues across the table.
No screen. No rulebook. Just play.

Join The Expedition What's in the Box

A Dungeon That Thinks,
Speaks, and Grows.

Each tile is a smart room — it detects your miniatures, runs the rules, and tells the story through light and sound. Bring your friends' tiles and snap them together: the dungeon expands, the adventure deepens.

Place & Play

Place a magnet-based miniature on the 4×4 grid. Sixteen analog Hall sensors read the board while 80 LEDs and onboard audio turn movement, choices, and danger into physical feedback. Under the hood →

An Invisible Game Master

An embedded JavaScript engine runs the rules locally. Stories are written in Markdown, compiled into a structured format, and played through light, sound, movement, and choices. Write your own →

Snap Together, Grow Together

Connect rooms and the prototype discovers how the board is arranged, elects one rules authority, and coordinates light and sound across the tiles. Multi-tile hardware and hot-plug behavior remain in active development.

SpaceHulk prototype running across Tiny Expeditions tiles

From Laboratory to Hangar.
One Adventure, a Larger World.

Sergeant Dupuis wakes inside a single-tile laboratory. The board guides his movement, offers a physical weapon choice, resolves combat, then asks the player to connect the next room.

01
Escape the Laboratory

Follow illuminated cells, choose a weapon by placement, and survive the encounter.

02
Connect the Hangar

The runtime discovers the new tile, its edge, and its orientation.

03
Transfer Authority

Game authority moves only after the destination tile is ready; Dupuis and his equipment cross with it.

04
Continue Across the Board

Hangar 7 adds cross-tile movement, spatial audio, cargo, and another physical choice.

The complete semantic flow and authority handoff pass automated tests. PCB v4 two-tile play is under physical validation; production-safe hot-plugging remains in development.

A Living Diorama That Transforms Into an Adventure

On your shelf, it's a breathing art piece — day/night cycles, ambient sounds, subtle light animations. A "book nook" that lives.

We are not building a closed catalogue of 3D worlds. We publish an open integration spec — dimensions, connectors, mounting points — so the existing ecosystem of terrain makers and scenario authors can bring their universes to life on our platform. The goal is not to replace them. It is to give every creator a smart stage. Explore the creator program →

Léa Guides the Mission

In the SpaceHulk prototype, Léa is an authored character carried by the scenario — not an AI game master. Her recorded dialogue guides Dupuis while light cues show where to move, choose, and act. In Hangar 7, her voice moves from the control console to the hangar terminal as the action crosses the connected board.

The board doesn't reset when you shelve it. Your tile, your hero, your loot — persistent forever.

One PCB, One ID

A unique factory ID, bound to your account. Traceable. Tradeable. Forever.

Living Artefact

The tile has memory. Play it, it brightens. Neglect it, it sulks. Your battles, stored on-board.

Persistent Characters

Stats, scars, inventory — your hero grows across every scenario, synced to the cloud.

Loot That Stays

Win a scenario, earn an artifact. Registered to your hero. Rarity tiers. Trade markets.

A Platform Built Around You

Every tile is a room, a canvas, and a collectible. Play it. Paint it. Trade it. Share it.

Play

Run authored adventures directly on the tile. The working SpaceHulk prototype combines guided movement, physical choices, objectives, combat, light, and local audio without requiring the cloud.

  • Complete local scenario flow
  • Physical movement and choices
  • Offline-first rules and narrative

Collect

Each tile has a unique factory ID. Loot cards ship with every box — monsters, items, abilities, with rarity tiers. Hunt, trade, complete your sets.

  • Rarity tiers on cards
  • Trade with other players
  • Quarterly themed LootBoxes

Craft

The scenery is yours to shape. Paint it, mod it, 3D-print your own designs. The PCB is universal — the art on top is your creation.

  • Paintable scenery & miniatures
  • Custom 3D-printable skins
  • The hobbyist's playground

Share

Bring tiles together and let the adventure expand across the table. The prototype discovers the connected layout, coordinates local effects, and transfers game authority between rooms.

  • Dynamic topology and orientation
  • Master election and tested handoff
  • More rooms, one shared game state

Your First Expedition

Your starter box is not just components in cardboard. It is a ready-to-play scene with collectible depth, maker potential, and room to grow every quarter.

Smart Tile Set

Current plan: 1 smart tile for your first playable setup.

4 Magnetic Bases

Place your miniatures directly on the board with stable magnetic positioning.

4 SmartLinks (2x2)

Mixed sizes to connect your board with additional tiles and setups.

Digital Voucher

Download the STL files and the launch scenario content.

Tiny Expeditions starter box with core components

Quarterly LootBoxes

Every 3 months, expand your world with a themed drop: new decor, miniatures, scenarios, and collectible cards. Your old content stays fully compatible.

Starter Kit
Cards
Decor
Extensions

Join the Founding Crew

Three ways in. Pick the depth that fits.

Free

The Scout

Watch the build from the outside.

  • Public devlog — occasional posts
  • Prototype photos & milestone updates
  • Early announcements before social
Follow the journey
$5 / mo · $30 / yr

The Explorer

On the journey, not just watching it.

  • Full build diary — subscriber-only archive
  • Community threads & direct comments
  • Vote on quarterly drop themes
  • Priority access at launch
Start Exploring
$500 / yr · Founding

The Architect

You don't just back it — you build it.

  • Early devkit — pre-production hardware, shipped before public launch
  • Monthly dev session — small group, direct feedback loop
  • Vote on platform direction
Become an Architect

$30/yr is Substack's minimum for paid plans — and a deliberate filter: Explorers want the full build story, not just the highlights. The Architect tier ships real pre-production hardware — not a perk, a contract: you test it, you break it, and share feedback.

Frequently Asked Questions

It’s not a board game and it’s not a video game. The closest honest description: a miniature world that tells you stories. Or, if you grew up on Choose-Your-Own-Adventure books — the same thing, except the pages are physical scenery on your table.

The trade-off is real — 3 tiles = richer first adventure and more strategic depth, but costs significantly more. 1 tile = lean, fast, playable scenario at an honest price point. Our constraint is simple: you must play a complete opening adventure without buyer's remorse. Expedition members will vote on this as we finalize the bill of materials. Full unboxing details before pre-orders open.

Pricing is not locked. The working direction is a one-tile Starter around the premium phygital category, with additional tiles as boosters rather than a mandatory four-tile entry ticket. The final pledge depends on production volume, certification, packaging, scenery, and the validated bill of materials. Full pricing will be published before pre-orders.

Each tile is 137 mm per side and contains a 4×4 playable grid. A single tile is the target for a complete opening experience. Connect more tiles to create corridors and rooms; the current SpaceHulk prototype moves from a one-tile Laboratory into a two-tile Hangar.

Offline first is the priority. Core play must keep working without external services, because we do not want your experience to depend on someone else's servers. But the best version of Tiny Expeditions does rely on online services: advanced narrative engines, AI-powered TTS, and persistent character memory are cloud features that are not realistically possible in full quality on local hardware alone.

Absolutely. We are not trying to sell closed 3D scenery packs. The base game is our flagship experience, and the PCB is a creator platform. Our goal is to collaborate with the full 3D maker ecosystem by publishing a clear integration standard (dimensions, connectors, mounting constraints), so existing creators can build compatible scenes on top. The same philosophy applies to scenario authors: we want to empower that ecosystem, not replace it. See creators.

VTTs are gorgeous — on a screen. Tiny Expeditions puts the same depth back on the physical table: real miniatures, real terrain, real light and sound. Eyes stay up, hands stay on the figures. The board does the rule-enforcement a VTT would do behind the screen.

Each PCB has a unique factory ID. Played often, it remembers; neglected, it sulks. Heroic deaths and epic battles are stored on-board. We're actively prototyping how far this goes — from a subtle ambient personality to a full Tamagotchi-style companion. See vision.

Launch target: 2027, ideally aligned with CES. PCB v4 is in active iteration — v5 will be the commercial release; certification (CE/RED/EMC) is on the roadmap. Expedition members see milestones live.