
Push colorful tiles into the grid creating fields of the same type to gain new tile types. Create different worlds such as jungle islands, wasteland volcano land or even a big city!
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): 0.14/day in the week to Aug 22 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Edit: *** Issues have been fixed except for the aim offset for widescreens. Playing with launch options doesn't work so I have to change the resolution in windows as with using alt+enter, the tiles in the windowed mode are too small and the game is not that enjoyable anymore. After talking to the dev, it doesn't seem like this will be updated as he told me he had "moved on". So I guess the "disable tile hint option" I suggested won't be added either nor a more long term play mode as once you get all the achievements, there's no challenge left. I do keep my thumbs up as the game itself is really fun. *** I don't like people giving negative reviews based on issues (resolution, achievements, some tile bugs...) which will be fixed (developer was on vacation) so I'll make a temp positive one. This game is great and even now already very addictive. I don't get the people complaining about the portals either. So far, my record score is 35625, which is above the 25000 achievement. Even with the tiles going back on top now which I'm pretty sure that will get changed, It's still doable. You can still plan for bigger clears and not only 2*2's and even then you can survive well, just try to hold on to your beast killing tower for example. I collected 22 of the 32 available tiles so far. You can get new kind of tiles by choosing a certain path and leveling up. So no, it's not over when portals or bears start to appear. I even survived after moving my tower from the board during a brain fog :). Using your bonus tiles helps too. For example, sometimes it's better to not move something but just swap a tile or even pick a +10 tiles card even when you're maxed when you don't want a new tile to appear yet. If you like this kind of game, you will surely love this one. The style is great, the sound is fun, there are tiles to collect and some have neat features.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
New update fix issue with portal. Great puzzle game
Love the game but it has a lot of flaws windowed mode still broken level up rng can just ruin your run had a run where it only gave me two options which were both just remove tile type could be a bug still need to test if they fixed lumbercamp from just breaking and not working sometimes there are still visual bugs and it'll place the tile on the wrong row I would be able to look past its flaws bugs and issues if they had just added an easy or peaceful mode I'm sure the game gets easier once you grind and unlock everything but that takes longer than it should if thats the case.
It's a good game, chill but still strategic. The portals are fine, just clear their tiles twice and you dissipate them.
По общим ощущениям от геймплея и сложности эта игра находится где-то возле раскладывания пасьянса и теми уровнями в играх три в ряд, в которых ты впервые сталкиваешься с ограничением по количеству действий. Можно ненадолго залипнуть, двигая тайлы, но в игре нет какой-то глобальной цели и немногие открываемые за достижения тайлы не кажутся чем-то достаточно интересным чтобы вернуться в игру. Ещё могу подметить, что... - Занятно было открывать для себя новые способы двигать клетки - Я постоянно забывал, что в игре есть бонусы, которые могут выручить в некоторые моменты и почти всё время играл без них и от этого игра казалась мне сложнее, чем она есть на самом деле - Я так и не прошёл игру, признавая, что я просто не хочу стараться ещё больше
很多元素都很不错,但是真的很难玩
Because having Tale in the title I was expecting this to be more like Stacklands and I was all for it but even tho that wasn't the case I still enjoy the game, infact it became my go to game when I wanna play something on my steamboy but don't really know what to play.
Tile Tale is a compact, systems-driven puzzle game that showcases Sokpop Collective’s fondness for distilled ideas and emergent interactions. Rather than presenting a traditional story or a sprawling set of objectives, the game asks players to engage with a simple grid and a limited supply of tiles, then discover depth through placement, timing, and the cascading consequences of small decisions. It is a game that reveals itself gradually, rewarding curiosity and experimentation over mastery of complex rules. The central mechanic revolves around placing tiles onto a grid to form meaningful groupings. Creating specific patterns—most notably clusters of identical tiles—generates points and replenishes your supply, establishing a feedback loop where smart placement fuels further possibilities. This loop is immediately understandable but surprisingly subtle, as inefficient placements can quickly exhaust your options while thoughtful planning can create chains of renewal that keep the board alive. The pleasure comes from anticipating how a single tile might complete one cluster while setting up another several turns later. As play continues, Tile Tale expands its vocabulary with special tiles and buildings that alter the board in dynamic ways. Structures such as windmills or civic buildings can transform surrounding tiles over time, shifting the puzzle from static planning to ongoing management. Portals introduce disruptive elements, spawning threats that corrupt tiles and force players to adapt or intervene with limited power-ups. These additions ensure that the grid never feels fully solved, even when it appears orderly, and they introduce tension between expansion and stability. Progression in the game is largely exploratory rather than linear. Unlocking new tile types and world themes provides a sense of discovery, encouraging players to experiment with unfamiliar mechanics and visual motifs. Themes like forests, tundra, or urban landscapes change the look and feel of the grid without dramatically altering the underlying rules, reinforcing the idea that Tile Tale is more about systemic play than narrative context. Objectives tied to unlocking content give the experience gentle direction without dictating a single optimal path. Visually, the game embraces Sokpop’s characteristic minimalism. Tiles are clean, colorful, and immediately readable, which is crucial once the grid becomes crowded with competing elements. The understated presentation keeps attention focused on spatial reasoning and pattern recognition rather than visual spectacle. This simplicity also contributes to a relaxed, almost meditative pace, even when the board state becomes tense. Audio and interface elements are similarly restrained, offering clear feedback without distraction. The pacing of Tile Tale is well suited to short sessions, but it can also invite longer play as players chase more efficient layouts or attempt to unlock every tile type. That said, the game’s narrow focus can begin to feel repetitive for those seeking constant novelty. Because the core interaction never fundamentally changes, enjoyment depends heavily on whether the player finds satisfaction in optimizing within constraints rather than progressing through dramatically different challenges. Within Sokpop Collective’s broader catalog, Tile Tale feels like a thoughtful experiment rather than a definitive statement. It embodies the studio’s strengths—clarity of concept, playful systems, and a willingness to let players uncover depth on their own—while also reflecting the limitations of its small scope. It does not aim to compete with large-scale strategy or city-building games, instead offering a lighter, more abstract take on world construction through puzzle mechanics. Ultimately, Tile Tale is a game about making the most of limited space and resources, finding harmony in small systems, and accepting that even the best-laid grids can unravel. For players who enjoy emergent puzzles, gentle strategic pressure, and the satisfaction of watching a plan come together tile by tile, it offers a quietly engaging experience. Its appeal may be niche, but within that niche it delivers a distinctive and thoughtful take on grid-based puzzle design. Rating: 6/10
Ein sehr einfaches Puzzle Game. Hier darf man wirklich nix erwarten. Für Zwischen durch ein bissel was hier anlegen etwas da anlegen. Das einzige was mir fehlt ist Speichern. preis ist ok .
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Players by region
Where this game's players are, estimated from review languages.
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