✳ Tiny Joy Lab

Rules

  1. Before each stage, choose 3–5 of nine gardener types, including an attacker. The campaign has 30 stages across five areas, with a boss every sixth stage. Choose again before the next stage.
  2. Select a gardener below, then an empty garden cell. Cards show gear cost and cooldown. Deselect exits placement. Keys 1–5 select your loadout, Escape cancels and P pauses.
    How it works: Choose a gardener card, then an empty tile. Gardeners defend to the right; pests enter from the right.
  3. Start with 175 gears and receive 20 every 6 seconds. Wind Harvesters produce more, and defeated enemies drop gears. Battle gears and between-stage coins are separate resources.
  4. Rivets target one enemy; mist slows; prism rails pierce a lane; lobbers splash past armor. Bulwarks block, gusts push, hives repair, and spring mines arm after 4 seconds.
  5. Armor reduces ordinary shots. Hoppers vault their first blocker; drones ignore blockers and mines. Spitters attack at range, magnetic crawlers steal gears, and foremen speed nearby enemies. Incoming lanes are shown in advance.
  6. Three breaches stop the core. Emergency steam damages, slows and pushes all enemies, with a 25-second cooldown. Each stage gives one free use; extras consume workshop stock.
  7. Selling requires sale mode, selecting a gardener and confirming the refund. Old pipes block construction. Gold gear-marked pressure tiles increase production and firing rate by 20%.
  8. Stage rewards buy three levels of starting reserves, durability, damage or refunds, or steam canisters. Retry a lost stage with a different loadout and restored pre-stage supplies. After the campaign, keep upgrades in the endless greenhouse.
  9. Progress saves locally only when changed. Rules, hidden pages and lost focus pause play; resume explicitly. The same seed and actions reproduce the same result.

How it works