Compare Chumini: Tiny Army prices across 50+ stores and find the best deal. Developed by Guilloteam. Published by Abiding Bridge. Released on 1/30/2026. Available on PC, Mac, Linux. Genres: Action, Casual, Indie.

A Ludum Dare jam game grown into a surprisingly thoughtful survivors-like, where 15 hand-drawn Chuminis each move by their own strange rules, and your only real weapon is learning to dance with the chaos.

I've got a soft spot for games that started as 72-hour jam projects and then refused to stay small. Chumini: Tiny Army began as exactly that, a Ludum Dare 56 entry built around the theme of "Tiny Creatures", and Guilloteam - a small French indie outfit - decided the idea was worth expanding into something properly released. That origin story matters, because it explains why the design feels so focused: there is no feature bloat here, just one genuinely clever central idea executed with care. The premise is survivors-like familiar: hold out for 20 minutes against waves of forest demons, collect experience orbs, grow stronger, beat the Dark Druidess at the end. What Chumini does differently is strip away your direct weapon entirely. You have no gun, no sword, no spells. Your army IS your weapon, and each of the 15 Chumini types moves according to its own internal logic. Some orbit you in tight circles - those are your Dancers, and shrinking their radius trades numbers for concentrated damage. Others, the Lazies, do burst rolling attacks that require you to actually move in a way that puts them into position. The Swifts dart off-screen and must be shepherded back. The Altruistics carry experience orbs for you until they dissolve, dropping everything they collected. Every run is a negotiation between your own movement and the collective behavior of creatures that will absolutely not do what you want unless you figure out what they want to do. The meta-progression keeps individual sessions feeling purposeful rather than disposable. Upgrades persist in a light shop layer between runs, and difficulty scaling means the early chaos of learning each Chumini type smooths out into actual mastery rather than blind luck. The ability system tied to each unit adds another layer - each Chumini has its own stat tree, so a Lazy-focused run feels genuinely different from a Dancer-stacked one. With 10 enemy types and at least two boss encounters to worry about, the hand-drawn forest arenas stay legible despite how busy the screen gets. The art direction knows what it is: chunky, colorful, warm without being saccharine. The soundscape leans into that same cozy-forest-under-siege tone in a way that makes a 20-minute session feel like a complete little story rather than a grind loop. The criticisms worth naming are modest ones. The content ceiling is visible - once you have a handle on the 15 Chuminis and the meta-progression tree, there is not a tremendous amount of build variety left to surprise you. Community posts already note a hunger for more content, and the dev has been transparent about patches and balancing (the Jealous Chuminis getting a cost rework, the Sad getting a landing damage buff). At its current scope, this is a focused snack rather than a meal, and players expecting Vampire Survivors-level unlock depth will find the walls sooner than they'd like. That said, for what it costs and what it delivers - tight design, genuine mechanical originality in a flooded genre, and an obvious love for handcraft - the trade-off lands on the right side. Steam players have responded warmly, sitting at a Very Positive rating, and the responsiveness of Guilloteam to balance feedback post-launch suggests this is a team that will keep poking at it. If you have been waiting for a survivors-like that asks you to think with your feet rather than just optimize a stat sheet, this small, strange little game earns your afternoon. Kai, Scout Team

Chumini: Tiny Army
ActionCasualIndie

Chumini: Tiny Army

Jan 30, 2026GuilloteamAbiding Bridge
GamerScout Says

A Ludum Dare jam game grown into a surprisingly thoughtful survivors-like, where 15 hand-drawn Chuminis each move by their own strange rules, and your only real weapon is learning to dance with the chaos.

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Screenshots & Media

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About Chumini: Tiny Army

I've got a soft spot for games that started as 72-hour jam projects and then refused to stay small. Chumini: Tiny Army began as exactly that, a Ludum Dare 56 entry built around the theme of "Tiny Creatures", and Guilloteam - a small French indie outfit - decided the idea was worth expanding into something properly released. That origin story matters, because it explains why the design feels so focused: there is no feature bloat here, just one genuinely clever central idea executed with care. The premise is survivors-like familiar: hold out for 20 minutes against waves of forest demons, collect experience orbs, grow stronger, beat the Dark Druidess at the end. What Chumini does differently is strip away your direct weapon entirely. You have no gun, no sword, no spells. Your army IS your weapon, and each of the 15 Chumini types moves according to its own internal logic. Some orbit you in tight circles - those are your Dancers, and shrinking their radius trades numbers for concentrated damage. Others, the Lazies, do burst rolling attacks that require you to actually move in a way that puts them into position. The Swifts dart off-screen and must be shepherded back. The Altruistics carry experience orbs for you until they dissolve, dropping everything they collected. Every run is a negotiation between your own movement and the collective behavior of creatures that will absolutely not do what you want unless you figure out what they want to do. The meta-progression keeps individual sessions feeling purposeful rather than disposable. Upgrades persist in a light shop layer between runs, and difficulty scaling means the early chaos of learning each Chumini type smooths out into actual mastery rather than blind luck. The ability system tied to each unit adds another layer - each Chumini has its own stat tree, so a Lazy-focused run feels genuinely different from a Dancer-stacked one. With 10 enemy types and at least two boss encounters to worry about, the hand-drawn forest arenas stay legible despite how busy the screen gets. The art direction knows what it is: chunky, colorful, warm without being saccharine. The soundscape leans into that same cozy-forest-under-siege tone in a way that makes a 20-minute session feel like a complete little story rather than a grind loop. The criticisms worth naming are modest ones. The content ceiling is visible - once you have a handle on the 15 Chuminis and the meta-progression tree, there is not a tremendous amount of build variety left to surprise you. Community posts already note a hunger for more content, and the dev has been transparent about patches and balancing (the Jealous Chuminis getting a cost rework, the Sad getting a landing damage buff). At its current scope, this is a focused snack rather than a meal, and players expecting Vampire Survivors-level unlock depth will find the walls sooner than they'd like. That said, for what it costs and what it delivers - tight design, genuine mechanical originality in a flooded genre, and an obvious love for handcraft - the trade-off lands on the right side. Steam players have responded warmly, sitting at a Very Positive rating, and the responsiveness of Guilloteam to balance feedback post-launch suggests this is a team that will keep poking at it. If you have been waiting for a survivors-like that asks you to think with your feet rather than just optimize a stat sheet, this small, strange little game earns your afternoon. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Bullet HeavenMovement-BasedArmy BuilderMeta-ProgressionJam-OriginHand-DrawnForest SettingBoss RushShort Sessions

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
Storage
1 GB available space
Graphics
GeForce GTX 560 Ti (1024 VRAM); Radeon HD 7750 (1024 VRAM)
Processor
Intel Core i3-3240 (2 * 3400); AMD FX-4300 (4 * 3800)

Recommended

OS
Windows 10
Memory
4 GB RAM
Storage
4 GB available space
Graphics
GeForce GTX 1050 (2048 VRAM); Radeon R9 380 (2048 VRAM)
Processor
Intel Core i5-3470

Reviews & Ratings

No ratings available

Game Info

Developer
Guilloteam
Publisher
Abiding Bridge
Release Date
Jan 30, 2026

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Price History

2026-06-052.69(lowest)

Frequently asked questions about Chumini: Tiny Army

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What platforms is Chumini: Tiny Army available on?

Chumini: Tiny Army is available on PC, Mac, Linux.

When was Chumini: Tiny Army released?

Chumini: Tiny Army was released on 30 January 2026.

Who developed Chumini: Tiny Army?

Chumini: Tiny Army was developed by Guilloteam and published by Abiding Bridge.