Compare Tin Hearts prices across 50+ stores and find the best deal. Developed by Rogue Sun. Published by Wired Productions. Released on 5/16/2023. Available on PC. Genres: Adventure, Indie.

Part Lemmings spiritual heir, part quiet Victorian tear-jerker: if you've ever wanted a puzzle game that apologises for making you cry, this is it.

I went into Tin Hearts expecting a pleasant, toy-box diversion for a slow afternoon. What I got instead was two evenings of genuinely thoughtful puzzle work wrapped around a story about an inventor named Albert Butterworth, his wife Helen, and their daughter Rose, and the particular sadness of a life spent making beautiful things for other people while the people closest to you slip away. That tonal bait-and-switch is not an accident. Rogue Sun, founded by former Lionhead Studios developers who worked on Fable, clearly knew what kind of game they were building, and they trusted players to follow them into heavier emotional territory than the cheerful tin-soldier cover art implies. The core mechanic borrows openly from Lemmings: your soldiers march forward in a single-file line, indifferent to ledges, and your job is to redirect them using toys and tools scattered around each room. Early on that means placing triangular wooden blocks in fixed slots to bend their path. The training wheels come off gradually, and by mid-game you are operating toy cannons, trampoline drums, balloon-inflating machines, and a power glove that lets you interact with more complex contraptions. Time manipulation, unlocked progressively, is the game's quietest ace: you can pause to preview your soldiers' path, rewind when they march cheerfully off a table, or fast-forward once you know you've cracked a room. The pause-and-plan loop creates a pleasantly low-stakes rhythm, though some later rooms do get long enough that a wrong early placement can send you rewinding through several minutes of marching. A hint system is present and mercifully non-judgmental. The difficulty curve is real, but it earns its hardest puzzles by teaching you everything you need first. The presentation is where this game quietly overachieves. Levels span four acts across Albert's Victorian home, from a meticulous garden to a basement full of steampunk-tinged machinery, and each room doubles as an environmental narrative layer. Letters on desks, photographs on mantlepieces, and ghostly memory sequences play out around you while the soldiers are still marching, meaning the storytelling never stops the puzzles dead. The soundtrack, composed by Matthew Chastney, is the kind of score that does something structurally clever: it starts gentle and slowly accumulates grief. Chastney's credits include trailer music for prestige productions, and that pedigree shows in how precisely the music tracks Albert's emotional arc. The story itself has some predictable beats, the absent-minded father, the ill wife, the estranged daughter, but its willingness to sit with those feelings rather than resolve them cleanly gives it a weight above its runtime. The weaknesses are real and worth naming. Controls were originally designed with VR in mind, and that heritage causes friction in the flat-screen version: picking up objects, aiming cannons, and managing camera angles can feel slightly unwieldy, particularly when the first-person view needs to track something at an awkward height. Human character models are noticeably basic for 2023, which occasionally undercuts the emotional scenes the voice cast is working hard to sell. Some reviewers also flagged audio glitches and frame rate choppiness at launch, so check for any patches before diving in. Replayability is near zero once the story is done, and the runtime sits somewhere between five and ten hours depending on how long you linger over the harder rooms. For a game in this price bracket, that is a fair trade if the narrative hook lands. If you come purely for puzzle challenge density, you may finish feeling slightly underfed. For the right player, though, Tin Hearts is a small, handcrafted thing that knows exactly when to end. The pacing in the back half rewards patience with the slower opening. The way the final act recontextualises what you thought were incidental environmental details is genuinely well constructed. I found myself pausing mid-puzzle not because I was stuck, but because I wanted to look at the room and understand it. That is a specific kind of game magic, and Rogue Sun earns it. Kai, Scout Team

Tin Hearts
AdventureIndie

Tin Hearts

May 16, 2023Rogue SunWired Productions
GamerScout Says

Part Lemmings spiritual heir, part quiet Victorian tear-jerker: if you've ever wanted a puzzle game that apologises for making you cry, this is it.

PC
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Screenshots & Media

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About Tin Hearts

I went into Tin Hearts expecting a pleasant, toy-box diversion for a slow afternoon. What I got instead was two evenings of genuinely thoughtful puzzle work wrapped around a story about an inventor named Albert Butterworth, his wife Helen, and their daughter Rose, and the particular sadness of a life spent making beautiful things for other people while the people closest to you slip away. That tonal bait-and-switch is not an accident. Rogue Sun, founded by former Lionhead Studios developers who worked on Fable, clearly knew what kind of game they were building, and they trusted players to follow them into heavier emotional territory than the cheerful tin-soldier cover art implies. The core mechanic borrows openly from Lemmings: your soldiers march forward in a single-file line, indifferent to ledges, and your job is to redirect them using toys and tools scattered around each room. Early on that means placing triangular wooden blocks in fixed slots to bend their path. The training wheels come off gradually, and by mid-game you are operating toy cannons, trampoline drums, balloon-inflating machines, and a power glove that lets you interact with more complex contraptions. Time manipulation, unlocked progressively, is the game's quietest ace: you can pause to preview your soldiers' path, rewind when they march cheerfully off a table, or fast-forward once you know you've cracked a room. The pause-and-plan loop creates a pleasantly low-stakes rhythm, though some later rooms do get long enough that a wrong early placement can send you rewinding through several minutes of marching. A hint system is present and mercifully non-judgmental. The difficulty curve is real, but it earns its hardest puzzles by teaching you everything you need first. The presentation is where this game quietly overachieves. Levels span four acts across Albert's Victorian home, from a meticulous garden to a basement full of steampunk-tinged machinery, and each room doubles as an environmental narrative layer. Letters on desks, photographs on mantlepieces, and ghostly memory sequences play out around you while the soldiers are still marching, meaning the storytelling never stops the puzzles dead. The soundtrack, composed by Matthew Chastney, is the kind of score that does something structurally clever: it starts gentle and slowly accumulates grief. Chastney's credits include trailer music for prestige productions, and that pedigree shows in how precisely the music tracks Albert's emotional arc. The story itself has some predictable beats, the absent-minded father, the ill wife, the estranged daughter, but its willingness to sit with those feelings rather than resolve them cleanly gives it a weight above its runtime. The weaknesses are real and worth naming. Controls were originally designed with VR in mind, and that heritage causes friction in the flat-screen version: picking up objects, aiming cannons, and managing camera angles can feel slightly unwieldy, particularly when the first-person view needs to track something at an awkward height. Human character models are noticeably basic for 2023, which occasionally undercuts the emotional scenes the voice cast is working hard to sell. Some reviewers also flagged audio glitches and frame rate choppiness at launch, so check for any patches before diving in. Replayability is near zero once the story is done, and the runtime sits somewhere between five and ten hours depending on how long you linger over the harder rooms. For a game in this price bracket, that is a fair trade if the narrative hook lands. If you come purely for puzzle challenge density, you may finish feeling slightly underfed. For the right player, though, Tin Hearts is a small, handcrafted thing that knows exactly when to end. The pacing in the back half rewards patience with the slower opening. The way the final act recontextualises what you thought were incidental environmental details is genuinely well constructed. I found myself pausing mid-puzzle not because I was stuck, but because I wanted to look at the room and understand it. That is a specific kind of game magic, and Rogue Sun earns it. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Lemmings-LikeEnvironmental StorytellingTime ManipulationVictorian SettingEmotional NarrativeFirst-Person PuzzleSteampunk AestheticRelaxed Difficulty

System Requirements

Minimum

OS
Windows 7 SP1, Windows 8.1 or later, Windows 10
Memory
4 GB RAM
Storage
7 GB available space
Graphics
Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better
Processor
Intel i5-4590 equivalent or better
VR Support
OpenXR, Meta Quest 2, Meta Quest 3, Meta Quest Pro, Valve Index

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Game Info

Developer
Rogue Sun
Publisher
Wired Productions
Release Date
May 16, 2023

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What platforms is Tin Hearts available on?

Tin Hearts is available on PC.

When was Tin Hearts released?

Tin Hearts was released on 16 May 2023.

Who developed Tin Hearts?

Tin Hearts was developed by Rogue Sun and published by Wired Productions.