
Tiny Brains
Gather two or three friends, grab controllers, and let a mad scientist's lab full of mutated critters do the rest. Solo? Save your evening for something else.
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Screenshots & Media

About Tiny Brains
My honest first thought when I loaded up Tiny Brains was that the concept deserved about twice the runtime it got. Four lab animals, each locked to exactly one physics power, trapped inside a cardboard-and-popsicle-stick laboratory built by a ranting Russian scientist. That premise has genuine warmth to it, and for a window of roughly two to three hours, it delivers something scrappy and genuinely fun, but only under specific conditions. The four characters are the whole engine here. Dax the bat pushes objects with an ultrasonic blast. Stew the rabbit vacuums things toward him. Minsc the hamster conjures an ice platform that can then be detonated for extra height. Pad the mouse swaps positions with any object in range. On paper those four kits sound narrow, but in practice the combinations open up enough lateral thinking to keep puzzle rooms feeling fresh, at least until repetition creeps in around the two-thirds mark. The campaign structures its challenges into three flavors: block-and-socket rooms where you route a power cube into its slot, ball-rolling gauntlets across collapsing floors and rotating bridges, and Protect Pinky interludes where a small pink chick needs defending from waves of armed chickens and flame jets. That last type is charming exactly once and tedious by its third appearance. The co-op architecture is where Spearhead put their real care. Puzzles scale dynamically to the number of players present, removing gates or lowering barriers in real time when someone drops out. Two players is the sweet spot most reviewers and community members agree on. Four players can leave someone idle while the other three work through a solution, and solo play means constantly cycling through characters with the d-pad, which is functional but strips out the social friction that makes the puzzles feel alive. The lab environment itself, built from found objects, magazine scraps, glass tubes, and duct tape, has a handmade quality that I find quietly charming in a way the screenshots do not fully communicate. The mad scientist's narration keeps the tone light without overshooting into exhausting whimsy. Worth noting: reports suggest online multiplayer servers are no longer active, so your co-op options are now local or LAN. The faults are real and consistent across almost every review this game ever received. The campaign is over in about three hours. The unlockable modes after completion, including Troll mode with friendly fire enabled and Jules mode where one character wields all four powers, add texture but not substantial length. Tiny Challenges and the leaderboard-driven score-attack rooms give the motivated player a reason to return, and Tiny Soccer, a chaotic 2-on-2 mode using the full power set, is genuinely the most unhinged fun in the package. But if your measure of value is hours-per-dollar on a single play, you will do the math and frown. Keyboard and mouse controls on PC have also been flagged as awkward, with the mouse influencing directional movement in ways that fight against you. Controllers are the only sane way to play. This is a game that knows what it is and mostly executes it with honesty. The handcrafted setting, the four-power puzzle logic, the way a room full of people arguing over who should swap to Minsc right now produces something close to joy. It just ends before it earns the price it launched at. Catch it at a discount and invite two friends over. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Vista, 7, 8
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Network
- Broadband Internet connection
- Graphics
- 256 MB Video Memory with Shader Model 3.0 support; ATI Radeon X1600XT / NVIDEA GeForce 7800GS
- Processor
- P4 3 Ghz or Athlon 3400
Reviews & Ratings
Game Info
- Developer
- Spearhead Games
- Publisher
- Spearhead Games
- Release Date
- Dec 11, 2013

