
Game intel
Twinkleby
Twinkleby is a cozy decoration game where you map out an archipelago of floating islands and build dioramas for a society of spacefaring neighbours. Expand you…
When Might & Delight popped up in Future Games Show’s “Ones to Play” lineup with Twinkleby, I perked up. The Swedish studio has a knack for painting serene worlds (Shelter, Tiny Echo) and big, artsy ideas (Book of Travels). Twinkleby looks like their most inviting sandbox yet: floating sky islands where you decorate, attract quirky residents, and throw half your town off the edge without losing progress. That last bit might be the smartest design decision here.
Twinkleby’s pitch is pure cozy: decorate whimsical homes and gardens across floating islands, then watch tiny neighbors drift in on skyboats, each drawn to your style. It’s coming this fall to PC, Mac, and Linux, with a demo already floating around on Steam and a promise of “full Steam Deck compatibility.” Being spotlighted as “Ones to Play” at FGS during gamescom is mostly a visibility win-curated, sure, but ultimately a marketing beat that helps with wishlists. The real story is the feature set.
The standout design choice is that “the whole world is your inventory.” In plain terms: no wood-chopping, ore-mining, or fetch-quest gating before you can build. You place, remix, and iterate instantly. If you toss a house or a trinket off the island to make space (or just for the drama), it boomerangs back into your collection. That frees players to experiment without the “oh no, I wasted rare resources” anxiety that plagues a lot of cozy builders.
This design reminds me of Townscaper’s toybox simplicity and Cloud Gardens’ vibe-first tinkering. You’re not clocking in to grind; you’re chasing a feel. Twinkleby goes a step further by syncing audio with aesthetics—your decor choices influence the soundtrack of your dreamscapes. If Might & Delight nails that feedback loop, it could be dangerously replayable: tweak colors and backdrops, watch the mood (and music) shift, then keep iterating until it “clicks.”

Small but telling touch: you can politely evict residents by, well, tossing their bags off the island. It’s delightfully cheeky and gives players social control without punishment—again pointing to a sandbox that prioritizes play over consequence. Also, your little neighbors bring gifts if you keep them happy, which adds a light layer of progression without turning the game into a treadmill.
The press notes say some residents are “incredibly rare,” and the most dedicated players will collect them all. That’s where my antennae go up. Rarity can mean longevity, or it can mean frustration. Without stamina timers or currencies mentioned, I’m not expecting monetization shenanigans—but rarity systems still need smart tuning: clear clues on how to attract who you want, plus a way to work toward specific arrivals rather than pure RNG.
If Twinkleby ties resident attraction to readable style choices—say, certain color palettes, weather patterns, or furniture themes—it turns the hunt into creative problem-solving. If it’s just percent chances behind the scenes, the cozy vibe risks getting undercut by repetition. The demo should reveal whether it’s intentional design or dice rolls.

Might & Delight knows atmosphere. The Shelter series taught them how to evoke place; the studio’s art direction consistently punches above its budget. But they’ve also learned hard lessons. Book of Travels entered Early Access with big ambition and bumps along the way. That’s relevant here because Twinkleby looks scope-savvy by comparison: a focused, single-player (as presented) sandbox leaning on systemic play rather than live-service sprawl.
The studio says Twinkleby launches this fall; it doesn’t say Early Access. If they hit 1.0 with a stable feature set and a strong loop, it could be their most broadly appealing release in years. The cozy-creative space is crowded in 2025, but Twinkleby’s “no-loss” inventory and audio-reactive mood give it an angle.
PC, Mac, and Linux support out of the gate is a win, especially for a builder that screams “ten-minute sessions” and “late-night tinkering.” The promise of full Steam Deck compatibility is icing. I’ll be looking to see if it ships “Verified” rather than just “Playable,” because builders live or die on comfortable UI scaling and smooth controls on handheld. Twinkleby’s minimalist, modular placement should translate well if the radial menus and grid snapping are dialed in.

One lingering question: progression beyond the decor sandbox. There’s mention of traveling along a star chart for new islands and friends. If that meta-layer drips out new biomes, weather sets, and audio palettes at a steady clip, it’ll keep the loop fresh. If not, the onus is entirely on the toybox—still fine for a chill creative, but it sets expectations for longevity.
Twinkleby earned its FGS spotlight by understanding what cozy fans actually want in 2025: no grind, big vibes, and freedom to play without punishment. If the resident rarity system avoids busywork and the Deck support lands clean, this could become a staple for anyone who loved Townscaper but wished it had a bit more personality and progression. I’m optimistic—and I’ll be stress-testing that demo to see if the magic holds past the trailer glow.
Twinkleby’s floating-island builder looks genuinely fresh thanks to zero-loss experimentation and a decor-driven soundtrack. I’m excited, with two caveats: make “rare” residents a creative puzzle, not a grind, and deliver true Steam Deck polish. Do that, and Might & Delight might have their most accessible hit yet this fall.
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