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Tiny Yurts · 3 min read

Tiny Yurts: Connect Your First Farm and Keep Settlers Moving

Tiny Yurts is a small transport and settlement game. Farms need people, yurts provide residents, and your limited road supply connects them. First, connect a yurt to a matching farm and watch a resident arrive to work. Then keep checking new farms: the opening connection cannot support the whole settlement.

Play Tiny Yurts

Identify matching buildings and their entrances

Select Start and let the opening farm and yurt appear. Match the yurt decoration to the farm type or color; a resident from the wrong type will not answer that farm's request. Locate the small road coming out of the yurt and the farm's existing path before spending new road tiles.

Pause with the top-right control or Space when you need planning time. Pausing becomes available after the opening has progressed, and you can build while paused. The first screenshot shows a working route constructed in this paused planning view.

A paused settlement with a continuous road from the brown yurt to its matching farm and 11 tiles remaining.
Seven newly placed road segments connected the matching yurt and farm, leaving 11 road tiles.

Build a continuous route, one nearby cell at a time

Hold the left mouse button and drag from one cell toward an adjacent cell to build. On touch screens, drag with one finger. Move into the next cell rather than skipping several cells, and check for gaps.

The pictured opening used seven road tiles, reducing the supply from 18 to 11. Random building positions require you to follow the actual entrances, not these screenshot coordinates. Water cannot be crossed with ordinary roads; a fish farm needs a connection to the land end of its stepping stones.

  1. Pause after the opening buildings and entrances have appeared.
  2. Trace a short affordable route between matching entrances.
  3. Drag through neighboring cells, checking that the road joins at each step.
  4. Resume and watch the residents, rather than judging success from the road shape alone.

Check that somebody actually reaches the farm

Residents leave home when a matching farm requests help and a route is available. They take time to walk there, then reduce that farm's unmet demand when they arrive. In this run, the road carried residents to the brown farm and back; the service image shows a resident at the farm while another was returning home.

A second yurt can appear before it has any connection. You do not need to connect every yurt immediately, but extra nearby residents may help an overworked farm. Choose additions according to demand and travel distance, not simply because an unconnected building is visible.

Residents using the brown farm route, with one at the farm and a second matching yurt nearby.
The route now carries a resident to the farm; the next step is to keep up with growing demand.

Protect return routes and react to warnings

Farm warning bubbles indicate unmet demand. A farm left without enough help eventually ends the entire run, even if another farm is working well. Short travel routes let residents respond more often, while long detours tie them up for longer.

Right-click to delete a road when changing the layout, but preserve a way home for people already at work. A resident stranded away from the yurt cannot begin another useful trip until the connection is restored. Dragging outward from the yurt itself changes its entrance direction, which can help shorten a route; it does not move the building.

Read the settlement result and restart

The score counts two settlers per yurt plus one point per animal. There is no fixed final map to clear. This completed run first supplied its opening farm, then continued until a later farm's unmet demand caused Game Over. The result was 10 settlers, 9 animals, and 19 points.

Choose Restart for a new map, or Menu to return to the title. Your local best score can be retained, but the current road network is not a saved settlement you can resume after refreshing. Next time, inspect each newly arriving farm sooner.

Tiny Yurts Game Over panel with the settlement population, score, Restart, and Menu.
One farm receiving too little help ends the whole settlement, even when the original route still works.

Quick tips

  • Match the yurt and farm type before building.
  • Use pause to plan without losing response time.
  • Keep roads connected for both the outward and return trip.

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