
Fantasy role-playing for kids 6–14
Tiny Quest turns any evening into a pixel-art fantasy adventure. You read, they decide, everyone rolls the dice. No experience needed: the app guides you scene by scene.
How it works
You are the Game Master, the storyteller. Tiny Quest gives you everything else.
Each kid picks a hero (Knight, Wizard, Ranger and more) plus an animal companion. Print the hero sheets.
Read the dialogue boxes aloud, follow the simple notes, and let the kids decide what to do next.
Dice, music, maps and twist cards are all on one screen. The rules unlock one at a time as you play.
Six heroes
Every class has its own power, gear and personality. Kids name their hero and pick an animal friend.

Knight
Sir Bramble Oakhart
Shield Up!: Once per scene, when a friend would be hit, jump in the way: the attack misses.

Wizard
Pip Fizzlewick
Sparkle Bolt: Once per scene, zap a creature with magic sparkles: it hits automatically for 1d6 Hearts. Or make a small magic trick (light, float, a sound).

Ranger
Wren Thistledown
Animal Friend: Once per scene, speak with one animal. It will answer honestly and may help you.

Trickster
Nim Quickwhistle
Now You See Me: Once per scene, vanish in a puff of smoke: you automatically succeed at one sneaking, hiding or lock-picking check.

Healer
Elowen Mossbright
Healing Glow: Once per scene, touch a friend: they get back 1d6 + 1 Hearts.

Bard
Tobin Lark
Song of Courage: Once per scene, sing! Every friend adds +2 to their next roll, or one angry creature calms down and listens.
What's inside
Complete stories with read-aloud text, scene-by-scene guidance and kid-sized challenges.
Never played before? Learn the rules one at a time, while you play. Zero prep, zero stress.
A detailed map for every adventure, on screen or printed on the kitchen table.
Kids pick one of six heroes and an animal companion, then print their hero sheet.
Original music that follows the story: cozy tavern, spooky cave, epic boss battle.
Hero, creature, treasure and twist cards with pixel art. Print them, cut them out, play at the table.
Secret letters, riddles, wanted posters and hero certificates to hold in your hands.
Roll the dice, track hearts and stars. Everything a Game Master needs on one screen.
Start with 3 adventures
Three starter quests that teach the game step by step, from the very first dice roll to your first level up.
Book 1The Lantern Thief of Pebblebrook
Book 2The Cloud Whale's Lullaby
Book 3Secrets of the Clockwork LibraryThe night before the Festival of Lights, every lantern in cozy Pebblebrook has vanished! Follow sooty clues through a busy bakery, past a very grumpy goose and into a firefly meadow, to find a thief who needs a friend far more than a scolding.
Lullabelle the cloud whale sings the rain into Drizzleby Valley — but her Song Shell has been stolen and the fields are turning dusty. Board a patched-up balloon ship, cross wobbly rope bridges and a whistling wind maze, and face the storm goblins of Thunderhold… who might just need a good night's sleep.
In the biggest library in the world, the brass owl librarian has wound down — and the creatures inside the books are escaping! Solve riddles, tame giggling page-pixies and ink blots, outwit a sphinx made of bookmarks and face a paper dragon to find the three Golden Gears before the library falls apart.
Open a book and everything is inside: the chapters to play, an illustrated map, the bestiary, a deck of game cards and the handouts. Maps, cards and handouts are ready to print or download as PDF.
New every month
On the 1st of every month the Story Vault opens. Hero Guild members get all three, Explorers pick their favourite. The adventure never ends.

October drop
The Pumpkin King's Lost Voice

October drop
The Moonlit Ghost Ship

October drop
The Witch Who Forgot Her Name
Why parents love it
Short scenes, visual aids and simple rules: friendly for every kind of young mind, including kids with ADHD.
Kids invent heroes, solutions and silly voices. There's no single right answer.
Monsters can be befriended. Kindness is a superpower, and the team wins together.
Riddles, puzzles and tricky choices build reasoning, reading and maths skills.
An evening around the table, laughing together. The screen guides you; the fun happens off it.
Simple pricing
Both plans include 3 adventures right away and every tool in the kit. The difference is how many new stories you unlock each month.
Perfect to start your family's first quests.
Cancel anytime · Secure payment with Stripe
For families who can't stop adventuring.
Cancel anytime · Secure payment with Stripe
FAQ
Not at all. Tiny Quest is built for parents who've never played. The Game Master guide teaches you the rules step by step, and every scene tells you exactly what to read and what to do.
Kids aged 6 to 14. Younger kids enjoy the story and rolling dice; older kids love the tactics, puzzles and creating their heroes. Each story shows a difficulty level.
One grown-up as Game Master and 1 to 6 kids. The sweet spot is 2–4 players. Siblings, cousins, a birthday party: it all works.
Every month 3 brand-new adventures are released. Hero Guild members get all 3 automatically. Explorer members choose 1 of the 3 to keep forever, and can upgrade anytime to get them all.
No. Combat is fast, funny and cartoonish: defeated creatures run away, fall asleep or shrink. Every encounter can also be solved with kindness or cleverness.
No. You can play entirely on a tablet, laptop or TV: the on-screen table map lets you move hero and creature tokens around the map, and dice, cards and handouts are all in the app. If you love paper, maps, game cards and handouts are also ready to print or download as PDF.
Anytime, in two clicks from your account page. No questions asked.
Join Tiny Quest and unlock your first three adventures in less than a minute.
Start the quest