Swordsman
Available from stage 1. Player-controlled tap damage. Direct taps control this hero. The permanent 5% rebirth bonus applies to main-hero tap damage here, not to companion DPS.
Tiny Heroes Tap game and guide hub
Tiny Heroes Tap is an incremental web game about active tapping, automatic hero damage, careful upgrades, and timed boss fights. A run begins with the Swordsman under your control. Each tap adds direct damage while recruited companions keep attacking on their own. Coins earned in battle let the party grow stronger, and progress through later stages opens five additional heroes with distinct attack rhythms.
This official hub explains the rules that matter during play without pretending there is only one correct upgrade path. Start the game when you are ready, or read the beginner guide first if you want a clear account of damage, stages, heroes, and the first progression decisions.
The central loop is simple to learn, but each part affects the next. Active taps help clear the current enemy, automatic damage keeps the run moving when your attention shifts, and coins turn each victory into stronger future attacks.
The party combines one active hero with five automatic attackers. Their stage requirements create a dependable order, but their roles are not identical. Tap upgrades matter directly to the Swordsman, while companion upgrades build the automatic damage that continues without constant input.
Available from stage 1. Player-controlled tap damage. Direct taps control this hero. The permanent 5% rebirth bonus applies to main-hero tap damage here, not to companion DPS.
Available from stage 5. Early automatic damage. The first automatic attacker introduces progress that does not require a tap for every hit.
Available from stage 10. Slow, heavy automatic hits. Slow, heavy attacks give this companion a different rhythm from the Archer’s earlier automatic damage.
Available from stage 15. Reliable mid-game damage. This dependable mid-game attacker arrives before the two later companions unlocked at stages 22 and 35.
Available from stage 22. Fast automatic attacks. Fast automatic attacks become available after the stage-20 rebirth threshold and shortly before the first recommended rebirth checkpoint.
Available from stage 35. Late-game automatic damage. The final roster unlock supplies late-game automatic damage for runs that advance beyond every earlier hero requirement.
See the complete hero reference for the roster in one place.
Bosses replace open-ended stage progress with a countdown. Entering one before the party is ready can expose a damage shortfall that was less obvious against normal monsters. A failed attempt is useful information: strengthen tap damage, improve automatic hero damage, or gather more coins before trying again. The game also offers an optional, one-time 15-second extension during a boss encounter, but a player can prepare and win without depending on that option.
The ten timers are not arranged as a simple shortest-to-longest ladder. The Meadow Slime King allows 30 seconds, while the Cloud Gate Titan allows 22. The Mist Rune Colossus and Storm Bridge Roc each allow 25; the Star Tower Hydra and Moon Archive Golem each allow 28; the Thunder Forge Djinn and Frost Crown Beast each allow 31; and the Void Gate Dragon and Sky Throne Warden each allow 34. Check the actual opponent rather than assuming every later boss uses less time.
Open the boss battles guide for a preparation checklist, or compare all ten bosses.
The 200-stage journey is divided across ten named realms. Together they give the run a visible route from the opening fields to the final throne. Realm names mark where the adventure is taking place; damage, upgrades, hero unlocks, and boss readiness remain the systems that determine whether the party advances.
Realm 1 of 10. The route opens in Sunrise Fields, whose name gives the first stretch a bright departure point.
Realm 2 of 10. Cloud Castle moves the named journey upward from open fields to a fortress in the sky.
Realm 3 of 10. Mist Ruins shifts the setting toward an older, weathered place obscured by its atmosphere.
Realm 4 of 10. Storm Bridge marks the fourth stop with the image of a crossing exposed to rough weather.
Realm 5 of 10. Star Tower closes the first half of the ten-realm list with a high celestial landmark.
Realm 6 of 10. Moon Archive opens the second half by pairing a night-sky theme with a place of records.
Realm 7 of 10. Thunder Forge follows with a name that combines storm imagery and a place built for making.
Realm 8 of 10. Frost Crown turns the route toward cold, royal imagery as the final realms approach.
Realm 9 of 10. Void Gate is the penultimate realm, framing the ninth stop as a threshold before the finale.
Realm 10 of 10. Sky Throne is the tenth and final named destination in the 200-stage journey.
View the world overview for the complete realm order.
These five guides answer different progression questions. Begin with the rules if this is your first run, use the upgrading and boss guides when progress slows, check offline rewards before stepping away, and read the rebirth guide before resetting stage and hero progress.
Learn the tapping, hero, coin, and stage basics for a confident first run.
Spend coins efficiently by balancing tap damage with automatic hero damage.
Prepare for timed boss encounters with practical damage and timing strategies.
Make steady progress between sessions by improving your automatic damage.
Choose the right moment to restart a run and accelerate future progress.
Get concise answers about free play, optional rewarded ads, boss failures, hero unlocks, offline rewards, rebirth, saved progress, supported browsers, sound, and vibration.
— The official site was reorganized around the playable browser game, reference pages, focused guides, and publisher information.