Star Wars: Tiny Death Star
Build and manage a Death Star with galactic Bitizens.
Wikimedia Commons · Public domain
Star Wars: Tiny Death Star is a business simulation game released in 2013, built by Disney Mobile and NimbleBit and published by Disney Mobile. It adapts NimbleBit’s earlier title Tiny Tower into the Star Wars setting. Disney Interactive Studios announced the game on October 4, 2013, and it launched globally on November 7, 2013, for Android, iOS, Windows Phone, Windows 8, and Windows RT devices. Prior to the worldwide release, it came out in Australia and New Zealand for Android on October 12, 2013, and in Australia for iOS on October 15, 2013.
In the game, players construct and expand a Death Star, attracting virtual characters called galactic Bitizens who run businesses inside it. The lowest floor is a lobby with an elevator where Bitizens appear randomly, each with a speech bubble showing the floor they want to visit. If taken to an unoccupied residential floor, they become residents. Every Bitizen has a skill level out of nine for each commercial floor category, encouraging players to assign them to suitable jobs. Each Bitizen also has a dream job, and placing them there rewards the player with Imperial Bux. Occasionally, players receive missions to find a specific object or Bitizen, and completing these by tapping the correct floor also grants Imperial Bux.
The game uses two currencies: Imperial Credits and Imperial Bux. Credits cover most basic purchases and accumulate even when the player is offline. Bux are rarer, used for special functions like speeding up processes, and appear randomly during active play or through in-app purchases. As players progress, they unlock Bitizens, levels, and scenes in an album. New species of Bitizens appear in the elevator or are found throughout the Death Star, while scenes unlock when the elevator takes a specific individual or species member to a particular level.
Floors are either residential or commercial. Residential floors house Bitizens, who can be assigned to jobs on commercial floors. Commercial floors—divided into Food, Retail, Service, Recreational, and Imperial types—sell products automatically, even while the player is away. Each commercial floor can sell up to three products, one per employed Bitizen, all themed to the business. Construction time matches real-world time and increases as the tower grows, but can be sped up with VIPs or Imperial Bux.
Quick Facts
- Developer
- Disney Mobile; NimbleBit
- Publisher
- Disney Mobile
- Series
- Tiny Tower
- Platforms
- Android
- iOS
- Windows Phone
- Microsoft Windows
- Windows RT
- Released
- October 12, 2013 (AU) (Android), AU, October 15, 2013 (iOS), WW, November 7, 2013
- Genre
- Business simulation
- Modes
- Single-player
Facts from the source article.
Lore & Background
The goal of Star Wars: Tiny Death Star is to build and expand a Death Star while attracting virtual people known as galactic Bitizens to build and run virtual businesses within it. The lowest floor, a lobby, has an elevator where Bitizens randomly appear with a speech bubble indicating which floor they wish to go to. If taken to a residential floor that is not fully occupied, they become a resident. Each Bitizen has a skill level out of 9 for each category of commercial floor, and each has a dream job; the player is rewarded Imperial Bux for placing them in that job. Occasionally, the player is tasked with missions such as searching for a specific object or Bitizen, and tapping the correct floor rewards Imperial Bux.
The game features two currencies: Imperial Credits, used for most simple purchases and earned even when the player is away, and Imperial Bux, used for special functions like speeding up processes. Bux appear randomly through active gameplay or in-app purchases. The Death Star grows by constructing floors, which can be residential or commercial. Commercial floors sell products automatically, even while the player is away. There are five types of commercial floors: Food, Retail, Service, Recreational, and Imperial. Up to three products may be sold per floor, one per employed Bitizen. Construction time parallels real-world time and increases as the tower gets taller, but can be sped up with VIPs or Imperial Bux.
VIPs randomly appear in the elevator and can be stored in the lobby (up to five at a time). They help attract customers, complete tasks faster, move or upgrade levels, or fill an entire vacant residential floor with tenants. While playing, Bitizens, Levels, and Scenes are unlocked in an album; new species of Bitizens are unlocked as they appear, and Scenes are unlocked by taking specific individuals to specific levels via the elevator.
Reader's Guide
Star Wars: Tiny Death Star is notable as a licensed adaptation of NimbleBit's popular Tiny Tower formula, re-skinned with Star Wars theming. Its significance lies in its short commercial lifespan: despite a worldwide release in November 2013, Disney removed the game from the App Store and Google Play in October 2014, with co-developer NimbleBit receiving no prior notice. Disney stated the removal was because they wanted to take Star Wars games in another direction. NimbleBit expressed disappointment, as the game was a high source of revenue. The game remains available on Amazon's Kids+ service (formerly Amazon FreeTime Unlimited). The iOS version received mixed or average reviews on Metacritic at release. The game's discontinuation highlights the volatility of licensed mobile games and the impact of corporate strategy shifts on third-party developers. Its continued availability on a single platform preserves a niche example of the Tiny Tower gameplay model applied to the Star Wars universe.
Turn-Based Combat and Squad Strategy
The core combat loop asks players to issue orders to a mixed squad of story-driven characters and player-created mercenaries from a top-down vantage point. Each member operates on a limited pool of action points per turn, governing both how far they can move and how many actions they can execute, though certain abilities let players recoup those points mid-turn. Story characters carry unique skill sets unavailable to custom recruits, while player-built characters can be slotted into various tactical classes. A distinctive addition is the ability to design custom astromech droids that specialize in support roles and deploying explosives. Enemy placement is procedurally generated across developer-designed levels, ensuring no two encounters feel identical. The stakes are genuinely high: squad members can sustain lasting injuries or die permanently, yet the narrative presses forward regardless of who is lost. Different missions carry distinct objectives, keeping the tactical puzzle fresh throughout the campaign.
The Den and Strategic Management
Between combat sorties, players manage the Den, a base of operations where research is conducted, gear is upgraded, and strategic investigations or tactical strikes are launched. Time advances in units called cycles as missions are completed, and some objectives are time-limited, expiring if not addressed in time. Non-combat operations allow players to gather intelligence, but these require narrative decisions whose consequences may not surface until several cycles later. A progression system lets players choose which permanent upgrades to deny enemies through acts of sabotage. Outside of combat, the world is explorable from a third-person perspective. At the Den, the player character can hold conversations with squad members who possess differing personalities and worldviews, and players must mediate their conflicts. Low approval or dissatisfaction triggers specific narrative consequences and story moments, while characters who frequently fight alongside each other develop stronger bonds that grant significant tactical synergy bonuses.
The Infinite Coil and the Shadow Plague
The plot centers on Zero Company, a mercenary outfit led by former Republic captain Tesh Hawks, dismissed after taking blame for a disastrous Separatist defeat. Heavily indebted to the Hutts, the group takes contracts to stay solvent until a mission on Serolonis exposes them to the Infinite Coil, a Separatist-aligned cult led by Kundri Fathom and droid general Typhon. The Coil spreads the Shadow Plague, a mysterious disease that kills some victims while enhancing survivors and making them susceptible to Fathom's influence. Republic Intelligence officer Bennic Halloren and Luunatan noble Jae Mordant offer to forgive the company's debt in exchange for stopping the Coil. The investigation leads Zero Company to Courtsilius, where they meet Jedi Padawan Tel-Rea, then to a prisoner exchange on Bespin where the Coil kills Umbaran leader Rhys Cesca. The story culminates with Supreme Chancellor Palpatine issuing Order 66, reorganizing the Republic into the Galactic Empire, and Trick's inhibitor chip turning him and the Stillwatch Battalion against the company.
Fugitive Years and the Sentient Plague
One year after Order 66, Zero Company operates as fugitives from the Empire, having abandoned their original mission. Jae Mordant recontacts them to help escape Imperial-ruled Luunata, and on Umbara they assist Captain Rex, who offers to remove Trick's inhibitor chip in exchange for fighting the Empire. Trick is sent to Ord Mantell for the procedure and completes training as a clone commando. When the Hutts hire the company for a new job, Hawks is betrayed and captured by the Coil. Fathom infects him with the Shadow Plague, but Hawks resists her influence. Typhon reveals the plague is sentient, creating a hive mind among the infected before they abandon Hawks. During his escape, Hawks encounters Bennic, now an ISB Supervisor leading Imperial reinforcements. The final confrontation sees Zero Company tracking Typhon to Cindermoor and destroying him, then pursuing Fathom as she attempts to flee with the plague while Imperial forces close in. The company boards Bennic's Star Destroyer amid a three-way battle between the Coil, the Empire, and Zero Company.
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