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Recent posts 69 Posts total 2 posts Last month 41.7% Members-only
Patreon does not expose a public total here, so coverage is measured from captured previews only.Patreon does not expose a public total here, so coverage is measured from captured previews only.
Article Latest post PublicButtons Up 2: Steam Next Fest Numbers Greetings you lovely people! This week I’ve been working from our summer cottage, from which I’ve learned that I should shift my development
4 days ago at Jun 22 crawl 1 likes 3 commentsMining Grounds - NOW AVAILABLE Latest post
Mining Grounds - NOW AVAILABLE
2 days ago Article 2 days ago at May 31 crawl Public 0 0Let’s talk about AI in Game Development YouTube
Let’s talk about AI in Game Development
April 23
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Locked Article April 23 $3 tier & up 4 2The Future of Jestercraft Locked
The Future of Jestercraft
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2 Article April 1 $3 tier & up 3 2Jester Community QA #5: ”Biggest Solo Game Dev Pros & Cons” 2
Jester Community QA #5: ”Biggest Solo Game Dev Pros & Cons”
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Jester Community QA #5: ”Biggest Solo Game Dev Pros & Cons”
March 20
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3 Article March 20 $3 tier & up 2 3Development Update: Shipping 24 Games in 24 Months Development Update: Shipping 24 Games in 24 Months
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2 Article May 6 Public 1 2The Wind of Change YouTube
The Wind of Change
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Today I woke up realizing something, which I wanted to open up in today's devlog. It’s quite personal, but heavily related to my mindset and thought process of shipping a game each month. Since the beginning of this year, I've been experiencing a constant feeling of rush. Last year I was able to establish systems and workflows for myself to build a game each month. I felt that I got it. But today, I realized that I’m still far away from that. The workflows that I planned did not take into account all the variables that life brings. Each year, month, day and even hour is different. Sometimes things work out smoothly in life (and in development) and somet Article April 3 Public 1 3The Feeling of Rush - Seeker Shrine Devlog Today I woke up realizing something, which I wanted to open up in today's devlog. It’s quite personal, but heavily related to my mindset and thought process of shipping a game each month. Since the beginning of this year, I've been experiencing a constant feeling of rush. Last year I was able to establish systems and workflows for myself to build a game each month. I felt that I got it. But today, I realized that I’m still far away from that. The workflows that I planned did not take into account all the variables that life brings. Each year, month, day and even hour is different. Sometimes things work out smoothly in life (and in development) and sometimes it all comes down all at once. I f Article February 18 Public 0 0Incoming Experiment: Delayed Release & Steam Next Fest Greetings everyone! Today I wanted to briefly describe my plans for the coming weeks. Since there is going to be quite a big change to my release schedule. I feel that I’ve lost a lot of potential for some of my games only because I’ve rushed to release some of my games. Even though I could get my game complete within a month, it’s a whole different story when and how I should release them. Like discussed in my previous posts: Building a game to be released on Steam while building the game itself has started to feel quite pointless. It causes the following: I need to build a store page without a complete game I need to put the game to Steam review before even having a good playable build Whi Article April 19 $3 tier & up 1 2Jester Community QA #3: How I deal with past projects? Locked
Jester Community QA #3: How I deal with past projects?
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YouTube Article March 18 $3 tier & up 2 2Artist vs. Business Dilemma: Jester Community QA PART #16 YouTube
Artist vs. Business Dilemma: Jester Community QA PART #16
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2 Image April 9 Public 1 2Jester Community QA Part #15: ”Could we make ten games in a month?” Jester Community QA Part #15: ”Could we make ten games in a month?”
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