Indie dev sharing the journey. Creator of tinyharvest.app 🌱 Exploring React Native, AI & game dev

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Simon Grimm retweeted
5 days into the Tiny Hospital open beta 🏥 58 of you joined already, and we've already ironed out a TON of bugs. Thank you! There's still room on TestFlight 👇
After Tiny Harvest, we made a second game. Tiny Hospital is a cozy hospital sim for iPhone. Nobody dies, nobody goes broke, and the worst disease is a personal raincloud. The open beta starts today. Come cure some patients 🩹
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I turned my internal AI art tool into a real SaaS that people can pay for 💸 Cut it down to one loop, added PayPal subscriptions with the @paypaldev AI Toolkit and webhooks, tested in the sandbox, then went live. Full tutorial + source code 👇 piped.video/watch?v=qCHkXa1A… #PayPal #PayPalDeveloper #coding
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Want to build your own PayPal + AI project? The virtual @paypaldev AI Hackathon is open until Nov 12 with $60k+ in prizes 🏆 Register: bit.ly/paypalaihackathon-sim… #payment #paymentgateway #acceptpayments #softwareengineer
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5 days into the Tiny Hospital open beta 🏥 58 of you joined already, and we've already ironed out a TON of bugs. Thank you! There's still room on TestFlight 👇
After Tiny Harvest, we made a second game. Tiny Hospital is a cozy hospital sim for iPhone. Nobody dies, nobody goes broke, and the worst disease is a personal raincloud. The open beta starts today. Come cure some patients 🩹
3
1
8
1,659
Simon Grimm retweeted
After Tiny Harvest, we made a second game. Tiny Hospital is a cozy hospital sim for iPhone. Nobody dies, nobody goes broke, and the worst disease is a personal raincloud. The open beta starts today. Come cure some patients 🩹
12
5
90
6,858
After Tiny Harvest, we made a second game. Tiny Hospital is a cozy hospital sim for iPhone. Nobody dies, nobody goes broke, and the worst disease is a personal raincloud. The open beta starts today. Come cure some patients 🩹
12
5
90
6,858
Every Tiny Harvest update can break the game for 1,000 players. The fix often takes 2 minutes. Getting it onto their phones through App Store review takes days. So here's my whole release pipeline, and when I skip the store with an OTA update 👇
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The one question I ask before every release: "Did the native app change?" Yes → new build, TestFlight, store review No → an OTA update might be enough Full video, sponsored by @codemagicio: piped.video/mTPboJJwf-M
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One day Google blocked the payouts for our game. The cause: a payments profile mismatch from a setup ~10 years ago. Support's answer: create a new developer account and transfer the live app to it. Sounded terrifying. Reality: a few keys to update, zero downtime, payouts released.
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Instant Cloud, the backend our game runs on, is shutting down. I got the email the moment our plane landed after summer vacation. Deadline: about 3 weeks. Thousands of active players. Downtime wasn't an option. How we moved to self-hosting, and what it costs now 🧵
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4/ The cost: our backend used to be about $25 a month. Self-hosted on AWS it's around $500 (a big Aurora instance plus two EC2 servers). It runs a bit better than before. That's the price of owning your backend.
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5/ Lesson: keep database calls behind your own layer, so a provider can be swapped. I didn't, and it might not have saved me, but it would have given me options. Full story in this video: piped.video/6aBvhmaLqug
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Our game's Sentry had 324 unresolved issues. So many that real regressions were invisible. One session with Claude and the Sentry MCP: 324 → 48. How we sorted them 👇
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3/ The other half: Seer autofix. Connected to GitHub, it reads the issue together with our logs and spans, drafts a fix and opens a PR. So sometimes an issue arrives with the fix already waiting for review.
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