← Journal · 26 May 2026

Built on a Minecraft server

The path from age 7 to a real game studio. Most studios hand you a pitch deck — we'd rather show you the receipts.

By Jalo Tuomi

Players gathered in the Kouvola Fortnite Creative map

When most studios pitch you, they hand you a deck.

We'd rather show you the receipts.

Age 7 — the Minecraft years

I started by running Finnish Minecraft servers. Players logged in to my worlds, hung out, fought, built. I was seven years old, learning what every studio eventually learns the hard way: what makes people come back, what makes them quit, what makes a world feel alive.

That wasn't programming. It was community design before I knew the word for it.

High school — Python from scratch

In high school the spark hit code. I taught myself Python — pure Python first, then Pygame. Every system by hand: render loops, input handlers, collision math. No engines, no abstractions, no shortcuts.

The games weren't pretty. They didn't need to be. They taught me the only thing that actually matters — how a game works from first principles.

I still have the source files. There are Finnish variable names like kakka (poop) and sirkki (cricket) buried in there. Authentic. The kind of code you write when nobody's watching but you keep shipping anyway.

Fortnite UEFN — Kouvola

When Fortnite released UEFN, I jumped.

The result was Kouvola — a faithful Fortnite recreation of the Finnish town. It became the most-played Fortnite Creative experience in Finland. Major Finnish YouTubers streamed it. Played millions of times.

That wasn't a one-off. It was proof of a thesis I'd been quietly testing since the Minecraft years: a small operator with taste and tools can outbuild teams ten times their size.

Today — JaloGames

After Fortnite was conquered, mobile games were the logical pivot.

We're now shipping three titles in active development — Ramba Bull, Grace Run, Stealin Apples — and building branded experiences for ambitious brands. Mobile. Browser. Fortnite. Whatever moves the brief.

Same conviction that started on a Minecraft server at age 7. With a team that ships.

Why this matters

If you're a brand team reading this: you're not buying a hopeful first-timer. You're buying 17+ years of someone shipping playable things to audiences. We've made games when nobody was watching, then we made one millions watched.

If you're a player: keep an eye on this journal. We'll show you what's in dev as we build it.

If you love the craft: hi. You'll like what's coming.

— Jalo

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