“Gamers can feel when developers are passionate about their games. They can smell it like a dog smells fear. Don’t be afraid to hold onto your unique vision.” – Scott Rogers
Who is Jesse Makkonen?
Jesse Makkonen is a solo indie game developer from Finland who has been making games since 2013. He creates engaging games that usually have a psychological aspect and often uses different forms of pixel art to depict the compelling narratives.
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Games by Jesse Makkonen
Without a Dawn (Review HERE)
Developer: Jesse Makkonen
Released: 19th May 2025
Price: £6.69
Platforms: Windows
Available on: Steam
Engine: Clickteam Fusion
Afterdream
Developer: Jesse Makkonen
Released: 28th September 2023
Price: £8.99 – £9.49
Platforms: Windows, Xbox One/Series X|S, PS4/5, Switch
Available on: Steam, Microsoft, PlayStation, eShop
Engine: Unreal Engine 4
Heal (Review HERE)
Developer: Jesse Makkonen
Released: 10th April 2020
Price: £4.99 – £5.99
Platforms: Windows, Xbox One/Series X|S, PS4/5, Switch
Available on: Steam, GOG, Humble, Microsoft, PlayStation, eShop
Engine: ClickTeam Fusion 2.5
Distraint 2
Developer: Jesse Makkonen
Released: 13th November 2018
Price: £6.19 – £7.49
Platforms: Windows, Xbox One/Series X|S, PS4/5, Switch
Available on: Steam, GOG, Humble, Microsoft, PlayStation, eShop
Engine: ClickTeam Fusion 2.5
Distraint (Review HERE)
Developer: Jesse Makkonen
Released: 21st October 2015
Price: £3.99 – £5.99
Platforms: Windows, Xbox One/Series X|S, PS4/5, Switch
Available on: Steam, GOG, Humble, Microsoft, PlayStation, eShop
Engine: Clickteam Fusion 2.5
Silence of the Sleep
Developer: Jesse Makkonen
Released: 1st October 2014
Price: £4.29 – £12.99
Platforms: Windows
Available on: Steam, Humble
Engine: Multimedia Fusion
An Interview with Jesse Makkonen
What first got you interested in developing games?
I knew I wanted to do something creative. I used to do digital paintings, and I enjoyed composing music, and at some point, it just came to me: I want to create games! I used software called The Games Factory when I was a child, and I looked it up to see if it still existed and found Clickteam Fusion, or it might’ve been the previous version, Multimedia Fusion.
What do you find most challenging about game development?
The mental side is the most challenging aspect, for sure! I’m responsible for everything, from coding to art and music, and it doesn’t stop there. Marketing, paperwork… it can get quite overwhelming at times.
Which of your games did you have the most fun creating?
I think I had the most fun with DISTRAINT: Deluxe Edition. I was still pretty new in the scene, and I felt almost constantly inspired. The goofy style was fun to create, too! Maybe I should finally create DISTRAINT 3?
Is there a game that you have developed that has a particularly strong meaning to you?
All my games hold a special meaning to me. That said, Without a Dawn is the most personal game.
You’ve been making games for over a decade now. What is the most valuable lesson you’ve learnt along the way?
That’s a difficult question! If speaking about game development, I think the understanding of what it takes to create a game. I mean, the game’s scope, and if it’s doable for a one-man band. I’ve burned myself out quite a few times by starting something too big or complex.
Most of your games use pixel art in some way. What has made you favour this art style over others?
Pixel art is light and accessible. It suits my workflow very well. I also like how “systematic” and “logical” pixel art is in many ways. I also like how flexible it is. I like mixing pixel art and then texturing it more realistically, so it blends pixel art and low-res art.
What is the biggest challenge you face when marketing and promoting your games?
Everything, really! It’s almost impossible to get exposure. The market is oversaturated. There are too many games out there. Players don’t have time to play everything, so they must choose between AAA, AA, and indie games, which makes the competition fierce. I’ve also noticed that 2D psychological horror is quite a niche compared to 3D horror games. So, I often question what kind of games I should create.
Your games often have some quite dark and thought-provoking narratives? What motivates you to write these kinds of stories and characters?
I love psychological horror, and I feel there aren’t too many quality games out there. I find inner struggle, how the human mind works, more intriguing and sometimes scary.
I find it more deep and meaningful than the usual axe-wielding maniacs we keep seeing in B-tier horror movies.
What do you find to be the most enjoyable aspect of developing a game?
Audio and music! I like the moment I combine the audio and the art, creating the atmosphere. That’s the most inspiring part for me. I usually make the art first and then try to “feel” it and see what I want the audio to tell. It’s an enjoyable process!
Are there any games by other developers that have really inspired you or that you would recommend fans of your games to play?
I must admit, I don’t play that much. I should be playing more indie games. Still, there are some similar, like-minded developers I’ve been chatting with. I think Rem’s games (The Cat Lady, Burnhouse Lane) might be closest to what I’m creating. Seeing people staying true to themselves and making the games they want to create is inspiring! But personally, I like Zelda games, Silent Hill, and Resident Evil, to name a few!
Was there any specific inspiration behind your most recent game, Without a Dawn?
I don’t think anything too specific. Maybe there’s a certain “weight of the world” feeling from the past years. The world has been a nasty place for too long now. There’s a lot of myself and my inner dialogue in Without a Dawn.
You’ve not long released your latest game, but do you have any plans for future games already?
I’ve been studying a little bit to learn what makes a successful game on Steam. Truth to be told, my previous releases haven’t been too good financially. There’s pressure to create something that will sell well, as Finland isn’t exactly the cheapest place to live. So, currently, I’m torn about what to do next. I created Heal, Afterdream, and Without a Dawn with all my heart, and it’s soul-crushing to hit that “release” button and not sell enough copies. So, time will tell what comes next. My mind says, “Chase trends and popular genres,” but my heart says, “2D Psychological Horror”.

“… at some point, it just came to me: I want to create games!”
Summary
It was an absolute pleasure to interview Jesse Makkonen and learn more about his experiences as a game developer. The dedication and hard work that go into his games are evident to anyone who plays them. They are works of art and are so clearly Jesse’s that he could easily be considered something of an auteur. I’ve thoroughly enjoyed playing many of his games, and I highly recommend them to fans of psychological horror and experiences with darker stories and deeper meanings. I look forward to playing more games from Jesse Makkonen in the future and wish him the success his work deserves.
If you like the psychological horro narratives or top-notch pixel art of Jesse Makkonen’s games, you may also enjoy these reviews:
Midnight Scenes – 4 Short Horror Games by Octavi Navarro – Buddy Simulator 1984: The Best Friend You Didn’t Know You Wanted! – Vlad Circus: Descend into Madness – Disturbing New Survival Horror Game