Simon Grimm is an indie mobile developer documenting the creation of Tiny Harvest, a cozy farming game built with React Native, through a "build in public" format across TikTok and YouTube.
Total Followers -0.1%
3K
Across TikTok
Primary Platform
YouTube
3K followers · 100% of audience
Engagement
2.9%
vs. 1.5% category median
Sponsorship Tier
Nano
In a post titled 'A Summer of Building Less and Running More,' Grimm wrote candidly about stepping back from heavy publishing, running daily, and rethinking how to grow Tiny Harvest beyond just adding features.
Grimm shared via TikTok that Tiny Harvest earned $3,000 in revenue in March, walking followers through what he learned. A follow-up post later acknowledged growth stalling after that peak.
Simon Grimm shipped his solo-developed idle farming game — built in public using React Native — on both iOS and Android. The App Store listing has since grown to 363 ratings averaging 4.8 stars.
| Platform | Followers | 30d Growth | Engagement | Posts / wk | Last upload |
|---|---|---|---|---|---|
| TikTok | 2,781 | -4 | 2.9% | — | 3 months ago |
| Window | TikTok | Combined | ||
|---|---|---|---|---|
| Last 7 days | -1 -0.0% | +0 +0.0% | +0 +0.0% | -1 |
| Last 30 days | -4 -0.1% | +0 +0.0% | +0 +0.0% | -4 |
| Last 90 days | -6 -0.2% | +0 +0.0% | +0 +0.0% | -6 |
| Last 365 days | -6 -0.2% | +0 +0.0% | +0 +0.0% | -6 |
Daily follower snapshots from CreatorDB's longitudinal index.
Simon Grimm is an indie mobile developer documenting the creation of Tiny Harvest, a cozy farming game built with React Native, through a "build in public" format across TikTok and YouTube. His content centers on raw developer transparency — covering App Store optimization experiments, early player retention failures, and the unglamorous financial realities of solo game development. Titles like "From $3K to Stuck" and "I Lost Over Half My Players in the First 10 Minutes" signal a confessional, problem-first style that tends to perform well in indie dev and tech communities where unfiltered development diaries outperform polished promotional content.
Despite a nano-tier following, the channel pulls engagement well above the category median, suggesting an audience that is genuinely invested rather than passively browsing. Viewers skew young — predominantly 18–34 — and are spread across developer-dense markets including the United States, India, and the United Kingdom, reflecting the global nature of mobile developer culture. No brand sponsorships are currently in evidence, consistent with the channel's early stage. However, the combination of a concrete product, a recognizable build-in-public format, and a technically literate international audience positions Simongrimm_ as a natural fit for developer tools, mobile analytics platforms, or indie game publishing services as the channel matures.
Simongrimm_ reaches its audience primarily through YouTube, and is best activated via TikTok branded content. As a tech creator they map naturally to brands targeting that space. With no brand deals logged yet, they read as an available, category-aligned partner for advertisers building early presence in the space. Engagement on YouTube runs around 2.9%, which points to an audience better suited to category-relevant, mid-funnel campaigns than to pure-reach buys. Their YouTube-first format lends itself to integrations that sit inside the creator's usual content rather than running as standalone ads. Because the audience follows tech content rather than arriving through untargeted reach, sponsorships that match the channel's subject matter tend to convert more efficiently than broad placements. A consistent, on-topic posting focus gives sponsors a predictable, brand-safe environment, lowering placement risk compared with broad, general-interest channels. Campaigns here are best measured on qualified engagement and consideration within the niche rather than on raw impression volume. For brands in tech and related categories, Simongrimm_ offers a defined, creative-fit audience rather than broad, low-intent impressions.
Benchmark estimates for a creator at Simongrimm_'s tier (Nano, 3K combined followers, —). Pulled from CreatorDB's category benchmarks.
The CreatorDB Agency runs end-to-end influencer campaigns globally — shortlisting, outreach, contracting, and performance reporting. Talk to our team about building a campaign around creators in this niche.
Tiny Harvest is a cozy farming mobile game being independently developed by Simongrimm_. The creator documents every stage of its development — bugs, revenue milestones, player retention problems, and App Store experiments — openly on TikTok and YouTube as part of an ongoing build-in-public series.
Simongrimm_'s bio directs followers to find Tiny Harvest on the App Store, confirming it targets iOS players. The creator regularly posts about App Store performance, including specific listing tweaks that have affected how many people actually download the game.
Simongrimm_ has posted content directly asking the community whether building a game with React Native is a good idea, strongly signaling that's the framework powering Tiny Harvest. This is an unconventional choice — most mobile games use engines like Unity — and it's become one of the more debated topics in their dev community.
Simongrimm_ shared openly that Tiny Harvest hit a $3K revenue milestone before growth stalled entirely, framing it as a turning point where early momentum dried up. The creator documented this plateau publicly, exploring what changed after the initial launch push and what they were doing to break through it.
Simongrimm_ documented a painful early retention problem with Tiny Harvest: more than half of new players were dropping off within the first ten minutes of playing. They shared this data publicly as part of their build-in-public approach, treating the onboarding failure as a teachable moment rather than hiding it.
Simongrimm_ posted about a specific — and seemingly small — tweak to the Tiny Harvest App Store listing that produced a noticeable jump in downloads. The content highlighted how App Store optimization details like screenshots, metadata, or category placement can have an outsized impact for indie games operating without a marketing budget.
Build in public is Simongrimm_'s core content philosophy: sharing the unfiltered, real-time journey of developing Tiny Harvest, including moments where they thought they'd broken the app, revenue stalls, and player drop-off crises. Instead of only posting wins, the creator lets followers live through the failures and course corrections alongside them.
Yes, Tiny Harvest sits squarely in the cozy farming game genre, designed for mobile players who want a relaxed, low-pressure experience. It targets the same emotional space as games like Stardew Valley but built natively for mobile, which is part of why Simongrimm_ chose the App Store as its home.
Simongrimm_ is active on both TikTok and YouTube, using short-form video to document Tiny Harvest's development in near real time. Their TikTok content plugs into active communities around hashtags like #indiedev, #buildinpublic, and #cozygame, reaching an audience well beyond traditional gaming channels.
Simongrimm_'s audience is dominated by young adults roughly in the 18–34 range, with a near-even gender split that is slightly more female than male. Viewers come primarily from the United States, India, and the United Kingdom, reflecting the globally distributed nature of the indie developer and mobile gaming communities that their content speaks to.
Stats (followers, engagement, audience demographics, growth) are pulled live from the CreatorDB API covering YouTube, Instagram and TikTok. Bio and FAQ content is AI-assisted; news items are sourced from cited public press at generation time. Read the full methodology →
If you'd like to update, correct, or remove this profile, get in touch and we'll handle it within 5 business days. We don't publish private data — every stat shown comes from your public platform profiles.
@simongrimm_ · YouTube
+0 new followers
Preparing fresh data…
This usually takes 15–25 seconds.