Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
ScrabdackleNewsGet to know jakefriend!
Community

Get to know jakefriend!

Scrabdackle · published 28 Sep 2023, 17:00 UTC

All newsPlayers around this dateRead on Steam

Fellow Traveller sat down with the solo developer jakefriend to talk about the game’s development, the influence of Zelda, secret areas, and more.

Fellow Traveller (FT): Who is Jakefriend? Tell us about yourself!

Hello! I’m jakefriend, or Jake, a solo developer living near Toronto, Canada. I was a hobbyist game developer (as well as hobbyist musician and artist) back in the 2010s, and never had an intention to make a career out of any of my more creative pursuits. COVID happened, and I decided to make a small demo for my pandemic hobby project for fun, which got strangely popular, and well… one thing sort of led to another! I’ve been doing this full-time since a successful Kickstarter in early 2021, with a really tight-knit and friendly community that’s been with me the whole way.

FT: Tell us about Scrabdackle. How’s development going? What’s it about?

Scrabdackle is a game set in a fantasy world where you play as a novice student wizard, Blue, who’s been abruptly thrust out of their sheltered life for the first time, and who comes to learn and appreciate the world and the people living in it. It’s all about the joy of exploration, the value and strength of communities, and that it’s worth standing and fighting for a better world for everyone. Though, it wasn’t always about these things! I set out just to make something fun and playful, and it feels in a weird way like a lot of the themes sort of emerged on their own as I spent more time in the setting.

FT: Scrabdackle is described as a “zeldalike adventure”. To what extent did the top-down Zelda games influence your design?

I’m a huge fan of the older top-down Zeldas! There’s a ton of charm to me in a game with a large, open world, discrete screens to get familiar with, and simple controls for combat and navigation. While Scrabdackle isn’t evoking the classic Zelda aesthetic, the spirit is definitely there, in its nonlinearity and interest in a large, sprawling, continuous world that slowly opens up to you, filled with challenges and curiosities.

FT: Even the Scrabdackle demo is full of secret areas. How many total secrets are there to discover in the game?

The whole game is pretty jam-packed! A favorite from the demo is a hidden cave full of trash bandits. A few nearby characters hint that there’s a bandit lair somewhere on the south side of the river, and there’s one spot along the river that’s got a bandit guarding seemingly nothing. If you poke around and find the hidden entrance, not only do you have a small challenge event that nets you a secret collectible, but you also meet a major character earlier than you might otherwise, which opens up new dialogue paths with them in the future! There’s tons of optional content hidden for observant players to find throughout every area (and there’s a LOT of areas!).

FT: We’ve heard that when you’re developing a game, people tend to get attached to certain items, NPCs, enemies, and so on. What has been your favorite to design for the game?

Ooh, tough question! It’s probably Flamajesty, the duck emperor, who is a giant, prideful flamingo. You dramatically duel them on a rooftop at sunset, and their moveset is really all over the place and a lot of fun – sometimes they use their long neck and beak as a blade, sometimes as a jackhammer, and sometimes they spin like a top to close the distance between you! It’s a really charming character design to me, although it was quite a lot of work to animate!

FT: Thank you for talking about Scrabdackle with us!

To stay up to date with Scrabdackle and jakefriend, make sure to hit that wishlist button, visit the website, follow Jakefriend and us on Twitter or join in the discussion on the Fellow Traveller Discord server.

More from Scrabdackle

Other announcements

All news
Game update10 Feb 2026Patch notes - 0.5.13aPatch notes - 0.5.13a: · Heroic Surge buff (see 12e patch notes ) no longer applies if one-hit kill mode is toggled in the challenge settings (IE, on Fool Mode) · Minor typo fixes · Corrected some sound files that did not adhere to audio bus config Current dev focus is on forward development progress (aka making Act 2) - I'll do a sustained round of technical fixes and QOL tuning in the future…Game update12 Dec 2025Patch notes - 0.5.12ePatch notes - 0.5.12e: · Backup save files are also created when the game saves · Added a dialogue line post-WK fight clarifying that Witchbrand can cut through cell bars. · Added player hitless buff during boss fights (explanation below) The hitless buff (called Heroic Surge in-game) is a QOL update in response to some feedback about boss fights. My design approach is to use the early stages o…Game update7 Dec 2025Patch notes - 0.5.12dPatch notes for 0.5.12d: · Adjusted “Dark Clouds, Darker Magic” to be a info-type quest, not a solvable-type quest · Fixed (maybe?) the issue with triggering a dialogue’s walk-away text the same frame as triggering a room transition - at the very least, added several validations · Fixed issue where situationally, veils could show up in the wrong position · When you deal a boss’ last hit, you’re…