Joustine
Joust 3 - 12 and Single Player
Free · In‑App Purchases
Joust 3 players, 2 players, solo play... TWELVE players! Can you even imagine 12 players jousting? Oh the humanity, and also birdanity, of Joustine: Joust3.
Joust 2026 experience with Joustine! Easy to let 11 friends join in the fun. Players can use app or even just a web browser. No need for guests to install anything at all... never been easier to host twitch-reflex game that 12 people can participate in.
2026 Joust gameplay mechanics: Atmosphere thins near the top! Riders can be rescued and resurrected! Drop rider down onto any bird to gain control! Rain! Moving platforms!
Cats and dogs, living together... total chaos!
more Improved LAN gamestate multiplayer performance. Mistake corrected in iOS Screen Recording prompt re-prompting user if denied. Mistake corrected iOS fall-back to a different video streaming mechanism if no screen recording allowed, that had poor performance on both host and client, instead now if no Screen Recording is allowed then no video feed is provided and an explanatory message is displayed on web client. Portrait web client was only displaying connection information and missing video and/or gaming interface, that has been fixed.
5.07 Sep 23
Added bright red to floater design so more visible than black+brown design. Ghosts are buoyant in lava (otherwise hidden under lava in some 50+ levels). Better platform management, as some levels had intersecting platforms.
5.05 Sep 1
If this reads like 5.01 well that is because I built 5.01 using Apple servers without committing all 5.01 updates... 5.04 is what 5.01 was supposed to be. Improving cross-platform multiplayer. Graceful acknowledgement if more than 1 Apple TV on a network is running Joustine, the longest running tvOS Joustine remains the host and newer tvOS Joustines will show the running host IP instead of their own QR Code. Local Host IP is now shown below the Join Game QR Code, so that people on LAN, using browsers, can locate the game without needing to scan QR Code... since many older Android devices apparently can't scan a QR Code. The lobby QR now alternates between the join code and a WiFi code (if SSID and Password are populated by user), so a guest can get onto the network first and then into the game using a web browser as opposed to previously depending on Joustine app to try join the WiFi automatically.
5.04 Aug 30
Improving cross-platform multiplayer. Graceful acknowledgement if more than 1 Apple TV on a network is running Joustine, the longest running tvOS Joustine remains the host and newer tvOS Joustines will show the running host IP instead of their own QR Code. Local Host IP is now shown below the Join Game QR Code, so that people on LAN, using browsers, can locate the game without needing to scan QR Code... since many older Android devices apparently can't scan a QR Code. The lobby QR now alternates between the join code and a WiFi code (if SSID and Password are populated by user), so a guest can get onto the network first and then into the game using a web browser as opposed to previously depending on Joustine app to try join the WiFi automatically.
5.01 Aug 30
Establishing 3 tiers of devices to receive host priority: Apple TV (hardware) is absolute top-priority. Next come all other set-top-box platforms such as Google TV and Fire TV. Then Mac/PC tier (devices possibly outputting to a TV). Then handheld devices. Some networking improvements to support Android handheld clients which shall seek to handoff from Bluetooth to WiFi when host and client are on same LAN. Apple versions updated to receive "which player am I?" requests from Android clients (shake an Android phone). Not much Apple-only improvement here, this is to shore up Apple side of communication as Android is moved closer to feature parity and both platforms become 5.x releases.
5.00 Aug 14
Networking parity for Mac and Apple TV release of Joustine 4.09. iOS and iPad have no new visible functionality over 4.08.
4.09 Aug 11
Easier to identify players: press down or shake iPhone/iPad. Fixed intermittent browser client performance issue. Skipping down levels in lobby (press up/down adjusts levels by 10) does not decrease past levels into Networking info-panel any more, down will stop at level 1. Host would sometime bring up FREE vs PAID info panel even if Joustine is unlocked, and there is never any reason to jump there once Joustine is unlocked.
More detailed version...
Previously pressing down would turn your player briefly white. This was not nearly obvious enough and useless if you were already playing as white player. Was also not supported on gamepads. Was impossible to press down on the client app's LEFT RITE FLAP interface. Now on iPhones and iPads shaking your device (like the old undo feature) will put the identification circle around your player.
Fixed intermittent browser client performance issue. On my home LAN iPhone Safari was slow but iPad Safari was not. Fixed.
If many levels are unlocked then up and down can skip thru level choice by 10 levels at a time. Going up did properly stop at maximum allowed level. Skipping down was going past level 1 and into Networking info-panel. Now pressing down will stop at level 1.
4.08 Aug 11
iOS Settings Apps Joustine had some unnecessary and confusing prose which has been removed.
4.07 Aug 8
Beak model on all birds proper 3D design. More accurate connection information. Stop jumping to "FREE vs PAID" info panel unnecessarily. Apple TV 4K hosting follows different connectivity rules depending if plugged into Ethernet or not, given MPC and Bluetooth capabilities of Apple TV compared to Mac. Handoff from Bluetooth to LAN when LAN is available. Improved detection of network host.
4.06 Aug 7
Consolidating 3-tap interface was previously using slightly different visuals depending on type of Joustine host. Better handling of players exiting and entering a Kiosk game. More detailed information regarding host/client versions. Kiosk games (even running on Mac) never share gamestate stream Kiosk is only intended for 3-tap interface clients. Mac has more detailed explanation about SSID/password sharing practices. (Joustine does not lift this from home network, these are fields user can choose to populate.) Instructions make clear this exposes any SSID/password entered.
4.02 Aug 4
Move client apps off Bluetooth, onto LAN, ASAP. Kiosk mode where anyone either on-LAN or running Joustine app can join an ongoing game, including game controllers connected to host. Move to best-host in any given network scenario. Less Bluetooth network traffic for redundancy sake, clamp it down for the sake of older clients. Soft-claim on any given player slot.
4.00 Aug 3
MPC is a non-LAN alternative for when players can not connect to WiFi LAN where game is hosted. 3.07 offers support for this alternative EXCEPT on tvOS as MPC (shared WiFi) bursts are far more delayed than either macOS or iOS. tvOS 3.07 keeps up with other macOS and iOS advances: iterated bird intelligence... enemies become aggressive faster the longer they go without player interaction. This is indicated by a short red burst as they both increase in skill and also pivot to new strategy. Clients have improved Floater animation. Clients have more accurate platform impact detection (client side game logic runs in parallel with host) now there's no splashing-into-lava when dropping fast onto bottom platform.
3.07 Jul 23
When any client connects via web interface, now instead of straight into the LEFT RITE FLAP interface, a choice is presented to either play via web browser or download the app from app store. Clients are inspected to try determine appropriate app store given their hardware or browser. Apple products always direct clients to Apple App Store. (This is also reflected as new iterations of Joustine hosted on non-Apple hardware can still direct Apple hardware clients to Apple App Store. There is cross-platform support for the simple LEFT RITE FLAP interface even on non-Apple streaming hosts.
3.06 Jul 20
Fixed some Xbox Controller issues: B tap no longer exits game must be held down instead. Menu no longer restarts game must be held down to exit Joustine. Supports more than 4 Xbox controllers on Mac, and more than 3 on Apple TV. (There had been unnecessary limitations on how many controllers.)
More detailed naming of clients in lobby. Supports Android client connectivity.
Xbox controller A (flap) can now interrupt demo.
3.02 Jul 17
Brother-in-law Colin kept tapping on the join-game slots.
"Why can't I tap on these buttons?"
"They are not buttons."
"The buttons don't work! Why are the buttons broken?"
So fine! The lobby game slots are no longer rectangular. They no longer look like buttons. No one could possibly think they are buttons. Not even Colin.
And confused about where to tap? Where the tap zones are, Colin?
Well now they are super-duper obvious. Each tap zone clearly, distinctly illustrated should anyone try tap directly on a not-a-button. Which no one would ever do, because they can't possibly be confused with buttons any more.
Also, shortened time it takes to launch any games with network clients. Sometimes Joustine would jump to purchase info-panel when a second player was joining a game... that should only happen with 3 players not 2 players, that is fixed.
3.01 Jul 15
Demo Mode kicks in after 30 seconds on join-game screen with no input. Screen wrap mirrors birds on both sides during transition. Better color management for riderless birds. Fixed rider and bird tracking so games can end and players do not disappear when once-associated bird is removed.
3.00 Jul 3
AI birds without riders white lines now less bright to help distinguish between threats (AI birds with riders) and non-threats (AI birds without riders).
2.09 May 25
iCloud sync level access. Siri Remote less finicky about level choosing.
2.08 May 25
Just iterating icon improvement. Most 2.07 updates are particular to Mac.
2.07 May 20
Reduce loudness of launch-screen sound effects.
2.06 May 14
Bug fix web client would make a loud noice when GAME OVER screen exited.
2.05 May 12
If player taps outside any LEFT or RITE or FLAP tap zone then those zones light up. Clarifying RESTORE PURCHASE when tapped.
2.02 May 11
Performance optimizations. Improved network gameplay fidelity. Players have hair, AI remain bald. Play/pause on Siri Remote can be held down to cancel a game. Fixed problem where if Apple TV hosted game launched without Siri Remote participant and other participants disconnected then GAME OVER screen could not be exited. PvP jousting used to result in net+ points now PvP is a points transfer, so launching a 12 player game can not be used to rack up easy PvP points. Swapped info-panel left-and-right to accommodate in-app-purchases and test-game purchase bypass. All prose iterated.
2.01 May 9
Iterated most prose and join-game UI.
1.07 Apr 15
More responsive client-side network performance and birds have moving legs when walking.
1.06 Apr 10
Improved LAN gamestate multiplayer performance. Mistake corrected in iOS Screen Recording prompt re-prompting user if denied. Mistake corrected iOS fall-back to a different video streaming mechanism if no screen recording allowed, that had poor performance on both host and client, instead now if no Screen Recording is allowed then no video feed is provided and an explanatory message is displayed on web client. Portrait web client was only displaying connection information and missing video and/or gaming interface, that has been fixed.
more Version 5.07 Sep 23
Data Not Collected The developer does not collect any data from this app.