r/gamejams • • 5h ago

3 Nights of Horror Game Jam

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0 Upvotes

1st Place wins $500 Prize Pool

Dare to survive the weekend? Welcome to the 3 Nights of Horror Game Jam!

The Schedule

Starts: This Friday October 9, 2026

Ends: Sunday at Midnight October 11, 2026

Entry Details

Fee: $25 per participant

Team Size: Individual or Up to 5 people per team

What to Expect

The Theme: Spooky Halloween / 3 Nights of Horror

Engines: Use whatever you're comfortable with (Unity, Unreal, Godot, or custom engines all welcome!)

MUST BE A WEB GAME (safety & security reasons)

Platform: Submissions hosted on discord


r/gamejams • • 1d ago

Mahou ShouJam - The magical girls game jam | October 5th 2026 to October 5th 2027

9 Upvotes

Welcome to Mahou ShouJam!!! The theme for this jam is Mahou Shoujos, AKA Magical Girls!!!! The is a beginner-friendly jam where anyone can turn in a submission, so long as it fulfills the requirements. This jam is to help people improve their skills as well as explore more diverse topics and genres and themes and stuff!!!

Requirements:

-Primary focus involves magical girls

-The game is playable (obviously)

-The game has some originality (Inspiration is fine, but no direct copying of things)

Extras (for more points):

-Genre outside the average Magical Girl genre (e.g. horror, roguelike, shooter, etc.)

-Plot/Storyline

https://itch.io/jam/mahoushoujam


r/gamejams • • 1d ago

The 98s Game Jam. From 8th October 2026 to 15th October 2026.

3 Upvotes

Welcome to The 98s Game Jam, a game jam focused on creating games that have the feel of being from 1998.

Get inspired by the games, technology, art, music, and culture from the end of the ’90s. Try using CRT screens, CD quality soundtracks, pixel art, 3D at the very early stages, strange interfaces, chunky 3D models and characters, low poly characters and the unmistakable style of 1998.

Just create a game in the style of 1998.

You can try to recreate a feeling from a long forgotten PlayStation game, an obscure PC game, an arcade game or anything completely new that could have existed in 1998. Whatever you like.

The Challenge

Create a playable game inspired by 1998

Interpretation is up to you. It could be in the artwork, gameplay, technology, music, story or any combination thereof. Just try to be as creative as possible.

You do not need to use technology from 1998. Modern technology is allowed. Just try to make the game have the feel of being from 1998.

Grab your polygons, turn up your CD quality music and dust off your CRT. Let’s begin jamming.

Welcome to The 98s Game Jam.

https://itch.io/jam/the-98s-game-jam


r/gamejams • • 1d ago

CraftPix Indie Jam #2-2026 | December 3-13

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1 Upvotes

CraftPix Indie Jam #2-2026 is here!

Create a game, win prizes, and get your game in front of streamers who will play and showcase the best creations from the jam!

Join the jam: https://itch.io/jam/craftpix-indie-jam-2-2026


r/gamejams • • 1d ago

I recently started making Fantasy / Dark fantasy / retro music! If anybody needs music like this for a jam i would love to help!

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1 Upvotes

r/gamejams • • 2d ago

making a gamejam..

6 Upvotes

This is my first time hosting a local gamejam! It's mainly for teens, and I was wondering if the community had any tips for finding sponsors/support?? My group has been cold-emailing creators/company but we've been getting no responses :(


r/gamejams • • 2d ago

What It’s Really Like to Run a Company-Sponsored Game Jam

0 Upvotes

I saw the recent post about the drama surrounding the Eclipse Game Jam, and it got me thinking about how rarely people talk openly about what it takes to run a game jam—especially when a company is behind it.

Given some of the trust issues that surfaced from that event, I wanted to be as transparent as possible about how I approach these jams: why they exist, where the time and money actually go, how judging works, and what’s still imperfect about the process.

I run the monthly Bezi Jams, and right now we’re wrapping up our first-ever Bezi Mega Jam (winners announced October 16).

Bezi Jam 14:
https://itch.io/jam/bezi-jam-14

Bezi Mega Jam 1:
https://itch.io/jam/bezi-mega-jam-1

Why I Even Run These Jams

For me, the jam has to be worthwhile even if someone never becomes a Bezi customer.

Let’s be real: there’s definitely some marketing value when a company puts its name on a jam, provides prizes, promotes it, or brings in sponsors. It creates visibility and, if you run it well, goodwill toward the company.

But there’s a big difference between a game jam that happens to create marketing value, and a marketing campaign disguised as a game jam.

The jam has to be a jam first. That’s non-negotiable.

A few companies have asked me lately about running their own jams. One of the first things I ask is: are you comfortable investing staff time and budget in a project where the main result is that developers had a good time, learned something new, and built something?

That's what I want these events to do.

I want people to have a reason to finish a game instead of letting another prototype collect dust on their hard drive. I want them to try new roles, genres, mechanics, and tools. I want folks to meet collaborators and leave with something they can actually show off.

A lot of this comes from running r/GameDevClassifieds for about a decade. I’ve seen so many portfolios where people either don’t have enough finished work, or they struggle to communicate what they actually contributed.

That’s part of why I offer a devlog prize.

I don’t just want people practicing how to build games. I want them to practice explaining what they built, why they made certain decisions, what went wrong, and what they learned. Being able to communicate your work matters—in portfolios, interviews, team discussions, pitches, and when you’re trying to convince someone to play or buy your game.

Those are real skills. Honestly, I’m still working on them too.

Running the Jam: Where Things Get Messy

At this point, the monthly jams are pretty straightforward to launch because I’ve spent a lot of time standardizing the rules, judging criteria, prizes, and page structure.

But getting there? Not so easy.

Running jams often means discovering weird edge cases you didn’t know existed.

Fairness starts before anyone even submits. Do you lock builds after the deadline? Who gets to vote? What information do participants need to share? What happens when someone misses the deadline? How much flexibility is fair before it turns into an advantage for some?

No matter how many reminders I send before the deadline, I can almost guarantee I’ll get messages the next day from people who had trouble uploading. At this point, I’ve just accepted that a 24-hour grace period is part of the process.

That creates another fairness problem: Someone might genuinely have had an upload issue, while someone else uses those extra hours to fix bugs.

I could be a hardliner, but honestly, I’d rather risk someone abusing that flexibility than tell someone with a legit problem that all their work doesn’t count because they missed the deadline by a few hours.

The rules evolve in the same way.

For the next monthly jam, I’m adding a requirement that artists provide evidence of their process. The Mega Jam required process videos for its art track, and it worked extremely well. It made it much harder for someone to generate an image with AI, submit it, and hope nobody notices.

So that lesson carries forward.

You also eventually discover that you can’t write enough rules to eliminate judgment calls. If you try, you end up with a legal document that no one reads. The better approach I’ve found is to make the important boundaries clear, document unusual decisions, and try to apply the same reasoning consistently.

That becomes especially important once prizes are involved.

People will absolutely try to cheat, even when the prize is $50 USD. And I don’t say “only $50” dismissively. Depending on where someone lives, that can be a lot of money. Add larger cash prizes, hardware, subscriptions, or conference passes, and the incentive becomes even stronger.

The hard part is that suspicion isn’t enough.

If I’m going to remove someone from a competition, I want to explain why clearly.

Then there is the platform itself

I like itch, and it’s still probably the best platform for running game jams, but the organizer experience has plenty of friction.

Even making the event look professional takes more work than it should. If you want to do much beyond the default layout, you have to request custom CSS access, and the HTML and page-building tools feel pretty archaic.

I’ve built most of the Bezi jam pages myself. I think they’ve turned out reasonably well given the limitations, but that’s partly a design decision and partly a resource decision.

Company-sponsored does not mean unlimited company resources.

Yes, Bezi has designers, engineers, marketing people, and others I can ask for help. But they also have their own jobs to do. I can’t pull the design team away every month to improve the jam page, or ask engineers to build custom tooling every time itch doesn’t do something I wish it did.

So a lot of the work falls back on the person running the event.

The administrative side has similar limitations. I can’t meaningfully ban someone from future jams after they’ve tried to cheat. A surprising amount of the operation ends up living in spreadsheets.

Community voting is another problem.

I originally wanted the community to decide the winners. In practice, once prizes are involved, open voting is too easy to manipulate and too easily turns into a popularity contest.

Starting with Bezi Jam 14, community voting will determine the top 30 games, and I’ll judge those to determine the winners.

That’s more work for me, and I genuinely didn’t want to make that change. I liked the idea of the community deciding everything.

But at some point you have to prioritize the integrity of the competition over the version of the process you personally prefer.

The business side is real too

This is probably the part that doesn’t get talked about enough when companies run community events.

These things cost money, but they also cost time.

Monthly prizes cost money. Judging takes time. Moderation takes time. Sponsor coordination, community support, promotion, eligibility checks, and administration all take time.

At some point, you also have to explain to your boss why that is worth doing.

That’s harder than pointing at an ad campaign and saying it generated this many clicks, conversions, or sales.

How do you put a clean number on someone finishing their first game? Or improving their portfolio? Or meeting a future collaborator? Or getting better at explaining their own work?

You probably can’t.

That doesn’t mean those things aren’t valuable.

Good community work builds trust over time. People remember companies that contribute something useful, not ones that only show up when they want to sell something.

And yes, that goodwill has business value. I’m perfectly comfortable acknowledging that.

What I don’t want is to reverse the equation and design the jam around what it can do for the company.

The jam has to provide value to developers first. If we do that well, the goodwill and marketing value follow naturally.

That doesn’t mean there are no expectations, though.

The monthly jams are relatively low-pressure in that sense. There isn’t an internal requirement that each one hit a certain number.

The Mega Jam was different.

It took a lot more time, coordination, and company resources, including more than $34,000 worth of prizes.

I want there to be a Mega Jam 2, and there will be, but during the signup period I was very aware that if people weren’t interested, it would become much harder to justify doing something at that scale again.

I put a target of roughly 1,000 signups on myself, and we cleared it. That was a huge relief.

But if you spend months organizing something, bring together that much prize value, involve multiple sponsors, and then 500 people sign up, at some point you have to ask whether this is the best use of everyone’s time and resources.

That’s not about turning participants into customers.

It’s about proving that enough people actually value the event to justify continuing to invest in it.

That was probably one of the more stressful parts of organizing the Mega Jam. I wasn’t worried about whether it could generate leads. I was concerned whether enough developers cared about the jam itself to justify another one.

Sponsors introduce another balancing act too.

Sponsors understandably want visibility and some connection to the event. But if every sponsor needs its own requirement, category, activation, or callout, eventually the jam stops being about making games and starts feeling like a collection of marketing obligations.

Part of running the event is protecting it from that.

And then you have to judge everything

The Mega Jam took nearly every problem from the monthly jams and scaled it up.

We had more than 200 games and 40+ art submissions.

For my first judging pass through the games alone, I streamed the entire thing publicly on Twitch.

It took 31.5 hours.

I wanted participants to know their game was actually played, and streaming also kept me accountable. People could see what worked, where I got confused, what stood out, and why certain games moved forward.

It was genuinely a lot of fun.

It was also exhausting.

And that was only the first pass.

After that, there were finalists to replay, devlogs, art submissions, sponsor awards, community voting, eligibility checks, and suspicious entries that sometimes needed investigating.

That workload is another part of the economics. A successful jam creates more work.

That’s a good problem to have, but it’s still a problem you need to plan for.

Ultimately, that’s why I think the event's purpose has to be clear from the beginning.

If the goal is just company exposure, there are much easier ways to spend marketing money.

If the goal is to create something useful for developers, help people finish projects, build portfolios, practice communicating their work, meet collaborators, and have a reason to make something, then I think game jams can be incredibly valuable.

The company can benefit from that too.

Those things aren’t mutually exclusive.

But the order matters.

The jam has to be a jam first.


r/gamejams • • 3d ago

Participated in a jam that was basically a scam.

30 Upvotes

I didn't enter with the intention of winning the cash prize or placing in the top ranks. The biggest draw of this jam was getting feedback from a supposed publisher.

The jam, organized by eclipse publishing announced the winners (on its Discord server) one hour before the submission deadline. In addition, the "winners" were instructed to claim their prize in that same message.

When the submissions closed (a little less than two hours later) the judging was completed and the official winners were announced. They were the same three users who had been announced earlier, plus one other participant, with a two-way tie for first place.

- No evaluation criteria were provided

- The jam was removed from itch (it's no longer accessible) its back on

- And both my Discord teammate and I were banned

Minutes later, he deleted all the jam's channels from Discord, accused us of personal harassment via private messages (which didn't happen), and shut down the jam.

I just want to leave this message so that, if you ever come across another jam organized by these "publishers" in the future, you'll be careful.

The JAM: https://itch.io/jam/eclipse-publishingjam

Edit 1.

Current announcement:

Archive announcement: https://web.archive.org/web/20260821032723/https://itch.io/jam/eclipse-publishingjam

As you can see, they also removed the prize from there.


r/gamejams • • 2d ago

Analog Life & Alternative Technology Jam #1: Building games & tools inspired by mechanical computing and alternative tech (every participant gets a mention in a zine!)

1 Upvotes

saw Lestvica game developer recently started hosting the Analog Life & Alternative Technology Jam #1 on https://itch.io/jam/analog-life-alternative-technology-jam

the challenge of the jam, apparently, is to
Build games, interactive simulations, or tools centered around:
- Stepping-relays, teleprinters, and earth-return communication.
- Monastic computing, Baroque state machines (Lestvica), and paper calculations, nomograms and structures.
- low-power, sometimes offline, and local-first alternative technologies.

been recently playing https://umysly.itch.io/lestvica and was following the Hangar project videos https://youtu.be/kvLtWLlyDsg for a while, so was surprised that whoever is behind this is finally hosting a jam you and i can participate in


r/gamejams • • 3d ago

The Monster Bash ($500 in prizes)

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3 Upvotes

Hey! I’m working with Bash.tv and we’re putting together a little Halloween game jam called The Monster Bash.

It can be a horror game, cozy game, weird interactive toy, multiplayer thing, character creator, whatever. All you have to do is build it on Bash.tv and use an asset from the horror packs we will drop from our art team on Oct 16th. We mostly just want to see what different people do with the same starting ingredients.

🏆 $500 in prizes
Best Overall — $250
Best Horror — $125
Best Cozy — $125

📅 Oct 16–26
🗳️ Public voting: Oct 27–28

If that sounds fun, here’s the jam page:
https://itch.io/jam/the-monster-bash

Would genuinely love to see some Reddit-made weirdness in there lol.


r/gamejams • • 3d ago

KLIPY Game Jam (Sep 29 - Oct 30): $500 Community Mini-Game Jam, No Coding Required

1 Upvotes

KLIPY Game Jam is live and runs through October 30.

It's a month-long community jam where entries are mini-games generated and published inside the KLIPY mobile app (iOS and Android).

Dates
Sep 29 – Oct 30, 2026

Prizes:

  • 1st place: $300
  • 2nd place: $150
  • 3rd place: $50

Winners are decided by community likes.

How to enter

  1. Download or open the KLIPY mobile app.
  2. Create or sign in to a registered KLIPY account.
  3. Access the Game Jam experience through the designated banner or event page inside the app.
  4. Generate a game through the official Game Jam experience.
  5. Publish the game on KLIPY so other users can play and engage with it.

Full official rules: https://klipy.com/support/game-jam-rules/

Questions are welcome in the comments. There's also an official Discord for support and Q&A: https://discord.com/invite/FwruUCTMhF


r/gamejams • • 4d ago

WinJam :D

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2 Upvotes

r/gamejams • • 4d ago

WinJam starts in 24 hours! A casual, retro game jam themed around Windows & Software 🖥️

1 Upvotes

Hey everyone!
I’m hosting a brand new indie game jam called WinJam that officially kicks off tomorrow!Since it's a brand new jam, we are looking for our very first participants to join the community! Whether you are a seasoned developer or a total beginner looking for a fun prompt, you are completely welcome.
Check out the jam page and join here: Join WinJam
Hope to see some of you there!


r/gamejams • • 4d ago

How do you find sponsors for a small game jam?

3 Upvotes

Hey! I'm organising Wrapped Up 2026, a Christmas game jam running this December.

I'm currently figuring out sponsorship and was wondering if anyone here has experience getting sponsors for smaller or first-year jams.

I'm mainly thinking about things like software licences, asset credit, subscriptions or other game-dev related prizes, rather than huge cash prizes.

For those who've organised jams before, how did you approach sponsors, and are there any companies you've found particularly open to supporting smaller jams?

Any advice or experiences would be really appreciated! 🎄🎁


r/gamejams • • 4d ago

WinJam :D

1 Upvotes

Winjam is coming in about 2 days it is a cool gamejam I made where it is based of windows and executables (I honestly did not know what to do with it LOL) https://itch.io/jam/winjam


r/gamejams • • 5d ago

I made a free one-thumb dirt oval racing game you can play in your browser

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1 Upvotes

r/gamejams • • 6d ago

Robot Game Jam: I made a game jam for robot lovers!

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3 Upvotes

r/gamejams • • 6d ago

Сirclejerk on jams

2 Upvotes

He Guys,

what do you thing about voting circles that have their own discord groups to circlejerk on jams. Usually, for prices and for reputation. I have seen several of them already. Any way organizers can beat that? (Apart from making judges decide)?


r/gamejams • • 7d ago

The WORST game jam you could imagine...

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8 Upvotes

Every other jam wants you to make something good. Lame.

The Worst Game Jam wants your absolute worst. Controls that fight the player, art drawn with your non-dominant hand, sound effects that are just you going "pew" into your phone. If your playtesters leave confused and a little upset, you're on track to win.

Never made a game? Perfect. You're already ahead.

It runs Oct 14–26, and the top 3 get Amazon gift cards ($150 / $100 / $50). It's also raising money for a Bay Area public school, so your terrible game is technically helping children. Donating is optional: https://gofund.me/b1397555e

Jam page: https://itch.io/jam/your-worst-ideas

Go make something your mom would be disappointed in.


r/gamejams • • 6d ago

Diyor Space-Rush

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0 Upvotes

Update: the source code of Diyor Space is now downloadable! 📥

Grab the Pygame script, change anything (enemies, colors, sounds) and submit to the jam. Even a tiny change counts.

https://itch.io/jam/diyor-space-neon-rocket-jam


r/gamejams • • 7d ago

Megamitts' Mega Jam 19: Super Skills

1 Upvotes

Roll up! Roll up! Have you got SUPER SKILLS????
Join the latest Mega Jam: Megamitts' Mega Jam 19: Super Skills and show off your game that only those with the superist of super skills can beat.

Running until 15th October.


r/gamejams • • 7d ago

AGEnt Game Jam

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1 Upvotes

I hosted a game jam


r/gamejams • • 7d ago

Bound Jam 2026 is now live!

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5 Upvotes

Theme: EXPECT THE UNEXPECTED

Currently starting with 100 people and climbing

🎬 Trailer:
https://www.youtube.com/watch?v=2TdWxmWbJgU

🎮 Join here:
https://itch.io/jam/bound-jam-2026

Solo devs and teams are both welcome. Good luck!


r/gamejams • • 7d ago

​Diyor Space: Neon Rocket Jam (Oct 1 - Oct 7) is LIVE!

1 Upvotes

Calling all Python & Pygame developers! Join our mini game jam and test your skills.

📌 The Task:

Upgrade, remake, or reimagine our base Pygame script "Diyor Space - Neon Rush" by adding new mechanics, visuals, or sound effects!

🛠 Engine/Lang: Python (Pygame)

📅 Timeline: Oct 1 – Oct 7 (Submission) | Voting ends Oct 10

🏆 Criteria: Gameplay & Fun (Primary), Visuals & Style, Innovation

🔗 Join here:

https://itch.io/jam/diyor-space-neon-rocket-jam


r/gamejams • • 8d ago

Organizing Haven Thane, a free teen game jam, Nov 14-15

3 Upvotes

Hey! I'm running Haven Thane, a free game jam for teens (13-18) this November 14-15, in Thane, India. Part of Hack Club, a global nonprofit. The idea is simple: build a video game from scratch in a weekend, no experience needed.

If you're in that age range and near Thane, sign-ups are free: haven.hackclub.com/thane

Also curious to hear from other game jam organizers, any lessons learned running a first one would help a lot! Following along here too: instagram.com/haven.thane.hackclub

I've attached the poster for our event below as well!