Jamming? Glitchless is free until January 31.
Any jam, any engine: 50,000 play sessions a month, room for a team of five and 90 days of data. Use code JAM26.
Jams running now.
JAM26 works for every one of them, and for any jam not listed here.
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Nov 5–14 · Unity
Official Unity Game Jam
Add the Unity package before your first build. A WebGL build on itch.io sends from your players' browsers.
Set it up in Unity -
Nov 12–15 · Unreal
Epic AI MegaJam
Jam builds are Development builds, so turn on Send in Development builds, and declare Glitchless as set up before the jam. MEGAJAM26 works too.
The MegaJam guide -
Nov 1 – Dec 1 · Any engine
GitHub Game Off
A month to make a game in the open. Playtest every week, and put a read-only board in your README.
The jam on itch.io -
Nov 18 – Dec 18 · Web
OpenGame jam
A month of browser games. Measure your builds while you make them: games played on opengame.io itself can't reach Glitchless yet.
Set it up for the web -
Any time · Any engine
Any other jam
Ludum Dare, a Godot Wild Jam, your studio's own. Hosting one? A jam room puts every team's game on one screen.
Jam rooms
Glitchless isn't affiliated with these jams or their hosts. Unity, Unreal Engine, GitHub and OpenGame are trademarks of their owners.
A jam is no time to chase a stutter.
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See why your build stutters
Every hitch comes with its likely cause: a shader compile, garbage collection, a scene load, a burst of new objects.
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Playtesters press F8
They send a note and a screenshot. Your agent reads it with the session behind it.
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Show the judges
Share a read-only board pinned to jam week on your game's page or in your dev log.
Set it up in minutes.
- First
Sign up with code JAM26.
- Then
Paste the setup prompt into your coding agent. It adds Glitchless to your game and makes its dashboard.
- Every playtest
Ask your agent "What's wrong with my game?" and let it fix the next build.
It works with Unity, Godot, Unreal and Three.js, and with GameMaker, Roblox, Phaser, Babylon.js and PlayCanvas. The jam tier ends January 31, 2027, 23:59 UTC. Your workspace then goes back to the Free plan's limits (5,000 play sessions a month, one person, 14 days of data), and nothing is deleted.
Two things to paste.
Many jams ask what you set up before it started, and many ask for a dev log.
Your submission's tool declaration
Set up before the jam: Glitchless (glitchless.gg), a third-party observability tool for games (MIT licence, github.com/glitchless-gg/glitchless). It records frame times, errors, crashes and bug reports from our builds, and its MCP server (glitchless-mcp) lets our coding agent read them. Before the jam started we only installed it, set it up and connected it to our agent; all game code, prompts and assets were made during the jam.
A dev log outline
# [Game name]: how we built it ## The team and the tools Who we are, the agents and MCP servers we used, and what we set up before the jam. ## Day by day What we built each day, and the prompts and decisions that mattered. ## A problem our playtesters hit A stutter, a crash, a level people quit on. The data: [share link, pinned to jam week] ## What the agent found and changed The finding it read, the change it made, and what we fixed by hand. ## Did the fix work? Before and after: frame times, or the crash-free rate on the first day against the last. [share link] ## What we'd do differently
Make each share link from a board: Share, then Fixed dates covering your jam, and an expiry of Never. Judges see jam week whenever they open it, with no player IDs or stack traces.
Your agent can set it up.
Paste one prompt. It adds Glitchless to your game and builds a dashboard for it.