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Game Jam 2026 Recap

What happens when you give a group of developers, designers, and artists a single weekend to build games from scratch? Non-stop problem solving, late-night coding sessions (some members working until 2:00 AM on Saturday!), plenty of caffeine, and an incredible showcase of talent!

From Friday, August 7th through Sunday, August 9th, Sanctuary Software hosted its very first Game Jam. Whether working individually or teaming up across disciplines, participants pushed their creative boundaries across a variety of mediums—building everything from web and mobile arcade titles to custom C++ Vulkan engines, 3D experiences, and even a physical board game. The teams were given a simple prompt: “Enveloped in Sound”, asking teams to incorporate audio as part of their experience in some way. It was awesome to see how they decided to incorporate the prompts.

On Sunday evening, everyone gathered for a remote Show & Tell to present their finished projects, demo gameplay, and share key development lessons learned along the way. Beyond the fun, the event highlighted what makes Sanctuary Software special: a passion for continuous learning, cross-functional teamwork, and turning creative ideas into working reality.


Become Supreme

An arcade-style adventure where you embark on a quest to become a piece of pizza. Steer left and right using arrow keys or by tapping the side of your screen to dodge obstacles and gather ingredients.

Platform: Mobile

Credits: Zach Allen

Snap Out of It

A subliminal horror game where players explore a dark dungeon armed with nothing but a candle and the ability to trace paths throughout the dungeon by snapping their fingers. Find the exit before your candle burns out and you lose all hope.

Platform: Single Player / PC

Credits:

  • Greg Brown: Character animations, ambient and player audio, player character
  • Vaughn Richards: Main Menu, Menu Art, 3D dungeon tile designs, meshes
  • Vincent Patton: Breathing sound effects, rotoscoping for the player character arms
  • Mason Roberts: Dungeon design, dungeon tracing effect, procedural generation, and tile constraints

In the Groove

Groove Street Music Co. is closing up shop, and the legendary drum set in the back room is up for grabs. To claim the kit, players must prove their music knowledge piece by piece and question by question. The first player to assemble the complete kit wins.

Credits:

  • Game Design: Matthew Dutt and Austin Brooks
  • 3D Object Modeling: Adam Keating
  • Board Graphics: Vincent Patton
  • Cards: Greg Brown
  • Team Support: Austin Brooks

Treble Defense

Based on tower defense games like Plants vs. Zombies, Treble Defense takes place on a music staff where notes approach you and you must defend your health from them.

Credits: David Owens

Bard Battle

An open-source, big multiplayer rhythm game battler built with a custom engine using C++ and Vulkan. Features cross-platform play, client-server architecture, fog of war, animations, tile set consumer, and collision mechanics.

Credits:

  • Design & Lead Development: Cole Sutyak
  • Animations & Atmosphere: Vincent Patton
  • Audio & Server Help: Maffit
  • Guitar Audio: Greg Brown

Notey Bird

A rhythm-focused spin on Flappy Bird where players fly along to hit musical notes.

Credits: Ben Melky

Frantic

A cyberpunk top-down dungeon crawler where players navigate environments, tackle challenges, and fight through levels.

Credits:

  • Design & Development: Zach Law and Tyler Lennox
  • Tile Set Art: Adam Keating

All Encompassing

All encompassing asks and answers the question: What sound envelopes you the most? Why, people listening to music on Public Transportation without headphones. But it could be so much worse and in All Encompassing, it is. Duel it out between two rock stars that have decided to hold a guitar duel on this never ending train ride. Let the sounds wash over you, inescapable and omnipotent.

Credits: Adam Keating

Seg

An in browser online multiplayer RTS where you and several friends are dropped into a procedurally generated cave system and need to map it out with sonar to capture objectives while trying to sink your opponents. No code was touched in the making of this soulless project.

Credits: Jared Butcher


Action Photos

Returning in 2027

A massive thank you to everyone who participated, organized, and cheered on the teams during Sunday’s showcase. We are already looking forward to the next Sanctuary Software Game Jam!