Support the game Here
Imagine creating your own solar system in a sandbox game that’s as innovative as it is heartfelt. Meet Solar Sandbox – a space physics simulator built on the Godot engine by developer totoriel. Despite a modest $17 raised toward a $1,000 goal, this indie project is a labor of love and a bold attempt to prove that passion can pay the bills—even when the naysayers (or parents) aren’t convinced yet.
🌌 Why Support Solar Sandbox? • Creative Innovation: Experiment with space physics in a beautifully crafted 2D universe. • Community-Driven: Join a growing Discord community for beta access, sneak peeks, and feature suggestions. • Indie Spirit: Help a determined solodev turn their passion into a full-time career, proving that even small projects can reach for the stars.
https://totoriel.itch.io/solarsandbox
Every donation, share, and word of encouragement makes a difference. Let’s show totoriel that the dream of a thriving indie game isn’t just possible—it’s within reach. Consider donating or simply spreading the word. Together, we can help Solar Sandbox shine!^___^

Trijam #312: The Weekly Challenge That Pushes Game Dev Limits
In the world of game jams, Trijam stands apart as a weekly challenge where developers attempt to build a fully playable game in just 3 hours. While longer jams allow for more polish and refinement, Trijam emphasizes rapid prototyping, creative problem-solving, and game design under extreme time constraints.
For Trijam #312, 15 entries were submitted, with 107 ratings given across 16 games, leading to some fascinating results. The spy-themed jam tested participants’ ability to build stealth mechanics, design quick but engaging levels, and balance visuals and sound—all in just three hours.
Spy Games: How the Entries Stacked Up
With such limited development time, each game brought its own approach to the theme. Some leaned into traditional stealth mechanics, while others took a more experimental route.
📌 Standout Trends in the Jam: • Gameplay first: Most high-scoring games focused on making the core mechanics fun and functional before adding extra polish. • Audio struggles: Sound design was consistently one of the lowest-rated categories, suggesting that many developers prioritized gameplay and visuals. • Theme integration varied: Some games fully embraced the spy narrative, while others loosely incorporated it. Serious Subterfuge, for example, scored #1 in theme despite ranking #12 in visuals and #14 in audio.
🔹 Spybot, the winner, took 1st place overall and also secured the top spot in audio, showing that even in a short time frame, careful sound design can elevate a game.
🔹 Cloak and Dagger, the runner-up, had solid balance across all categories but ranked #10 in theme fit, showing that execution sometimes outshines strict adherence to the prompt.
🔹 Spy Dispatch, ranked #4 overall, had the best visuals in the jam, proving that a strong aesthetic can leave a lasting impression.
🏆 Trijam #312 Winner: Spybot by Alebear
Spybot is a 2D platformer where players hack computers, avoid security cameras, and escape each level without getting caught. Despite being developed in just 3 hours and 32 minutes, it features a fully functional stealth system, tight platforming mechanics, and a well-integrated spy theme.
🔍 What Made It Stand Out: ✔ Well-executed platforming mechanics – The movement and hacking system feel smooth and intuitive. ✔ Sound design mattered – While many entries struggled with audio, Spybot’s atmospheric soundscape helped immerse players. ✔ Strong theme fit – Unlike some competitors, it fully embraced the spy concept, making players feel like a covert operative.
The biggest lesson learned? The developer noted they need to improve background design, admitting they got tired of looking at the default gray background.
📝 Quote from the comments: “Rage game. 8/10 would recommend.” – ADHD Stu
Trijam: A Training Ground for Rapid Prototyping
The Trijam format makes it one of the most intense and rewarding jams in the game dev community. With a new jam every weekend, it provides:
✔ Consistent practice – Regularly making games sharpens skills quickly. ✔ Creative constraints – The time limit forces devs to focus on the essentials. ✔ Community engagement – Weekly voting and streaming sessions offer valuable feedback.
While Spybot took the crown this week, every entry contributed to a fast-paced, high-energy jam that continues to challenge and inspire developers.
Looking forward to seeing what next week’s Trijam brings! 🚀

Gaming Like It’s 1923: Exploring the First Public Domain Game Jam
The public domain is more than just a legal technicality—it’s a living, breathing commons of culture, ready to be explored, remixed, and brought back to life. In 2019, for the first time since 1998, new works entered the public domain, breaking a two-decade drought. To celebrate this long-overdue event, Randy Lubin of Diegetic Games and Mike Masnick of Techdirt launched Gaming Like It’s 1923, a game jam dedicated to creating games inspired by the newly freed works of 1923.
From silent films and classic literature to poetry and deep archival finds, the jam invited developers to reinterpret history in playful ways, both through digital games and analog tabletop experiences. What emerged was a fascinating fusion of history, creativity, and game design, proving that public domain works are not relics, but sources of endless inspiration.
The Winning Games: A Celebration of Creativity
Over 31 entries were submitted, showcasing a mix of storytelling, mechanics, and artistic vision. The winners spanned several categories, highlighting the breadth of creativity that emerges when artists and designers are free to explore historical works without legal barriers.
🏆 Best Digital Game — Stopping by Woods on a Snowy Evening to Steal Treasure (Alex Blechman)
Robert Frost’s famous poem Stopping by Woods on a Snowy Evening might be a classic of American literature, but let’s be honest—it’s not exactly action-packed. This game remedies that by turning it into a hilarious Mad Libs-style adventure, where players revise the poem’s text to add thrills, drama, and, of course, treasure hunting.
https://alexblechman.itch.io/stopping-by-woods-on-a-snowy-evening-to-steal-treasure
📝 Why it stood out: ✔ Witty and self-aware – A cheeky remix that keeps the essence of the poem while embracing absurdity. ✔ Interactive storytelling – Players become co-authors, reshaping a classic piece of literature. ✔ Simple yet endlessly replayable – The structure encourages multiple playthroughs to create increasingly ridiculous versions of the poem.
🏆 Best Analog Game — Permanence (Jackson Tegu)
A solo tabletop RPG exploring themes of migration, identity, and longing, Permanence invites players to step into the lives of seven travelers, each searching for a home.
https://jackson-tegu.itch.io/permanence
📝 Why it stood out: ✔ Evocative storytelling – Uses mechanics to immerse players in personal narratives. ✔ Introspective & poetic – A meditative experience rather than a high-energy game. ✔ Public domain as an emotional tool – Leverages the timeless themes of history to create something deeply personal.
🏆 Best Adaptation — God of Vengeance (jrgoldb)
A tabletop RPG adaptation of Sholem Asch’s 1907 Yiddish play, God of Vengeance was newly in the public domain in 1923 and remains one of the most important plays in LGBTQ+ theater history.
https://jrgoldb.itch.io/god-of-vengeance
📝 Why it stood out: ✔ A historically significant adaptation – God of Vengeance was infamously censored in its time but is now celebrated as a landmark in queer theater. ✔ Respectful and modernized – The game transforms the play into an interactive role-playing experience while preserving its cultural weight.
🏆 Best Remix — Will You Do The Fandango? (Lari Assmuth)
A Commedia dell’Arte-inspired RPG, blending the Swashbuckling drama of the 1923 film Scaramouche with tabletop storytelling mechanics.
https://lari-assmuth.itch.io/will-you-do-the-fandango
📝 Why it stood out: ✔ A fresh take on classic storytelling – Takes historical performance art and integrates it into modern RPG design. ✔ Playful yet political – Encourages rebellion, humor, and improvisation, much like the Commedia itself.
🏆 Best Deep Cut — Not a Fish (J. Walton)
A game based on an obscure 1923 article about a man who argued that whales aren’t fish. Yes, really.
https://ludopolitics.itch.io/not-a-fish
📝 Why it stood out: ✔ Hilariously niche – The very definition of a deep cut. ✔ Transforms a historical oddity into gameplay – Players engage in a whale-classification debate as a structured game.
https://litrouke.itch.io/chimneysandtulips
🏆 Best Visuals (Tie!) — Chimneys and Tulips (litrouke) & The Garden of God (DreadRoach)
Both games brought striking visual aesthetics to their digital and analog formats, enhancing immersion and capturing the artistic richness of the 1920s.
https://dreadroach.itch.io/the-garden-of-god
Public Domain as a Game Design Resource
The real success of this jam wasn’t just in the individual games—it was in the process of rediscovery. This event, and the many that have followed, show how the public domain is an untapped wellspring of ideas for game developers, writers, and artists.
📌 Why public domain matters for game design: ✔ It unlocks forgotten stories – The past is full of rich narratives that deserve to be retold. ✔ It removes legal barriers – Creators don’t need to worry about copyright claims. ✔ It inspires innovation – Mash-ups, reimaginings, and adaptations become tools for creativity.
By revisiting lost works, developers not only breathe new life into historical art but also preserve and reinterpret culture for modern audiences.
Looking Forward: The Future of Public Domain Game Jams
Since 2019, the Gaming Like It’s… series has become a recurring tradition, with each new year bringing fresh works into the commons. The 2020 jam celebrated works from 1924, and similar events continue to run annually.
If you’re interested in exploring the public domain through game design, these jams offer a perfect opportunity to engage with history in an interactive way. And as more works enter the public domain each January, the possibilities only continue to grow.
One thing is clear: history is not static. It’s meant to be played with, adapted, and experienced anew. And thanks to Gaming Like It’s 1923, we can do just that.

Some game jams pop up once and disappear, but Devs That Jam Monthly has been a consistent, thriving event for developers looking for bite-sized challenges. Running on the last weekend of every month, this 36-hour jam provides a space for devs to test ideas, experiment, and push their creative limits—all within a supportive Discord community.
This month’s jam was moved forward to accommodate the Global Game Jam, but that didn’t stop developers from delivering some impressive small-scale projects.
Cherry’s Gridnition stood out as this month’s top entry, offering a minimalist puzzle adventure built on careful planning and resource management.
📌 Premise: You control a character navigating a grid-based world, tasked with lighting up every fireplace along the way. But there’s a catch—each move drains energy, meaning efficiency is key.
📌 Why It Works: ✅ Simple but engaging mechanics – Gridnition takes a basic concept and builds a thoughtful challenge around it. ✅ Minimalist aesthetic – Clean visuals ensure a focus on gameplay. ✅ Perfect for quick play sessions – It’s easy to pick up, but mastering it takes real strategy.
Made in Unity and playable in HTML5, Gridnition is another great example of how small jam games can offer polished, engaging experiences.
Why Devs That Jam Monthly Stands Out
With so many game jams out there, what makes this one special?
📌 It’s consistent – Every last weekend of the month, without fail. Regularity makes it a great habit-forming jam for devs looking to build their skills. 📌 It’s community-driven – Hosted through Discord, this U.K.-based hub is welcoming to industry professionals, indie devs, and aspiring creators. 📌 It encourages rapid iteration – With just 36 hours to build, it’s about quick execution over perfection—a fantastic training ground for any developer.
Whether you’re a seasoned game jam veteran or just dipping your toes into rapid development, Devs That Jam Monthly provides a reliable space to grow and experiment. Looking forward to seeing what next month brings!

https://qwertyprophecy.itch.io/mortholme
The Dark Queen of Mortholme: A Short, Powerful “Anti-Game” That Has Fans Hooked
Some games want you to win. Others want you to think. And then there’s The Dark Queen of Mortholme, a 20-minute interactive narrative that throws traditional game structures out the window in favor of philosophy, inevitability, and power dynamics.
Billing itself as an “anti-game,” this short yet emotionally charged experience puts players in the role of the Dark Queen, a seemingly all-powerful villain whose domain is threatened by an unrelenting hero. No matter what you do, they keep coming back.
Why Is This Game Gaining Traction?
The comments alone tell the story—players are deeply engaged, not just with the mechanics, but with the themes and emotions behind them. Some praise its unexpectedly philosophical nature, while others wish for more endings (or, as many put it, a romance route for the hero-killing protagonist).
“Surprisingly philosophical and emotional.” — JulienBrightside
“Thank you for creating this masterpiece.” — YueKaveh
“I am genuinely in awe of how good this game is.” — doomsterr
Meta-Narrative Meets Player Choice
At its core, The Dark Queen of Mortholme plays with the illusion of agency. You are given power, but only to a point. The hero’s progression and persistence mirror classic Souls-like tropes, but this time, the player is the boss—the one meant to fall so the story can move forward.
Some players have even tried gaming the system, finding ways to manipulate the hero’s patterns and force them to quit rather than achieving a conventional victory. Others feel deep sympathy for the Queen, lamenting her inevitable fate at the hands of an unrelenting protagonist.
What Fans Want Next
While the game is being received overwhelmingly well, fans have one major request:
📌 More endings. 📌 More interactivity. 📌 A romance route for the Queen. (Of course.)
With its strong writing, compelling gameplay loop, and powerful themes, The Dark Queen of Mortholme has already cemented itself as one of those indie gems that sticks with you. Whether the developers choose to expand on it remains to be seen, but one thing is clear—this game is making people feel something, and that’s always worth celebrating.
Here is a Link to Gameplay Footage https://youtu.be/ih5d7cLxiN8?si=SfnJPGC9EouoosuU

This bundle push type game jam is currently ongoing, and you’re welcome to stop by and give it a look.
It’s a beautiful showcase of active solo developers and small teams in the indie gaming space.
The event runs through April and all bundle sales are split between the creators.