Eclipse Publishing $500 Game Jam
OUR OWN JAM · 96 HOURS · $300 FIRST PRIZE
We're putting up $500 and playing every single entry ourselves — no community voting. Open worldwide, and you keep 100% of your game.
What we do
We make games.
And we publish them. We're a handful of people in Buffalo, New York — we build our own titles, and we put our name behind games from developers we believe in.
We make games
Project Titan is ours — free, multiplayer, coming to itch.io. Building our own is how we know what publishing one actually takes.
See Project TitanWe publish them too
Store pages, marketing, platform paperwork, launch. The months of work that sit between a finished game and people playing it.
Submit your gamePublishing
You made it. We'll help it land.
Finishing a game and launching one are different jobs, and the second one eats months you'd rather spend making things. That part is ours.
What we take on
- Store pages, capsule art, trailers and the launch checklist
- Marketing, press and getting it in front of content creators
- Platform paperwork, age ratings and release logistics
- A second pair of eyes on the build, if you want them
What stays yours
- Your IP. Your code, your art, your characters — all yours.
- Creative control. We advise; you decide what the game is.
- The right to walk. No perpetual lock-in on your next game.
What we look for
Fun in the first minute
We care more about how a game feels to hold than how it looks in a trailer.
Playable beats polished
A rough build we can play tells us more than a pitch deck ever will.
Any size team
Solo devs, first-timers, students — we've all been the small team on the outside.
Every submission is read by a person.
You'll hear back either way, and you can watch the status from your account instead of wondering whether it arrived.
Why we exist
Fun first.
Everything else is negotiable.
Somewhere along the way the industry decided games needed to be bigger, prettier, and more like each other. We think a game lives or dies on whether it's fun in the first ten seconds.
So that's what we build for — and it's the only thing we really look for in the games we publish.
01
We don't chase charts
We don't build what's trending. We build the game we'd cancel our weekend for — and we look for the same instinct in the games we publish.
02
Independent on purpose
No publisher above us, no investors steering the roadmap. What ships is what we actually meant to make, for better or worse.
03
Small on purpose too
A tight team means your work ships instead of dying in review. It also means we answer our own email — every message reaches a person here.
Building something that puts fun first?
We want to see it.
Come say hello.
There's no contact form maze here. Whatever you pick, a person reads it and a person writes back — usually within a couple of days.
You made a game
We publish games from small developers, and we'd genuinely like to see yours.
Submit it →You need help with something
A game of ours giving you trouble, or a question about a submission.
Support →You want to work here
We hire for the thing you can't fake — caring about how it feels to play.
Open roles →None of the above?
Questions, ideas, or just wanting to chat about games — all welcome.
Heads up — we're moving to a new email soon. This inbox is still monitored.