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GitHub Game Off 2026: dates, rules and a workflow for any engine

By the Cosindra team · Updated October 28, 2026

GitHub Game Off 2026 is a month-long game jam hosted by GitHub on itch.io: the theme is announced on November 1, 2026, and your game goes into a public GitHub repository before December 1 at 13:37 PST. Any engine is fine, because the jam page says "Use whatever programming languages, game engines, or libraries you like." The page has no rule about generated assets or the tools you make assets with, and it links no separate rules document.

This guide sets out the dates and the rules that matter for tools and assets, quoted from the jam page we read on October 28, 2026. Then it shows which Cosindra workspaces and free tools fit each engine, what is free and what costs credits. We build Cosindra, so weigh what we say about it with that in mind. The jam page is what counts, and nothing here is legal advice. Not affiliated with or endorsed by GitHub.

The dates

The jam page gives the deadline and the end of voting in Pacific time; the itch.io submission window shows the same moments in UTC. The countdown on the jam page converts to your own time zone.

WhatWhen (as published)UTC
Theme announcedNovember 1, 2026
Submissions open on itch.ioNovember 1, 2026November 1, 21:37
Deadline to push your gameDecember 1, 13:37 PSTDecember 1, 21:37
Voting endsJanuary 1, 2027, 13:37 PSTJanuary 1, 21:37

How to take part

  • Create a free GitHub account if you do not have one, then select "Join jam" on the itch.io page. You can sign in to itch.io with GitHub.
  • The jam page asks you to "Create a public repository. Store your source code on GitHub" and to "Push your game before December 1 at 13:37 PST." Then "Submit your game on itch.io".
  • A public repository means anyone can see what you commit, including art, models and sound. Before you commit an asset you did not make, check that its license lets you publish it that way.
  • After the deadline "participants will vote on each other's games" in six categories: Overall, Gameplay, Graphics, Audio, Innovation and Theme Interpretation.

What the rules say about tools and assets

  • Any engine, any language: "Use whatever programming languages, game engines, or libraries you like." The page suggests engines such as Godot, Unity, Unreal Engine, Phaser, Bevy and LÖVE.
  • Generated assets: the jam page we read on October 28, 2026 says nothing about them, for or against, and it links no separate rules document. We could not find one. If it matters to your team, ask in the jam's community tab before you start.
  • Because the page is silent, our suggestion is to list on your itch.io page the tools you used and every asset you did not make, with its license. That is a courtesy to voters, not a published rule.
  • What you make with Cosindra is yours: our Terms of Service say "You retain all rights to the content you create using Cosindra", so you can publish it in your public repository.
  • Items someone else made, such as a MotionSmith gallery motion or another user's public MaterialForge material, are not your own work. Credit them like any other third-party asset.

Which Cosindra workspaces fit your engine

Each workspace runs in your browser and exports for the engines below. Cosindra Desktop, the free app that applies results into an open editor, works with Unreal Engine 5.7 and 5.8 only. In Unity, Godot and Blender every result reaches your project as a download.

  • For the other engines and frameworks on the jam page we have no packs. A WorldWeaver GLB is a standard file and MaterialForge maps are plain images, but we have not tested them there.
WorkspaceUnreal 5.7 or 5.8UnityGodot 4Blender
WorldWeaverWorld Pack: Python builder or Landscape filesGLB pack (glTFast), optional native terrainGLB pack, optional native terrainScene pack with an installer script
MaterialForgeMaps and recipe, or Apply in UE5OpenGL maps, or an HDRP set with a mask mapOpenGL mapsOpenGL maps
RigMasterFBX on the Manny skeleton, or Apply in UE5Mixamo-named FBX for the Humanoid avatarglTF with Godot humanoid bone namesBlender pack with an import preset
MotionSmithFBX on the Manny skeleton with root motionNot yetGLBGLB or BVH
BlueprintStudioEvent Graphs to paste as T3DNoNoNo

A jam month with Cosindra

  • Week 1, plan before you spend. On Unreal, BlueprintStudio's planning step is free: describe a system and check the plan before you generate. WorldWeaver's Brief Check is free too and tells you what a terrain brief is missing.
  • Make the big pieces once: the play space in WorldWeaver (6 credits a world), the surfaces in MaterialForge (4 credits a material), and a humanoid character rigged in RigMaster from 18 joint markers you place (15 credits a rig, with 5 free polish rounds).
  • Add custom moves with MotionSmith on Unreal, Godot or Blender: one prompt is 5 credits for all 4 takes.
  • Compare results in the browser and download only what you will ship (see "What is free and what costs credits").
  • Keep a short log as you go: which tool made what, and what you fixed by hand. It becomes the credits on your itch.io page.

The three free tools

They run in your browser with no account, and nothing is uploaded.

  • Texture channel packer: packs AO, roughness and metallic into an Unreal ORM texture or a Unity HDRP mask map, and flips a normal map's green channel between DirectX (Unreal) and OpenGL (Unity, Godot, Blender).
  • UE5 skeleton checker: compares a GLB, glTF or FBX character with the UE5 Manny skeleton. Useful on Unreal, or before you send a character to RigMaster.
  • Steam capsule checker: not a jam tool: if your jam game heads to Steam afterwards, it previews one image at every Steam capsule size.

What is free and what costs credits

A new Cosindra account starts free with no card: eligible new accounts get 50 one-time signup credits, and the free Starter plan adds 30 credits every month, so the first month has 80 credits. That is the normal free start for everyone; we have no jam codes or extra credits to offer.

Starter includes one free download, shared across products, so on the free plan one result reaches a Unity, Godot or Blender project. RigMaster's Apply in UE5, through the free desktop app, is never download-locked. More downloads come with a paid plan (from $9.99 a month for 150 credits) or a one-time credit pack ($5 for 50 credits, $10 for 100 or $20 for 200), whose credits never expire and which opens downloads for 15 to 30 days.

ToolCredits eachWhat 80 credits buyFree step
RigMaster155 rigs5 polish rounds after each rig
BlueprintStudio108 graphsPlanning a graph
WorldWeaver613 worldsBrief Check
MaterialForge420 materialsAdjusting a finished material
MotionSmith516 promptsAll 4 takes of a prompt are one price

If your team skips generated assets

The Game Off page does not forbid generated assets. If your team wants a game without them anyway, these parts of Cosindra work on what you already have and make no art for you:

  • The three free tools above.
  • BlueprintStudio's free planning step on Unreal: a written plan of a system, which you can wire by hand.
  • RigMaster: it fits the UE5 Manny skeleton to your own humanoid mesh from the joint markers you place, for 15 credits. The mesh stays yours.

Honest limits

  • Cosindra Desktop and its editor assistant work with Unreal Engine 5.7 and 5.8 only. Nothing in Cosindra connects to the Unity, Godot or Blender editor.
  • MotionSmith has no Unity export yet, and BlueprintStudio writes Unreal Blueprint graphs only.
  • RigMaster rigs humanoids only.
  • Generated results are a fast first version. Playtest and fix by hand; voters score gameplay, graphics, audio, innovation and theme.
  • Cosindra is not a sponsor or partner of Game Off, and there are no jam codes or extra credits.

Open the tools

Sources

Dates and quotes on this page come from these pages, read on October 28, 2026. Cosindra facts come from our own product. Not affiliated with or endorsed by GitHub.

Jam Pass

7 days of Pro for your jam, one payment of $5

No subscription and nothing renews. Pro ends by itself after 7 days.

  • Every product: Downloads and exports of your rigs, worlds, materials, graphs and motions, with no Starter download limit
  • RigMaster: The face rig (jaw, eyes and eyelids fitted to your mesh) and face animation downloads on the 52 ARKit shapes
  • WorldWeaver and MaterialForge: The Pro Engine option for higher quality results

Checking your account

Frequently asked questions

When is GitHub Game Off 2026?

The theme is announced on November 1, 2026, and you push your game before December 1 at 13:37 PST (21:37 UTC). Voting ends on January 1, 2027, at 13:37 PST.

Can I use any engine in Game Off?

Yes. The jam page says "Use whatever programming languages, game engines, or libraries you like." Your source code goes into a public GitHub repository.

Does Game Off allow generated assets?

The jam page we read on October 28, 2026 does not mention them and links no separate rules document. Ask in the jam's community tab if it matters to your team, and list the tools and third-party assets you used on your itch.io page.

Which Cosindra tools work with Unity, Godot and Blender?

WorldWeaver (terrain packs), MaterialForge (OpenGL maps, plus an HDRP set for Unity) and RigMaster (a Unity FBX, a Godot glTF and a Blender pack) export for all three. MotionSmith exports for Godot and Blender but not Unity yet. BlueprintStudio and Cosindra Desktop are for Unreal only.

Is Cosindra free for a Game Off entry?

You can start free with no card. Eligible new accounts get 50 signup credits and the Starter plan adds 30 a month, so the first month has 80. Starter includes one free download, shared across products, and the three free tools need no account. There are no jam codes or extra credits.

Is Cosindra part of Game Off?

No. Not affiliated with or endorsed by GitHub. This is our own guide for entrants who want to use our tools.

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