Gameathlon From Undergrowthgames

Gameathlon From Undergrowthgames

You’ve got an idea for a game. But it’s been sitting there. Untouched.

For weeks.

Why? Because no deadline means no momentum. And no structure means no clue where to even begin.

I’ve watched people stall out like this for years.

Especially before their first jam.

The Gameathlon From Undergrowthgames isn’t just another weekend event.

It’s built so you finish something real (even) if you’ve never shipped a game before.

Past participants told me the same thing: “I didn’t think I could do it… until I did.”

That’s not luck. It’s because the schedule is tight but fair. The tools are simple.

The support is real.

This guide walks you through exactly what the Gameathlon is, how to join, and why it works (whether) you’re brand new or have shipped five games already.

No fluff.

Just the steps that get you from blank screen to playable build.

What the Gameathon Actually Is (Not Just Another Jam)

The Gameathon is Undergrowth Games’ 72-hour sprint to make a game from nothing.

It’s online. Always has been. You show up, get the theme, and build.

No travel. No venue booking. Just your laptop and whatever caffeine you need.

I’ve done three. Missed one because my router died mid-theme drop. (True story.)

They reveal the theme at the start. No hints. No teasers.

Just a single phrase. Like “Echo” or “Fault Line”. Dropped at midnight.

That moment matters more than people think. It forces focus. Kills overplanning.

Makes you pick one idea and run with it.

Who can join? Anyone who can code, draw, write, or hum a tune into Audacity.

Solo devs. Teams of four. Artists who’ve never touched Unity.

Sound designers who think C# looks like ancient runes.

It’s not about polished games. It’s about shipping something that breathes.

Creativity? Yes. Community?

Absolutely. I’ve met collaborators in Discord voice chat who are still shipping games together two years later.

Rapid prototyping? That’s the point. You learn what works in 30 minutes.

And what dies by hour six.

Winning isn’t the goal. Finishing is. Sharing is.

Laughing when your character walks through walls for 45 minutes straight is mandatory.

The Gameathlon From Undergrowthgames is just one name people sometimes misread. Don’t sweat it.

Growthgameline is where they post rules, deadlines, and past winners. Check it before you commit.

Some jams hype prizes. This one doesn’t. There’s no cash.

No trophy.

There is a shared gallery. A live stream on the final day. And a Discord channel that stays open long after the clock hits zero.

I’ve seen games made in 72 hours get picked up for indie festivals.

I’ve also seen games crash on launch and still earn standing ovations in chat.

That’s the point.

You’re not building a product.

You’re proving you can start. And finish (something) real.

You can read more about this in Game event under growthgameline.

Try it once.

How to Join the Gameathlon: No Fluff, Just Steps

I signed up for the Gameathlon From Undergrowthgames last year. It took me 12 minutes. Most of that was waiting for the page to load.

Step one: find the official announcement. Check Undergrowthgames’ homepage first. Then their Twitter and Discord.

That’s where they drop dates and rule updates. Don’t trust third-party forums. I saw someone miss the deadline because they waited for a Reddit post to go up.

(Spoiler: it never did.)

Step two: register. You pick “individual” or “team” right on the sign-up form. No paperwork.

No ID scan. Just email and a team name if you’re grouping up. Prerequisite?

Just be over 13. That’s it.

Step three: prep before kick-off. Test your build tools before day one. Git, Unity, Godot (whatever) you use, make sure it launches and saves.

If you’re on a team, pick a comms channel and stick to it. Slack, Discord, carrier pigeon (fine.) Just don’t start texting screenshots at midnight.

Step four: during the event. You build. You test.

You tweak. The theme drops at start time (no) early leaks. Stick to it.

Judges notice when you pivot into “space shooter” after signing up for “cozy gardening sim.” (Yes, someone tried.)

Step five: submit. Upload your build, README, and a 90-second gameplay video to the submission portal. Deadline is strict.

Not “close-ish.” Midnight PST. Period. Forget the video?

Your entry gets flagged. I’ve seen solid games disqualified over a missing MP4.

Pro tip: record your video while you’re testing. Saves time. And stress.

You’ll get confirmation within 2 hours. If you don’t? Hit up their Discord #submissions channel.

Not email. Not Twitter DMs. That channel.

Now go build something weird.

Gameathon Survival Mode: Skip the Panic, Build Something Real

Gameathlon From Undergrowthgames

I’ve done three Gameathlons. Two were messy. One was fun.

Here’s what I wish someone told me before Day 1.

Start with one mechanic. Not a story. Not a world.

Not even a character. Just one thing that works (like) jumping, shooting, or swapping tiles. Get it smooth.

Then stop. Everything else is noise until that core feels right.

You’ll waste hours trying to build “the full game.” Don’t.

Day 1: Make that mechanic work. Day 2: Add just enough art and sound to test it with real eyes. Final 6 hours: Fix crashes.

Cut features. Rename variables. Ship.

That schedule isn’t magic. It’s just honesty about how time evaporates.

Teams? Assign roles before coding starts. Not “artist” and “programmer” (try) “who merges PRs” and “who tests every build.” Check in every 3 hours.

Even if it’s just “still alive?” and “yes.”

No one wins a Gameathon for communication. But plenty lose because no one knew the save system broke at noon.

Use tools you already know. Unity? Great.

Pico-8? Also great. Don’t learn Godot during the event.

Same with assets: grab CC0 sprites or free SFX from Game event under growthgameline (but) read the license. Twice.

The goal isn’t perfection. It’s finishing something you’d show a friend without apologizing.

Gameathlon From Undergrowthgames rewards that. Not polish. Not scope.

Just proof you shipped.

Did your game run for 60 seconds? That counts. Did it crash twice?

Still counts. Did you laugh while fixing it? That’s the win.

Beyond Winning: What You Actually Get From Gameathlon

I stopped caring about trophies after my first Gameathlon From Undergrowthgames.

What stuck wasn’t the ranking. It was the project I shipped in 48 hours. A broken prototype, sure.

But it worked. And it’s still on my portfolio.

You learn faster under pressure than you do in six months of tutorials. I rewrote a physics engine mid-event because the docs lied. (They always lie.)

Feedback comes fast. And from people who’ve shipped real games. Not professors.

Not forums. Real humans with shipping scars.

You’ll meet someone who fixes your bug and becomes your co-founder. Or your art director. Or your voice actor.

(Yes, that happened.)

Community isn’t buzzword fluff here. It’s Slack DMs at 3 a.m. and shared GitHub repos that outlive the event.

The Undergrowthgameline Hosted Event is where that starts.

See how it runs

Ready to Create? Your Gameathon Journey Starts Now

I know that blank screen. That “where do I even begin?” feeling.

You stare at the editor. Nothing loads. No momentum.

Just doubt.

That’s why Gameathlon From Undergrowthgames exists.

It gives you a hard deadline. A working structure. And real people cheering you on.

Not just watching.

You’ll ship a game. You’ll learn something new. You’ll find your people.

No more waiting for “the right time.” There is no right time. There’s only now (and) this.

Most folks stall because they think they need permission. They don’t.

They need a start date. A plan. A nudge.

The next Gameathon is already scheduled.

Go to the Undergrowth Games website right now. Find the date. Sign up.

Your first build starts the second you hit register.

Do it.

About The Author

Scroll to Top