Winners of the First Xogot Jam!
The results are in! Our very first Xogot Game Jam has wrapped up, and we were blown away by the creativity and experimentation from everyone who participated.

The results are in! Our very first Xogot Game Jam has wrapped up, and we were blown away by the creativity and experimentation from everyone who participated. It was also great to see participants jump in and help each other out in the Xogot Discord. Whether you were test-driving the iPad development experience, adapting a desktop workflow, or building something totally new, we’re so glad you joined us for this experiment — and we’re incredibly proud of what the community produced.
Xogot Jam Highlights
We were genuinely inspired by the many ways developers embraced the iPad as a complete creative platform. From artwork created in Procreate and Pixquare to 3D models sculpted in Nomad Sculpt, to music composed in Logic Pro for iPad - and even version control managed with Working Copy and iSH - projects came together on iPad in Xogot. Some developers even published their games and submission pages directly from their iPads.
Winners
First Place: Rollbit by Joseph Smithberger
A physics-based action puzzle game that lets you steer a rolling rabbit through a maze using the iPad's (or phone's) motion sensors to guide your way.

Joseph Smithberger (Woafie) created 3D models in Nomad Sculpt and character art in Procreate, then built the game in Xogot with a workflow that spanned both iPad and MacBook via Git, managed using Working Copy. You can read more about Rollbit’s development in this excellent devlog.

Rollbit stood out for its presentation, creativity, and use of theme, as well as its thoughtful use of the iPad. Rollbit took second place in all categories, placing it first in overall score across all categories.
Second Place: Arco by Grublady
Grublady took an almost too-close-to-call second place with Arco, a hands-on rotational rhythm game that also takes advantage of players' motion sensors to embrace Xogot Jam's "You're holding it wrong" theme.

Arco was developed entirely on iPad, including a soundtrack that was composed and produced in Logic Pro, visuals drawn in Procreate, and gameplay built from scratch in Xogot. Even the itch.io page was written and submitted from the iPad.

To top it all off, Grublady published source code for the entire game.
Third Place: Barcode Blunder by Draint
A 3D puzzle game that challenges players to properly scan awkwardly a never-ending barrage of incoming grocery items by rotating them to find just the right angle, brilliantly embracing the theme of “You’re holding it wrong.”

Honorable Mentions
- Soda Stacker by pza - An at-times frustrating stacking game that embraces the "holding it wrong" theme by having players use onscreen controls to arrange aluminum cans with a pair of tongs.
- First Handshake in a Long Time by Travh98 - A handshake simulator that takes advantage of the Godot Virtual Joystick Addon to enable touchscreen support.
- Pieces of Us by Jhello - A short game (with multiple mini-games) about helping the people in the town where everyone forgot how to hold it right.
Thank you to everyone who participated! We were thrilled to see not just the creativity on display, but the sense of community and the ways developers are helping shape the iPad into a serious platform for game creation.
If you didn’t get a chance to participate this time, stay tuned: We’ll be announcing the next Xogot Jam soon! In the meantime, if you'd like to use Xogot in an upcoming game jam, we’re happy to help support you with a free month of Xogot. Fill out this request form to get started.