The complete guide to embedding your itch.io catalog on your website
itch.io is the open, indie-first storefront for games, tools, assets, comics, zines and soundtracks. It was founded in March 2013 by Leaf Corcoran as a side project, originally as a place to host his own work and the work of friends, and grew into the place where indie devs ship their first prototype, where seasoned indies run pay-what-you-want sales, where Bitsy and Pico-8 communities post their entire catalogs, where the experimental art-game scene actually lives in 2026, and where every major game jam (Ludum Dare, GMTK Game Jam, Global Game Jam, Brackeys Game Jam, Strawberry Jam) hosts submissions and rankings. The catch: itch.io is a marketplace with a house style, not your personal site, and the native embed only handles one project at a time as an iframe. If you ship more than a single project, or run multiple jams a year, or sell tools alongside games, or want devlogs to live next to releases on your own domain instead of behind a click on itch.io, you need a real catalog widget. This guide walks through what actually matters when you bring your itch.io catalog onto your own domain in 2026: the indie ethos baked into the storefront, the right way to render pay-what-you-want pricing, why jam culture deserves first-class filtering, why non-game project types (tools, assets, comics, zines, soundtracks) need their own card templates, and why widget performance is the difference between ranking on page 1 and ranking on page 4 for your own dev name.
03
Game jam culture and the jam portfolio page
itch.io is the de facto home of game jams on the open web. Ludum Dare migrated its official hosting to itch.io and now runs jam submissions and rankings on the platform every quarter. GMTK Game Jam, organized by Mark Brown of Game Maker's Toolkit, draws 5,000+ entries per year hosted on itch.io and consistently ranks as one of the largest game jams in the world. Global Game Jam runs many of its site-level submissions through itch.io. Brackeys Game Jam, Pirate Software's GameJam, the Strawberry Jam, the Pico-8 Jam, the Bitsy Jam, the Cozy Autumn Jam, and dozens of smaller themed jams all live on the platform. For a jam-active dev, the catalog is not just 'games I made' but 'jams I shipped' (theme constraint, ranking, time pressure, team size, scope). Most generic catalog widgets cannot tell the difference between a 48-hour Ludum Dare entry and a 2-year commercial release, which is exactly the difference jam devs want surfaced when they show their work to recruiters, publishers, or collaborators. Poper supports jam filtering by jam slug (for example ludum-dare-55, gmtk-2026, brackeys-12) or by year, surfaces the placement and the per-category rating (Innovation, Theme, Mood, Audio, Graphics, Game Feel, etc.) from itch.io's jam ranking system on each card, and lets you build a dedicated 'Jam Portfolio' page that shows only your jam entries. Recruiters can see your shipping cadence and your jam track record at a glance, which is a much stronger signal than a static resume bullet point.