PixelPicked Docs

The pre-launch capability reference.

A detailed guide to how developers build momentum, how players discover and shape games, and how PixelPicked connects the journey from first idea to the first 1,000 installs—and beyond.

Documentation section

Platform fundamentals

What PixelPicked is, how the two-sided platform works, and what pre-launch covers.

What is PixelPicked?

PixelPicked is the missing layer of mobile gaming, connecting developers building toward release with players looking for what is worth playing next.

The missing layer

App stores are designed primarily for distributing finished games. PixelPicked covers the connected work that begins much earlier: establishing the game, building a community, sharing progress, making the experience playable, learning from players, and creating momentum around important moments.

The journey can begin with an idea and continue through the first 1,000 installs and beyond. Release is an important moment inside that journey, not the point where PixelPicked stops working.

Two sides of the same system

  • Developers bring games, devlogs, Demo Builds, updates, and campaigns.
  • Players bring discovery, attention, play, feedback, follows, and promotion.
  • PixelPicked connects those actions into a persistent pre-launch history and community around each game.

The pre-launch lifecycle

Pre-launch starts when a game is ready to be shared—not only during the final weeks before release.

A continuous journey

  • Idea: establish the concept and give people something to follow.
  • Development: publish devlogs and make progress visible.
  • Playable: share a Demo Build and let players experience the game.
  • Learning: combine structured feedback with behavioral analytics.
  • Momentum: run campaigns around milestones, updates, new demos, and release.
  • Growth: keep the page, community, updates, and discovery presence active after release.

What stays connected

The game page, followers, devlogs, playable experiences, player responses, and campaigns belong to one history. Developers do not need to rebuild the audience and story for every new milestone.

Documentation section

Developer capabilities

A detailed reference for presenting a game, building community, learning from players, and creating momentum.

Game pages and curation

Create a durable home for a mobile game from its first public idea through release and continued development.

What a game page brings together

  • The game name, description, genre, development status, and visual identity.
  • Screenshots, artwork, trailers, and playable Demo Builds.
  • Devlogs, followers, feedback, campaigns, and release destinations.
  • The developer or studio behind the game.

Human review

Submitted games are reviewed by people before entering curated discovery. Review protects the quality of the player experience and helps original, thoughtfully made work stand apart from clones, direct asset flips, and low-effort listings.

A game does not need to be finished to establish its page. It needs enough substance for people to understand what is being made.

Devlogs and community building

Turn development progress into a story players can follow and participate in.

What to publish

  • New mechanics, systems, levels, characters, and art direction.
  • Design decisions, experiments, tradeoffs, and lessons learned.
  • Screenshots, clips, prototypes, before-and-after comparisons, and milestones.
  • Questions that invite players into a useful discussion.

How community compounds

Devlogs give followers a reason to return before the game is released. Over time, that repeated context makes Demo Build feedback more informed and gives important updates and campaigns an audience that already understands the game.

Followers can stay connected through development, release, and later updates. The relationship is not reset on launch day.

Demo Builds

Reach early game testers and let players experience a mobile game in the browser before asking them to install it.

Full and focused experiences

  • Publish a full browser-playable build when the complete experience is appropriate.
  • Offer a focused 5-, 10-, or 15-minute experience when a shorter introduction serves the game better.
  • Reach early game testers without adding install friction to the first experience.
  • Use Demo Builds during development, alongside a campaign, or as an interactive preview near release.

More than a trailer

Screenshots and trailers show how a game looks. A Demo Build lets the mechanics, controls, pacing, and feel make the case directly. Players can try the experience before installing the final mobile game.

Demo Builds are browser-playable HTML exports hosted within the PixelPicked experience. The final released game can still be distributed through its normal app-store destinations.

Time limits are optional. A Demo Build can be full-length or configured as a shorter 5-, 10-, or 15-minute experience.

Analytics without an SDK

Understand how players engage with hosted Demo Builds without adding an analytics package to the game.

How it works

Analytics operate around Demo Builds hosted on PixelPicked. This removes the need to integrate a separate analytics SDK or manually instrument the game simply to learn from a pre-launch demo.

Available signals

  • Sessions: playtime, active time, session count, and session length.
  • Retention: return behavior across Day 1, Day 3, and Day 7 windows.
  • Performance: frame-rate context, device context, and crash information.
  • Progression: level starts, completions, and funnel drop-off.
  • Interaction: click and interface engagement patterns.
  • Build comparison: understand how different Demo Build versions or variants perform.

The no-SDK analytics described here apply to Demo Builds hosted on PixelPicked, not automatically to the separately installed app-store version of a game.

Structured player feedback

Collect feedback from early game testers and validate the game with responses tied to the experience they actually played.

What feedback can cover

  • Overall experience and gameplay quality.
  • Visual presentation, clarity, controls, difficulty, and performance.
  • What the player liked and what created friction.
  • Bugs, crashes, and contextual notes from the play session.

Feedback plus behavior

What early game testers say and what they do answer different questions. Structured feedback explains perception; Demo Build analytics show behavior. Used together, they help validate the game and give developers a more complete view of what to improve and what to preserve.

Campaigns for updates and release

Coordinate the community around milestones, major updates, new Demo Builds, and release—not only a single launch day.

What can become a campaign

  • A meaningful development milestone or reveal.
  • A major update, new version, or substantial content drop.
  • A new or updated Demo Build players can experience.
  • The release of the game on its final distribution platforms.

What a campaign connects

A campaign brings the update, game page, Demo Build, followers, notifications, community response, and discovery together. Players can support and promote the moments they believe deserve attention, helping them travel beyond the existing follower base.

Each game can run one PixelPicked campaign every 60 days. Developers can use that campaign for the important moment that matters most in that cycle, including a milestone, major update, new Demo Build, or release.

After the campaign

The game keeps its followers, content, and discovery presence. Campaigns add to the game's history rather than replacing it, so later updates can build on earlier momentum.

Documentation section

Player capabilities

How players discover mobile games early, experience them, influence development, and help great work travel.

Curated discovery

Find upcoming and newly launched mobile games through human review, development activity, community signals, and editorial curation.

Discover more than finished listings

PixelPicked discovery can begin with concept art or an early devlog and continue through playable demos, campaigns, release, and later updates. Players see both the game and the story of how it is being made.

Signals used across discovery

  • Human review for originality and effort.
  • Genres, development stages, and game status.
  • Devlogs, new Demo Builds, updates, and campaigns.
  • Community follows, feedback, support, and promotion.
  • Editorial selections and The Weekly Pixel newsletter.

Play, follow, and shape games

Move from passive discovery to meaningful participation in a game's pre-launch journey.

Play before installing

When a Demo Build is available, players can experience a full build or a focused time-limited version in the browser before installing the final game.

Follow the development story

  • Follow games that look promising and return to their evolving pages.
  • Read devlogs and see mechanics, visuals, and decisions change over time.
  • Receive meaningful updates about games you care about.

Shape what gets made

Players can respond to devlogs and share structured feedback after playing. Thoughtful responses help developers understand what is working, where friction appears, and which parts of the game are worth pushing further.

Support updates and launches

Help the games and moments you believe in reach more players.

Promotion is not limited to release

Players can support meaningful milestones, major updates, Demo Builds, and releases. This gives attention to the moments that move a game forward, even when the final release is still some distance away.

Community and editorial reach

  • Community support helps surface games and campaigns within PixelPicked.
  • Curated selections can introduce strong work to people outside its current followers.
  • The Weekly Pixel can highlight games, updates, and developer stories worth knowing about.

Documentation section

Account, notifications, and trust

How roles, notifications, community standards, and current access fit into the platform.

Roles and notifications

Developers and players use the same ecosystem with experiences shaped around the actions relevant to them.

Developer and player experiences

A developer can still discover, follow, and play games. A player experience emphasizes discovery and participation, while the developer experience adds tools for managing games, content, Demo Builds, insight, and campaigns.

Meaningful notifications

  • Devlogs and important development updates.
  • New Demo Builds and campaign activity.
  • Milestones, major updates, and releases.
  • Relevant community interactions and responses.

Notification availability and delivery channels can depend on account settings, device permissions, and the specific activity published by a game.

Community standards and early access

Human curation and constructive participation keep the two-sided platform useful.

Community expectations

  • Represent games, progress, identity, and player experience honestly.
  • Keep feedback specific, constructive, and relevant to the game.
  • Do not manipulate community signals, impersonate others, harass people, or post spam.
  • Use reporting tools when a game, devlog, response, or account violates platform standards.

Current access and pricing

PixelPicked is currently available at no cost during early access. The long-term revenue model, plans, and prices are still being developed. Current availability is not a permanent pricing commitment.

Capability FAQ

Common questions, clearly answered.

What capabilities does PixelPicked provide?

PixelPicked provides game pages, devlogs, community building, access to early game testers through full and time-limited Demo Builds, structured feedback, validation through analytics on hosted demos without an SDK, curated discovery, notifications, campaigns for updates and release, community promotion, and The Weekly Pixel newsletter.

Can a game join PixelPicked before it has a playable build?

Yes. A game can establish its page from the idea stage onward. Developers can begin with the concept and development story, then add devlogs, Demo Builds, feedback, analytics, campaigns, and release links as the game progresses.

Are all Demo Builds time-limited?

No. A Demo Build can be a full browser-playable build or an optional 5-, 10-, or 15-minute experience.

Does no-SDK analytics cover the installed mobile game?

The no-SDK analytics described in PixelPicked Docs apply to Demo Builds hosted on PixelPicked. They do not automatically instrument the separately installed app-store version of the game.

Are campaigns only for a game's release?

No. Campaigns can support meaningful milestones, major updates, new Demo Builds, and release. Each game can run one campaign every 60 days, coordinating followers, notifications, community response, and discovery around the most important moment in that cycle.

What can players do besides discover games?

Players can follow development, read devlogs, play Demo Builds before installing, share structured feedback, receive meaningful updates, and support or promote games and campaigns they believe in.

Ready to use the platform?

Bring the game. Or find it first.