PixelPicked for Developers

Build the game.
Build the audience
with it.

The missing layer of mobile gaming—from the first idea to the first 1,000 installs and everything that follows.

A mobile game should not meet its audience for the first time on release day. PixelPicked gives developers one connected place to establish the game early, build a wishlist and community, reach early game testers through Demo Builds, collect feedback, validate gameplay with no-SDK analytics, and create campaigns around the moments that matter. Every follow, play, response, and update adds to the same pre-launch history—so release begins with context and momentum instead of a cold start.

Establish demand early

Give people
a reason to care
before release.

Create the home, story, wishlist, and early community around the game while it is still being made.

  • 01

    Start from the idea stage

    Create a dedicated game page before the game is finished. Present the concept, development stage, visuals, studio, and what makes the game worth following.

    Game page
  • 02

    Enter human-curated discovery

    Every submitted game is reviewed for originality and effort before entering discovery, helping thoughtfully made work stand apart from low-effort listings.

    Curation
  • 03

    Build community through devlogs

    Publish mechanics, milestones, decisions, screenshots, and development stories. Give players context and a reason to return as the game evolves.

    Devlogs
  • 04

    Build a pre-launch wishlist

    Let interested players wishlist the game while it is still being made. Everyone on the wishlist is notified when the game launches.

    Wishlists

Let the game prove itself

More than
screenshots.
More than a trailer.

Let players experience the game, then combine what they say with what their sessions reveal.

  • 05

    Publish playable Demo Builds

    Reach early game testers with a full browser-playable build or a focused 5-, 10-, or 15-minute experience. Let the mechanics and feel market the game before asking for an install.

    Demo Builds
  • 06

    Understand players without an SDK

    Measure engagement with hosted Demo Builds without adding an analytics SDK. See sessions, retention, performance, progression funnels, interactions, and more.

    Analytics
  • 07

    Collect feedback and validate

    Capture structured responses from early game testers on gameplay, visuals, controls, difficulty, performance, highlights, pain points, and bugs—then validate decisions against behavioral data.

    Feedback
  • 08

    Compare build variants

    Use A/B variants to compare different mechanics or experiences. Review behavioral analytics and written feedback by variant before making the next decision.

    A/B testing

Turn moments into growth

Launch is not
one day.
Keep moving.

Create coordinated campaigns for meaningful moments and carry the same community into release and beyond.

  • 09

    Campaign important moments

    Run a campaign around a milestone, major update, new Demo Build, or release. Bring the update, followers, notifications, and discovery into one coordinated moment.

    Campaigns
  • 10

    Bring followers back

    Use meaningful updates and campaign notifications to reconnect the people already following the journey. Wishlisted players are notified when the game launches.

    Notifications
  • 11

    Run one campaign every 60 days

    Each game can run one PixelPicked campaign every 60 days, giving major updates and release their own opportunity to build concentrated community momentum.

    60-day cycle
  • 12

    Keep growing after release

    Keep the game page, wishlist community, devlogs, updates, campaigns, and curated discovery presence working after the store listing goes live.

    Continued growth

Common questions

Everything you
need to know.

Who can use PixelPicked for a mobile game?

PixelPicked is built for mobile game developers across team sizes, including solo developers, independent teams, and established studios. The workflow is designed around the stage and needs of the game rather than the size of the studio.

Can I submit a mobile game that is still an idea?

Yes. A game can establish its PixelPicked page from the idea stage onward. Developers can begin with the concept, artwork, description, and development story, then add devlogs, Demo Builds, feedback, analytics, campaigns, and release destinations over time.

How do PixelPicked wishlists work for developers?

Players can wishlist a game throughout pre-launch. The wishlist gives developers an early audience around the game, and everyone who wishlisted it is notified when the game launches.

What is a PixelPicked Demo Build?

A Demo Build is a browser-playable version of a mobile game that helps developers reach early game testers and lets players experience the game before installing. Developers can share a full playable build or set a focused 5-, 10-, or 15-minute experience, then use feedback and analytics to validate the game.

How does PixelPicked analytics work without an SDK?

PixelPicked measures engagement with Demo Builds hosted on the platform. Developers can review sessions, retention, performance, progression funnels, interactions, and build-level behavior without adding a separate analytics SDK to the game. This no-SDK coverage applies to the hosted Demo Build, not automatically to the separately installed app-store version.

Can developers compare multiple Demo Build variants?

Yes. Developers can use A/B variants to compare different builds or mechanics. Analytics and player feedback can be reviewed by variant to support the next product decision.

Are PixelPicked campaigns only for release day?

No. A campaign can promote a meaningful milestone, major update, new Demo Build, or release. It coordinates the update, followers, notifications, community response, and discovery around one important moment.

How often can a developer run a campaign?

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

What happens after the mobile game is released?

The game keeps its page, wishlist community, followers, devlogs, updates, campaigns, and discovery presence. Developers can continue publishing progress and building momentum after release.

One connected pre-launch history. A game page, wishlist, community, Demo Builds, insight, and campaigns that compound instead of starting over at every milestone.

First idea. First 1,000. And beyond.