
One price. Every update free, forever — no subscription, no DLC, no credit meter. AltusPixel is a focused pixel-art suite for game devs: draw, shade, and animate — linked-cel frames, tweens, and early bone rigging — then auto-export a game-ready atlas to Godot and Unity every time you save.
Price history tracked since Jul 14, 2026 · vs all tracked offers.
Based solely on tracked price history — not purchase advice.
How it worksTracked since Jul 14, 2026.
Steam Train Fest starts Jul 20, 2026
Official stores with direct support.
A focused pixel-art suite for people who'd rather make game assets than fight an
interface. Draw, shade, animate, and pack your sprites into an atlas your engine
already understands — then keep them there, because every save re-exports the
lot. Simple on open, with depth one click away when you want it.
One price. Every update free, forever. No subscription, no DLC, no credit meter.
Made and updated by one developer who reads every review.
Most pixel tools stop when you hit Export — you still pack the sheet, cut the
frames, and wire up the metadata by hand every time the art changes. AltusPixel
closes that loop.
Map a project to your game's asset folder once. From then on every save
re-packs the atlas and rewrites the engine metadata, so the art in your engine
is never a stale copy of the art on your canvas.
It speaks Godot and Unity natively. Tick a box and get ready-to-use Godot .tres
files — SpriteFrames with your exact timings and loops, AtlasTextures per
sprite. Or write a Unity .meta beside the sheet and drop both in: it imports as
pre-sliced, point-filtered sprites with exact pivots and deterministic ids, so
re-exports never break your prefabs. No plugins, no re-slicing by hand.
On open you see the core: paint, erase, fill, move, pick, plus color, layers and
palette. Every other tool is grouped into a family in the left sidebar, off
until you want it. No wall of buttons — just the tools you're using, with the
rest a click away.
And when you can't remember where something lives, press Ctrl+K. The Wayfinder
search bar takes a term or a plain-English goal — "make it shade itself",
"transparent", "rig a character" — and hands back the exact tool, menu command,
or a short how-to. It even switches on the feature for you.
Frame-by-frame animation with onion skin, in-app playback, and GIF / APNG
export is just the start. Under it sits a real animation engine.
Reuse one drawing across frames. Linked cels let a static background be ONE editable thing across every frame — paint it once and the whole animation follows. A moving part lives on its own track stacked on top.
Nudge a single frame. Per-cel offset arrows shift just this frame's art by a pixel to hand-punch a bounce or a shake, while every other frame stays put.
Fill the in-betweens. Motion Tween lifts a selection and walks it from a start spot to an end spot, generating the frames between for you.
Drop in an animation that plays in front of your art. Insert a ready-made template — a ball bounce and more — and it plays IN FRONT of your existing layers, on its own track, immediately, without replacing your canvas.
Rig a character with bones. Artus is early, growing pixel-native skeletal tooling: set pivots, build a bone tree, and preview a posed skeleton — the authoring foundation for rigging that bakes to crisp grid-perfect frames with no per-seat runtime license. First phase, and more is coming free.
Auto Shade — the light-source shader. Pick where the light comes from and AltusPixel bands crisp form-shading onto your flat colors, every material shading through its own hue, no colors invented. The hardest beginner wall, one dialog.
Chameleon — recolor without losing your shading. Drag a new color across your art and every pixel repaints to match, keeping each shade's exact lightness, so black stays black, white stays white, and your form survives the swap. Chameleon Fill does the same to a contiguous region in one click.
Cast shadows, automatically. Drop a grounded shadow under a sprite from your chosen light direction, so a character sits in the scene instead of floating.
AltusPixel paints REAL PIXELS, not palette indexes — so reordering a palette
never remaps your art.
Ramp Weaver — weave one shade ramp through your anchor colors in perceptual OKLab, so the steps look as even as they measure.
Palette Library — a full manager: favorites, clone, merge, reorder, and sort swatches by hue, lightness or vividness.
Palette intelligence — count where every swatch is actually used in your document, drop the unused, and merge near-duplicates in one pass.
Lospec import — paste a link or name and pull the palette straight in, credited.
Colorblind preview — check your palette and picture under protanopia, deuteranopia and tritanopia before you ship, so enemy-vs-ally colors don't vanish for 1-in-12 players.
Start from a shape. Shaded 3D starters — iso cubes, spheres, cylinders, cones — plus flat templates, all rendered from your current color's shade ramp. Drag, resize, and stamp onto their own layer.
Rotate freely, at RotSprite quality. Grab the curved-arrow handle over a layer and spin it live around a draggable anchor; release and it lands at RotSprite quality, with quarter turns pixel-exact. Shift snaps to 15°.
Radial symmetry. Mirror your strokes around a center for wheels, mandalas, and emblems as you paint.
Bend a straight strip into a curve. Select a road, a pipe, a fence — drag the angle, and it curves along an arc of the same length without inventing colors or smearing pixels. The bent copy lands as its own layer; your source stays put.
Repeat Along Arc. Stamp a selection along an arc you pick on the canvas, each copy rotated to the exact local tangent, for fences and rails that hug a curve with no kinks.
Pack your animation frames or a whole folder into one trimmed, padded sheet with
per-sprite pivots and a JSON atlas engines already understand. Tick a box for
Godot or Unity and get the native metadata alongside it. No re-slicing by hand,
ever.
Hit Record, work normally, stop, name it. Every step is captured with the exact
values you used — then apply it to every sprite in a folder in one click.
Processed copies land in a separate folder; your originals are never touched.
A tilemap layer references your tiles instead of stamping flat pixels. Place a
tile in thirty spots, paint on any one of them, and all thirty change at once.
One undo reverts the edit everywhere, and the whole map saves into your project.
Capture a tile from a selection at ANY size — a 23×9 grab captures as 23×9 —
and Conform Tile trims, pads, or nearest-scales a tile to the size you want,
re-rendering every placed copy live.
Pixel Doctor. A report-only art linter that scans for the classic slip-ups — jaggies, orphan pixels, banding, off-palette colors, stray alpha — and explains each in plain words, leading with the biggest pile. It never touches your art.
Budget HUD. A quiet bottom-bar readout — size, color count, current frame — with optional per-document color and size targets that turn amber when you go over.
Share export. Post without blur: File > Export > For Social nearest-neighbour upscales your art to platform-ready GIF or PNG (Twitter/X, Discord, itch.io cover), never bilinear, so the output stays true pixel art.
Named snapshots live inside your project file — jump back to any of them without
touching your undo history. And an opt-in recorder turns a whole session into a
progress GIF, so every sprite you make is one click from a shareable timelapse.
A single self-contained Windows app — no installer, no account, fully offline. Your work stays on your machine.
Layers you can add, reorder, show/hide, recolor one at a time, and rotate free-hand at RotSprite quality.
Frame-by-frame animation with onion skin, in-app playback, and GIF / APNG export.
An animation engine with linked cels, per-frame nudges, Motion Tween in-betweens, and templates that play in front of your art.
Artus — early, growing pixel-native bone-rig tooling (pivots, bone tree, posed preview).
Auto Shade, Chameleon and Chameleon Fill, and automatic cast shadows.
A full palette suite: Ramp Weaver (OKLab), Palette Library, usage intelligence, Lospec import, and colorblind preview.
Shaded shape templates, radial symmetry, Bend, and Repeat Along Arc.
Recorded macros you can run across a whole folder.
Tilemap layers where editing one tile updates every placed copy, plus any-size tile capture and Conform Tile.
A real atlas packer with a JSON atlas and native Godot .tres AND Unity .meta output.
Auto-export-on-save straight into your game's asset folder.
Wayfinder Ctrl+K search, the Pixel Doctor art linter, and the Budget HUD.
Share / For Social export for blur-free posting to Twitter/X, Discord, and itch.io.
In-file snapshots and a one-click session timelapse recorder.
Text in bundled pixel fonts with a live preview.
PNG, integer-scaled PNG, and sprite-sheet export.
Quality-of-life throughout: ask-to-save on close, contextual layer shortcuts, one-click reset-tools and restore-panels, and plain-language tooltips on everything.
No subscription. No DLC. No credit meter. You buy AltusPixel once and every
update — new tools, new pipeline features, fixes — is free, for as long as the
tool exists.
Elsewhere the atlas packer, the engine metadata, the bone rigging, the
per-version "upgrade" would each be a separate charge. Here the deal is simple:
pay once, own it, keep getting more. It's one developer, reading every review,
shipping what you ask for. The changelog is the receipt.
No generative AI. AltusPixel is deterministic image processing — it will happily
take an image as input, but it invents nothing.
Indie game devs, beginners who find other tools overwhelming, and anyone who
wants to make and ship pixel art without renting their software by the month.
Offline. No account. One price, updates free forever.
Lowest tracked price: PLN 25.86 (Jul 14, 2026) · current best: PLN 25.86.
Right now the cheapest offer for AltusPixel is PLN 25.86 at Steam. KingsPrice compares 1 offers from 1 stores — official stores and keyshops — and refreshes prices throughout the day.
The lowest price KingsPrice has tracked for AltusPixel is PLN 25.86 (recorded on Jul 14, 2026). This covers the stores and period we monitor — set a price alert to catch the next drop to that level.
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