
AltusPixel
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Description
Draw, shade and animate pixel art. Build isometric scenes block by block. Rig a character on the canvas, then stand several of them on one stage and run them together. Every save sends game-ready files to Godot and Unity, no plugin.
Released
July 14, 2026
Price
Platforms
Linux · Windows
Developer
Altus Sensus
Publisher
Altus Sensus
About
ALTUSPIXEL — PIXEL ART THAT ENDS UP IN YOUR GAME
Draw, shade and animate. Build isometric scenes without counting pixels to get the angles right. Rig a character on the canvas and watch it move. Then every save delivers game-ready files to Godot or Unity. No plugin. No re-slicing.
BUILD IN ISOMETRIC
Lines snap to the isometric slopes. Drag a box, pull it up, click. It lands shaded — light top, darker sides. Boxes side by side join into one shape, so walls read as walls. Ready-made ramps, columns and rooms. Doors, hatches, signs and vents. Stack tiles for cliffs and rooftops; the overlap order stays right on its own.
FILL WITH A MATERIAL, NOT A COLOR
Brick, stone, sand, grass, leaves, wood, water. Drawn in your color, seamless every time. Chameleon mode keeps the shading underneath. Fill a shadowed wall and the shadow survives.
RIG A CHARACTER, THEN STAGE THE SCENE
Click your sprite to place a joint. Hold, and a bone grows along the arm. It captures the pixels near it, so dragging the limb moves only that limb. Pull the hand and the elbow sorts itself out. Or drop a preset Arm, Leg or Tentacle; it lands fitted to your art.
Then stand your finished drawings on a stage and run them on one clock. Each gets a row. Say when it walks on, drag it into place, press play. A stage remembers which drawings are on it, not copies. Fix a walk cycle and every scene using it is fixed.
ANIMATION THAT DOES THE BORING PART
Frames, onion skin, playback, GIF and animated WebP. Pin a layer on one frame. Pin it again later. Every frame between fills itself in, so the layer travels without you drawing it forty times. In-betweens go straight or along an arc. Mark the frame a sound lands on and it exports beside your animation.
COLOR YOU DO NOT MIX FROM SCRATCH
Thirty six palettes to start. Pick a color and its whole range lands in your palette. Light to dark, shadows cool, highlights warm. Six skin complexions rather than one. Sets for metal. For dawn to night. For horror and candy. Sliders under the swatches, painted in the colors they would give you.
IMPACT, SHADING, AND A SECOND OPINION
Spectaculum writes game feel into your frames. Flash, shake, squash, smears, debris, a death dissolve. New frames beside your own, never over them, with a photosensitivity check built in. Pick where the light comes from and Auto Shade bands crisp shading onto flat color. Pixel Doctor reads finished art for the usual slip-ups, then mends the clear-cut ones.
EASY TO START
On open you see paint, erase, fill, move, colors and layers. Everything else stays tucked away until you want it. Right-click any tool and pick "What's this?". The screen dims. A light comes up on the thing being talked about, one line at a time. Every tool has one. Press F1 for guides, or Ctrl+K and type what you are after.
ALSO IN THE BOX
Turn a photo into a printable stitch pattern at real size, for embroidery and cross-stitch. Tiles that update every placed copy when you edit one. Macros that run a cleanup over a whole folder. Lospec import and colorblind preview. Blur-free social export. One self-contained app on Windows and Linux, SteamOS included. Offline, no account, your work stays on your machine.
MADE FOR: indie game devs, beginners who find other tools overwhelming, and anyone tired of renting their software by the month.