- Animation Updates:
- Event Updates:
- Lighting Updates:
- Effect Updates:
- Editor Updates:
- Engine Updates:

Steam news
Full Steam announcements and update articles for this title.
Pixel Game Engine is a no-programming 2D game development tool designed for developers, focused on creating pixel-style games. With an intuitive visual editor and a rich library of built-in resources, even users with no game development experience can easily create their own games.
No Programming Required Create complete games through a visual interface, perfect for beginners and indie developers.
Switch Between 6 Game Modes with One Click Includes several common game genres, such as:
Turn-Based RPG
SRPG (Tactical RPG)
Side-Scrolling Action
ARPG
Two-Player Arcade
Auto-Battle Mode
Quickly build gameplay systems without writing any code.
Rich Built-in Asset Library The engine includes a large number of ready-to-use assets, including:
Character animations
Paper-doll character system
Map assets
UI elements
Music and sound effects
Helping developers rapidly create prototypes and complete games.
Powerful Editing Tools Includes animation editor, map editor, event editor, UI editor, and more, making the development process more efficient and intuitive.
You can also share resources and creations with developers around the world through the Steam Workshop, and download assets created by others for use in your own projects.
We will continue updating Pixel Game Engine and plan to add more content, such as:
New game modes
New models and character portraits
New map environments
Synchronized development support for PC and mobile
Thank you for your support, and we hope Pixel Game Engine helps you turn your game ideas into reality!
This feature requires logging into Steam. Click “File” → “Workshop” to open the Workshop window. Inside the Workshop window, users can browse assets created by other users, as well as view assets they have subscribed to or uploaded.
Common asset types available in the Workshop include:
Projects (full projects), portrait templates, animation model collections (models with corresponding animations), models, animations, sprites, background images, icons, sound effects, and music.
Users can browse assets by category or search using keywords. Subscribed assets will be downloaded in the background and can be imported into the current project at any time.
Users can open the upload page within the Workshop window to select assets, package them, and upload them to the Workshop server.
Users can also open the Steam Workshop web page directly from the window to preview and edit their content.
The editor now includes a beginner tutorial. In addition, pressing the “F1” key in any editing interface will open contextual quick help. The quick help provides guidance on commonly used features and usage methods relevant to the current editing screen.
A new filter, “Retro TV,” has been added to the graphics settings. In this mode, the game visuals, UI, and text are rendered in a retro CRT television style. Other visual filters and in-game filters can still be used simultaneously while this mode is enabled.
Three new combat-capable character factions have been added: Friendly NPC, Enemy NPC, and Third-party NPC. When different factions are nearby or when combat occurs, nearby NPCs of these types will join the battle. Third-party NPCs will attack both allies and enemies indiscriminately.
The “Separate Boss HP Bar” option has been removed. Boss HP bars and target HP bars are no longer displayed automatically.
Custom UI components now allow selection of Boss attribute bars and target attribute bars.
A character color indicator option has been added. When enabled, a colored ring appears beneath characters to distinguish different factions.
A new font rendering method has been implemented, resulting in clearer UI text.
A new “Character Menu Button Style” option has been added to the menu interface, allowing character buttons in the pause menu to be displayed as text buttons or portrait buttons.
A virtual button layout feature has been added, allowing users to customize the number and position of on-screen virtual buttons.
When placing events, a new option “Do Not Remove Event After Trigger” has been added. When enabled, the event will trigger again when the character re-enters the trigger area. If the event has been flagged as completed, re-entering the area will not reset or change the event’s state.
Vertical axis paths have been added to path settings, updating how vertical positioning of objects is handled. Objects and characters can now move along vertical paths, and characters will jump when moving along these paths.
An option “Allow Fast Travel to This Map” has been added. Only maps with this option enabled can be reached via fast travel from the map menu.
A new “Function – Camera Effects” object has been added, triggering camera effects when characters pass through its area.
The “Function – Camera” now supports switching between 2D and 3D camera modes.
The object selection window now supports displaying object layouts and allows switching the number of objects displayed at once.
An “Orbiting Objects” option has been added. When enabled in “Character – Appearance,” users can select different objects to float around the character. The initial update includes 26 orbiting objects.
A “Movement Afterimage” option has been added. When enabled in “Character – Basic Info,” the character leaves afterimages while moving.
In normal mode, portrait positioning now supports positional adjustments, allowing users to customize portrait size and screen placement.
In normal mode, users can choose the layer priority between portraits and dialogue boxes.
When displaying information windows, if the text exceeds the window size, users can choose whether to continue displaying text or wait for page turning.
A new event “Show Map” has been added, allowing players to open the map during gameplay without opening the menu, with optional fast travel support.
A new event “Modify Map Markers” allows adding or removing markers on maps within the map structure system.
A new event “Check Faction” allows checking the number of alive units for different factions.
A new event “Inventory Management” allows switching between multiple inventory setups and managing them during events. Previous inventories are preserved when switching.
A new event “Image & Text Cutscene” allows creating cutscenes using images or videos combined with text.
The “Adjust Appearance” event now includes options for energy burst visuals, orbiting objects, and changing hair color, skin color, and outfit color.
The “Check Variable” event can now check the player’s remaining lives.
The “Adjust Parameters” event now includes a toggle for enabling movement afterimages.
In hit detection settings, under “Attack-Type Hit – Impact Settings,” new options “Attack Clash” and “Push Back After Clash” have been added. These options allow attacks to cancel each other upon collision and create backward displacement.
A new hit type, “Healing-Type Hit,” has been added. This hit type can only affect characters of the same faction and can be assigned numerical values similar to attack hits.
New dynamic effect options have been added, allowing effects such as slow motion to trigger when a hit connects.
Z-axis volume settings have been added to hit detection.
Custom variable modification on hit has been added.
Special Terrain Updates
New terrain types have been added: Deep Pit and Deep Pit (Instant Death).
The slowing effect of mud terrain has been increased from 25% to 75%.
In action game modes, active skills now include an option allowing them to be used while the character is hit or knocked down, provided the character is not under abnormal status effects. This allows skills to be used to break control.
Active skills now include hit rate and critical rate adjustment options.
Users can now configure up to five map structures. Each structure can have its own layout, title, and background. Players can unlock these map structures through area access or events.
Map structures can be set as initially owned and can optionally be fully revealed by default.
Turn-based and auto-battle modes now include a battle trigger distance. When the distance between the player character and enemy units is below this value, combat will be triggered.
In SRPG mode, the size of battle grid tiles can now be configured.
The Map UI in the game menu has been updated.
Combo effects have been updated so that damage numbers no longer stack when multiple characters attack the same target.
Background rendering under the 3D camera has been reworked.
Fixed issues where certain objects and backgrounds did not align properly with the ground in 3D mode.
Fixed an issue where close-up camera effects did not function correctly in turn-based mode.
Added afterimage effects during slow-motion dynamic effects.
The day-night system and shadow system have been updated.
Four new camera effects have been added.
A new message option has been added allowing users to choose between automatic scrolling or manual page turning when text exceeds the message window capacity.
A character shadow toggle has been added. When disabled, characters will no longer render ground shadows.
A “Default Room Color” option has been added. Changing this color replaces the default background color of all map scenes.
Video playback reliability and visual quality have been improved.
Additional built-in animation assets have been added.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Pixel Game Engine, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Pixel Game Engine statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
FAQ
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