Questions

Buying

Is Pixor a subscription?

No. You pay $19.99 once. Every future update is free, forever, major versions included: there are no paid upgrades.

How many computers can I install it on?

Every computer you use yourself. The licence is per person, so someone else who uses Pixor needs their own copy.

Is Pixor on Steam?

Not yet. It comes to Steam in late 2026, and everyone who bought it on itch.io gets a free Steam key then.

Can I keep using an old version?

Yes. Every version stays downloadable from your itch.io download page, forever, and each release lists its files’ checksums in the changelog. If a new version changes how Pixor renders, keep the version you used: the same project gives the same pixels in it, so a game’s look never shifts halfway through.

Which systems does it run on?

Windows and Linux. macOS is planned for early 2027, as a free update. See the requirements, and check your computer there.

Windows says “Windows protected your PC”. Is Pixor safe?

Yes. Windows shows that warning for programs that are not code-signed yet, as Pixor isn’t. Click More info, then Run anyway; Windows asks only the first time. Each release’s checksums are in the changelog, if you want to check your download.

How it works

Does Pixor use AI?

No. Pixor contains no generative AI and no machine learning. It renders your own 3D model with settings you can see and change, so nothing is invented. Pixor’s code is written with AI assistance, which its store page discloses; nothing in Pixor generates content. How it works.

Will my sprites change if I render them again?

Not unless you changed something. The same model and the same settings give the same pixels, every time, so hand-made touch-ups stay valid. Across different computers the pixels are the same almost always: Pixor’s tests compare NVIDIA and Intel GPUs, Linux, Windows and the browser pixel by pixel. The one known exception is a single pixel where two parts cross exactly at a sample point.

Does Pixor need the internet or an account?

No. Pixor never connects to the internet: no account, no licence server, no telemetry, no update check. The free library is a website you visit when you want to; Pixor itself makes no network request.

Which 3D formats can I import?

glTF and GLB, FBX (Mixamo works as it is), OBJ with its materials, MagicaVoxel .vox, and OpenVDB volumes for smoke and fire. Textures in PNG or JPEG. Pictures and palettes too.

What can I export?

PNG sprite sheets (indexed), JSON, Aseprite files with tags and helper layers, Godot SpriteFrames, GIF and APNG, video, normal, depth and emission maps, palettes, PICO-8 carts, ZIP. See exports.

Do I need Blender?

No: Pixor imports models from any 3D tool, and the free library has 1,000+ to start with. If you use Blender, export a glTF and open it in Pixor.

Why do some 3D-to-pixel tools flicker, and does Pixor?

Light bands that jump back and forth, one-frame lines and pixels that blink are the usual cause. Pixor holds bands until a surface has clearly turned, keeps a pixel’s colour when it would change for a frame and change back, and drops one-frame inner lines. It also measures what is left, so you can check your own sprites.

The free demo and library

What can the browser demo do?

Import a model, set up the scene, choose the camera and the action, and export a PNG sprite sheet in the default pixel-art look, free, with no sign-up and no watermark. The Scene, Action, Style and Asset graphs, other looks and other formats are in the desktop app.

Can I use the library assets in a commercial game?

Yes. They are CC0: use them anywhere, change them, sell your game, no credit needed. Licence.

Can I sell sprites I make with Pixor?

Yes. Everything you export is yours, to use and sell in games, asset packs and client work, with no royalty and no credit needed.

Something else?

The manual covers every feature in detail, and its own FAQ answers questions about flicker, tiny sprites, palettes and FBX files.