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About

Talking Pixels is a place to publish a game or an asset pack, run a page that looks like yours, keep the people who care about your work, and do the production side without leaving the site.

I build it and I run it. There is no team, no investors and no growth target — which is the reason several things here work the way they do.

Why it exists

Making a game has never been easier. Being found has never been harder. A storefront takes a cut and hands you a tag list; the devlog lives on one site, the community on another, the team you built it with on a third, and none of them know about each other.

I wanted one place that held all of it, and where the rules were written down instead of inferred. So I built one, and I put my own game on it under the same terms as everybody else.

What that means in practice

  • Featured placement is not for sale. Not with money, not with points, not by asking nicely.
  • How discovery works is published — the hype meter's inputs, and how rising and falling are measured.
  • Every fee is written out with a worked example at /fees, and comes out of the seller's side.
  • Pixels, the currency here, cannot be bought at any price and buy nothing but cosmetics.
  • Your private material — your codex, your task lists, your drafts — is visible to you and to nobody else, including me.

None of that is generosity. It is what I would want from a storefront I put four years of work into, and it is easier to commit to now than to retrofit later.

What it isn't

It is not finished, and it is not large. Features arrive in the order the people using it need them, which is a genuinely different order from the one I would have guessed.

It is also not a company with a support department. Messages reach me. If something is broken or wrong-headed, there is a feedback form and a bug report in Settings, and both land in front of a person who can change it.

Getting in touch

admin@talkingpixels.games, for anything at all.