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Orama-Interactive/Pixelorama

Pixelorama: Open-Source Pixel Art Editor Built on Godot

Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features. Available on Windows, Linux, macOS and the Web!

10,410 stars552 forksGDScriptMIT

At a glance

What is it?
Pixelorama is an MIT-licensed pixel art editor written in GDScript on the Godot engine. It covers sprites, tile maps, and frame-based animation, and runs on Windows, Linux, macOS, and in the browser.
Who is it for?
Pixelorama is a practical choice for pixel artists and game developers who want an MIT-licensed tool with animation, tilemap, and 3D layer support under one application. Users who need a long-established, widely supported workflow with deep community tooling may find Aseprite a closer fit: it is a paid, closed-source editor with a large extension ecosystem.
Can I use it commercially?
Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 2 days ago.
What is it written in?
Mainly GDScript, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on September 28, 2026, and from our analysis. They are not legal advice.

Editorial analysis

What Pixelorama Covers and Who It Targets

Pixelorama is a pixel art creation tool aimed at game developers and digital artists who work at the pixel level. The README lists its scope: sprite creation, tile-based map design, and frame-by-frame animation. It is not a general-purpose raster editor; it is built around the specific constraints and workflows of pixel art.

The application is written in GDScript and built on the Godot engine, version 4.7.2 as of the most recent cloning instructions. This dependency means contributors need Godot 4.7.2 installed to run the project from source. Older Godot versions will not work. The MIT license means there are no royalties or usage restrictions for commercial game projects.

Pixelorama is available through several distribution channels: Steam for Windows and Linux, Itch.io for Windows, Linux, macOS, and the web, GitHub Releases for Windows, Linux, and macOS, Flathub for Linux, and WinGet on Windows. A web version runs directly in a browser at the GitHub Pages URL, which is useful for quick testing without a local install.

Animation System: Layers, Frames, and Onion Skinning

The animation system is built around a timeline composed of layers and frames. Each frame is a discrete state of the canvas. Layers within a frame work like a standard compositing stack, and the README notes that clipping masks and non-destructive visual effects such as outlines, gradient maps, and drop shadows are available. Changes to these effects do not alter the original artwork on the layer below.

Onion skinning shows ghost images of adjacent frames during drawing, which helps align motion. Audio synchronization is also listed as a feature, so timing animation frames to a sound file is possible within the application. Frame tags let animators name and group sequences for export.

The README notes that drawing while the animation is playing is supported, which allows live editing of animated sequences without stopping playback. Export formats for completed animations include PNG, animated PNG, spritesheets, GIFs, and video.

Tilemap Layers and Pixel Art Algorithms

Pixelorama supports tilemap creation with rectangular, isometric, and hexagonal tile shapes. This covers the main grid layouts used in 2D game engines. The tilemap layer type is distinct from regular layers, meaning tile logic is handled separately from freeform pixel drawing.

The README identifies several pixel art rotation and scaling algorithms: cleanEdge, OmniScale, and rotxel. These are tailored to pixel art and produce different results from generic bilinear or nearest-neighbor interpolation. Standard resize algorithms tend to blur or create artifacts at pixel boundaries; dedicated pixel art algorithms preserve sharp edges and color indexing.

Indexed mode is also listed, which restricts the canvas to a defined palette. This is a workflow constraint common in retro game development where the hardware imposed a fixed number of colors per tile or sprite. Palette management allows importing existing palettes or building custom ones inside the application.

Installing Pixelorama and Starting a Project

The simplest path is to download a stable release. On Windows, WinGet provides a one-line install:

bash
winget install pixelorama

On Linux, the Flathub package is available through the standard Flatpak tooling. The Itch.io page covers Windows, Linux, macOS, and a web build. The Steam version covers Windows and Linux.

To run Pixelorama from source, the README requires Godot 4.7.2. The GDScript source does not require the Mono version of Godot, though the README notes it should also work with it. The repository root contains project.godot, which is the Godot project file. Opening that file in Godot 4.7.2 and pressing the play button runs the application.

Documentation for the application is published at https://orama-interactive.github.io/Pixelorama-Docs. The README notes this documentation is still a work in progress with some pages missing. The project also supports localization via Crowdin, with multiple languages available.

Limitations: No Raster Editing Outside Pixel Art Workflows

Pixelorama is built for pixel art specifically. It is not a general-purpose photo editor or illustration tool. The rotation and scaling algorithms it provides are optimized for hard-edged pixel art and will produce different results than the smooth interpolation used in tools like GIMP or Photoshop. Projects that mix pixel art with other image types or need general compositing operations are outside its scope.

Early-access builds generated by GitHub Actions are available at the early access URL listed in the README and are built from the main branch. The README explicitly warns that these builds are unstable and may contain bugs. Stable releases from GitHub Releases, Itch.io, Steam, or Flathub are the recommended versions for production work. The CHANGELOG.md file in the repository documents changes per version back to v0.x releases.

Extension support exists but relies on community-made extensions, which are not part of the core release schedule. The README lists a 3D-to-voxel extension as an example. Availability and maintenance of specific extensions depend on individual contributors, not the core team. The project's shortcut system is built on the Keychain plugin (https://github.com/Orama-Interactive/Keychain), which the README credits as providing extensive shortcut customizability.

Pixelorama vs Aseprite: Open Source vs Established Paid Tool

Aseprite is a paid, closed-source pixel art editor with a long history in the game development community. It has a large library of community scripts and extensions, and many game studios use it as a standard part of their pipeline. Aseprite's source code is available for personal compilation but requires purchasing a license to use the official binary.

Pixelorama is fully open source under the MIT license and costs nothing to download or use commercially. The README lists features that overlap substantially with Aseprite: frame-based animation, onion skinning, tilemap layers, palette management, and CLI export automation. Pixelorama adds 3D layer support, which lets 3D shapes appear within a 2D pixel art canvas. The command line interface for bulk exporting is listed in the README as a built-in capability rather than a third-party tool.

The meaningful difference is ecosystem maturity. Aseprite has years of accumulated documentation, tutorials, and community tooling. Pixelorama is younger: it reached v1.2.3 with a release on 2026-09-15, and the last push to the repository was on 2026-09-28. The project manages localization through a Crowdin page listed in the README, and the Translations/ directory in the repository holds the translation files.

Editorial conclusion

Pixelorama is a practical choice for pixel artists and game developers who want an MIT-licensed tool with animation, tilemap, and 3D layer support under one application. Users who need a long-established, widely supported workflow with deep community tooling may find Aseprite a closer fit: it is a paid, closed-source editor with a large extension ecosystem. Before committing to Pixelorama, verify that the extension format matches any pipeline tools the project already uses, since extensions are community-made and not part of the core release.

Frequently asked questions

Is Pixelorama free?

Pixelorama is released under the MIT license and costs nothing to download or use, including for commercial projects. It is available on Itch.io, GitHub Releases, and Flathub at no charge; the Steam version is also listed in the README alongside the free distribution channels.

Is Pixelorama better than Aseprite?

Pixelorama is MIT-licensed and free, while Aseprite requires purchasing a license for the official binary. Pixelorama adds features like 3D layer support and isometric tilemap layers. Aseprite has a longer history and a larger community extension library. The choice depends on whether the MIT license and feature set of Pixelorama match the project's pipeline requirements.

How do I download Pixelorama for free?

Stable releases are available on Itch.io for Windows, Linux, macOS, and the web; on GitHub Releases for Windows, Linux, and macOS; and on Flathub for Linux. On Windows, running winget install pixelorama installs it through the WinGet package manager. A browser-based version runs directly at the GitHub Pages URL without any download.

Is Pixelorama safe to download?

Pixelorama is open source under the MIT license with its full source code published on GitHub. Official distribution channels listed in the README are Itch.io, Flathub, GitHub Releases, WinGet, and Steam. Downloading from those channels provides the same build that the maintainers publish.

Official sources

  1. License: MIT
  2. Orama-Interactive/Pixelorama on GitHub
  3. Project website
  4. README
  5. Releases
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