Session #08Idle Pixel Hero
To phones, then to Steam
Idle Pixel Hero gets a mobile build, store purchases and cloud saves — then a trailer recorder inside the game and a Steam page cut from its own clips.

A desktop-strip game on a phone sounds like a contradiction. It is not, if you stop pretending the phone is a desktop: on mobile, the fight goes full screen and the Headquarters sits over it.
A face first
Before the port, the interface moved off Unity's default font and onto Pixelify Sans. Small print became tooltips, portal rows became clickable and coloured by region, boss stages stand out, hero portraits are striped with their class colour, and the header counters hop when they rise. Every room got an emblem. None of that is a feature. All of it is why a screenshot looks like a game and not a debug view.
Phones
Then, in two days:
- An Android and iOS build, with the Gradle certificate fix written down for next time.
- Pages that answer a finger: hold for tips, hold to pick, drag to scroll — and full height on tall screens. Tablets get the desktop's desk of pages side by side.
- Hero packs sold in-game at $2.49 each, or all four as a $7.99 bundle. Full-screen ads with a No Ads purchase. Rewarded ads for a gold boost and for doubling the away gold.
- Refunded purchases are taken back.
- A notification when the time away has filled up, a buzz for the drops and kills worth it.
- Achievements mirrored to Play Games and Game Center, and the run kept in the cloud.
Steam
The first of October was Steam day. Rich presence, a deepest-zone leaderboard, and one command to set the App ID. The Windows player was rebuilt. Then the part I enjoyed most: a trailer recorder inside the game, and a trailer cut from the game's own clips.
The store page went in the same evening — capsules, library art, ten screenshots, five clips, text in nine languages, and an icon for every achievement. The screenshots on this site are those.
See you, space cowboy…