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Pixelgrab

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developed by

developed by Mirakos

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completed

81 ratings

rated 3.1 stars, 81 ratings.
idleactiveprestigestoryautomation

Posted September 24, 2025. Updated September 25, 2025. Played 2200 times for a total of 2129 hours.

description


You have many layers filled to the brim with all kinds of blocks to destroy.
Can you beat the timers?

(Needs a mouse and keyboard to be played)

itch.io Mirakos' Games

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newest comments


lool8421 October 2, 2025
+2comment score: 2

yep, managed to achieve NaN cost

developer response: If Pixelgrab had achievements, I would give you one :P
That bug will be fixed in 1.7

IntoAMuteCrypt October 2, 2025
+2comment score: 2

In addition to what others have said, there's not enough difference between the zero and the eight. If you're not looking super close or zooming in a ton, the diagonal bar in the zero looks more like the horizontal bad in the eight. Having some more curves to the eight or extending the diagonal bar right from the top to the bottom might help?

developer response: Thank you for your comment :)
The 0 and the 8 looking similar is already fixed in the update I'm working on. Keep your eyes peeled for Pixelgrab 1.7 💪🏻
If you have any other bugs/QoL ideas, send me a dm. I'll see what I can do :)

Voxel October 1, 2025
+2comment score: 2

Very good game, i've been playing for a bit now but there is a really big problem that i have that makes the skillmine really annoying, sometimes when the workers finish a block they just disappear forever, please fix this if you can!

developer response: Thank you so much! :)
I will check this bug out. The update should be out sooner than later.

sharpnova September 30, 2025
+4comment score: 4

i hate the resets after unlocking each new stage so much. it's so.. it's just very... it just wasn't a good design decision. it absolutely KILLS the player's momentum in a way that isn't fun at all.

developer response: I get where you're coming from. Pixelgrab is, in a way, the first 'proper' game I made, so I too have my thoughts on that.
If it helps, later on the resets don't hurt nearly as much, as you have plenty of ways to mitigate them :)
Thank you for playing!

tortgurt September 30, 2025
+2comment score: 2

I like the game, but there seems to be something wrong with the autohitter speed to me. I'll upgrade the Poxel upgrade for hitter speed to be .1 seconds, and have 300+ auto hitters and it still takes more then 1 second for them to clear a level in game A. There are only 100 cubes per level, I should be clearing a few levels a second according to how I understand the values.

developer response: Thank you :)
Yes, there is an issue there. Way back, when I was a little confused boy, I fixed the bug of 90% CPU usage due to idle hits happening every 0.001 seconds by limiting the speed to 0.05s. Which invalidates kinda a lot of the upgrades in the game.
The update I am working on right now already has a fix for that and brings a new mechnism that allows for endlessly fast idle hitters 😎

top comments


GSL September 25, 2025
+22comment score: 22

This game would be more fun if you kept upgrades upon completing a stage and/or got Poxels for completing a stage. There almost seems like no reason to play after completing stages once.

developer response: There is a feature that grants boni that stay, the game just has a bit of a slow start. But I understand well what you mean ^^

Lustre September 25, 2025
+12comment score: 12

Eh, I get it, but it's too annoying having to start all over again every single time. Even with the poxel boosts, it doesn't really feel worth the effort. Especially on a new stage.

developer response: Later on the game opens up some, and there are persistent upgrades. But I get it :)

unicodes gamedev September 25, 2025
+6comment score: 6

let me grab your pixels

Endfell September 25, 2025
+5comment score: 5

i understand

RobotFK September 26, 2025
+4comment score: 4

I would be cool if Stages could give a bonus to all (or all previous) Stages

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