Pixelgrab
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)
Purchase
Buy Now$1.70 USD or more
In order to download this game you must purchase it at or above the minimum price of $1.70 USD. You will get access to the following files:
Pixelgrab macOS.zip 3.3 MB
Pixelgrab Windows.zip 3.6 MB
Pixelgrab Linux.zip 272 MB
Development log
- Pixelgrab 1.7.3.5 - Addendum The Actual Final Last One57 days ago
- Pixelgrab 1.7.3.4 - Addendum The Actual Last One58 days ago
- Pixelgrab 1.7.3.3 - Addendum 358 days ago
- Pixelgrab 1.7.3.2 - Addendum 259 days ago
- Pixelgrab 1.7.3.1 - Addendum 161 days ago
- Pixelgrab 1.7.3 - Last Words62 days ago
- Pixelgrab 1.7.2 - The Work of a Horologist64 days ago
- Pixelgrab 1.7.1 - Talking to Ghosts66 days ago

Comments
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First of all, a labyrinth only ever has one path, so that you never reach a dead end or a fork and only make progress. What you have are mazes.
Second of all, why are there mazes.
Third of all, there seems to be an implicit hard cap on idle progress. Currently I'm looking at manual clicks that do 317 damage--one-shotting everything--idle clicks that do 357 damage (i.e. they should also one-shot everything) and 17549 idle clicks per second. Yet only a couple of blocks pop every second on their own.
I don't really see any reason to continue. Maybe it's all a metaphor and I'm supposed to just be walking in loops for no reason without knowing how to proceed.
My mistake, you are indeed right. I actually do know that, but got it mixed up back then. It'll be corrected in 1.7.3.2 :)
As to why it is there. Hmm. I can't say much about that at the time being :P
What you are seeing is a limit I put in place for performance reasons. It would take way too much processing power to actually calculate those hits. Instead there is the feature called limit break, in the top right, that takes care of all hits happening above 20/s. If you hover on the bar right above the idle hit upgrades, it explains it.
I definitely see how at some point it may become a bit samey. Depending on where you are right now you may be quite close to something curious. But I can't say much more about that here :)
That said, thank you for giving Pixelgrab a try! :D
Is downloaded version less laggy than web version?
The downloadable version should have close to no lag :)
What do big watches do, please tell us? I didn't find a description anywhere.
I don't understand the hate on the pixel reset, you get a multiplayer to your gain depending on how far you went(I think). really dont see why that's such a problem :/
Can't please them all ^^
i tried this game again. hoping you'd fixed the design flaw where you reset all poxel upgrades when a new stage is unlocked.
nope :( :(
complete reset after finishing every level, and NO BONUSES for doing so, just more levels? i mean im sure that shit on the bottom of the screen opens up into some more stuff if i ever manage to fucking unlock any of it, but beating level a3 alone requires insane amounts of manual clicking, or days worth of poxel upgrades due to how piss poor the poxel system is.
every new level it just gets worse and worse. theres no consistency between upgrades, and some levels simply CANT be idled. some actively punish you for bothering to buy upgrades, like the HP upgrade for stage c.
the early game is so unbearably slow and tedious that i cant imagine ever giving enough of a shit to see the rest. damn sure wouldnt be willing to pay anything for something like this.
I found A3 really easy to do, and some of the rest were even easier. You get more time-limit as you get poxels.
i'm stuck at maze, could you post a map somewhere or something? i've been stuck for at least half an hour and it's getting pretty frustrating
A map of the labyrinth would kinda defeat it's purpose :P
But after reading your comment I'm thinking about adding a skip button to the labyrinth scene and the other one. Though I can't say when I'll come around to do that.
That said, I hope you're not still stuck there <3
idk, i mean, i explored the whole labyrint, trying by brute force and i didn't found a way to get to the end (and believe me, tried re-exploring every part of it 3 times at least), after i reloaded the page the maze was gone, but i have the feeling that i missed something important by not really finishing it propperly
It is quite a big maze, so I don't fault you for taking that exit.
That said: The way back in is not closed off. So if you want to give it another try, you may get it :)
And about the rewards of that journey: They do not consist of anything pertaining to the gameplay of Pixelgrab. If that is any consolation :)
Stage C fix in 1.6.3 is incomplete. Whenever I change amount of cheerleaders in stage C faster spawn, I stop gaining pixels/destroying blocks and start to lose HP again.
Can you send me your savegame? In the discord for example.
I have literally no idea what could still be causing this haha
OK, I will do that in few hours, but I would like to emphasize that its not serious bug. It doesnt prevent me from finishing stage C levels, I am just clearing them at slower rate than I would like (I already finished 100 levels of all stages except stage C, which is at level 92).
If I change amount of cheerleaders on stage C faster spawn (definitely when I increase number of cheerleaders, probably also when I decrease, but I am less sure), then I completely stop destroying blocks and start losing HP, but after I lose all HP and level resets with higher HP, everything works properly again, so I just stopped messing around with stage C faster spawn and keep it at 50%.
The problem still persisted even after 1.6.2 but I solved it recently. I deleted everything in browser storage inspector related to this website (cookies, indexed database, local storage, session storage and cache storage) and refreshed. I never had to do such thing, whis is why it never occured to me until few days ago.
That is good to know! I'll check again what could be causing it, so keep your eyes peeled for 1.6.3 ^^
Also please check stage C. It works as it should when you have only pixels and poxels, but gets weird later on.
I keep losing HP even though I have 600+ extra idle hitters and more than 3.7% instakill chance (and bunch of other skillmine bonuses). On stage C screen I see that I am destroying blocks as soon as they appear, but I keep losing HP as if some invisible blocks are getting through.
Also (this is minor thing) on stage selection screen all stages have working indicators how far are you at the current level of the stage except stage C (it shows layers 0/X, it is stuck at 0, when it should show what is shown on stage C screen, which is current number of destroyed blocks/number of blocks required to destroy to get to next level).
Fixed all three things!
The skillmine bug stays elusive tho, I can't seem to replicate it. Good that you found a way around it!
If it ever happens again: You can press 'x' in the skillmine to remove all workers, which also removes those ghost workers :)
Thank you for finding those bugs <3
I encountered a bug that persists in 1.6.1 even after hard reset.
My first skillmine option after unlocking skillmine doesnt finish properly, after all fields are mined out, I dont get a choice of three options as I should, instead skillmine shows the one with all fields mined out and assigned workers finish some virtual field (same bonus as the last real field they worked on) at rapid speed (the bonus gets increased several times per second with only 14 workers).
Also, there should be some limits to certain benefits from skillmine. While some of the bonuses can be stacked unlimitedly (I assume more pixels, more damage, extra idle hitters), some should be limited to avoid chance of them making game unplayable (faster idle hitters bonus should never exceed -5s, perhaps limit should be -4.5s?). The other bonuses (chance for clicks to hit twice, chance for idle hits to chain, cheaper upgrades, instakill chance) should or shouldnt be limited to 100 percent, that depends on how they work.
That does sound strange. I'll see what it.
About the skillmine beneft limits: I thought I implemented that already ^^
Or at least I remember adding that for Chain hits. I'll do that too.
Are you over the 'makes sense' threshold with a skillmine benefit?
Yeah, I mentioned faster idle hitters, because they got to over -5 seconds (well, over -50 seconds before I noticed), which made idle hitters stop working in all stages. So you might want to test which benefits break the game if they get extremely high. I wrote which ones should be fine in previous post (more damage, more pixels), faster idle hitters are proven to need limit. I also suspect having 10k+ extra idle hitters might make game unplayable due to CPU not being able to keep up with that, but thats just my guess.
Oh no, that is bad. I'll get right to fixing that when I have the time :)
Faster idle hitters skillmine bonus breaking the game by being too high was second time I encountered this bug, first time it was cheaper upgrades skillmine bonus breaking the game by being too high (it made all upgrades unbuyable).
Oh, and this might help locating the bug, when I unlock the skillmine and choose the option out of the three offered, I assign workers to a field, however, when they finish that first field, they dont start working on the next one, but instead they work on some extremely easy virtual one, so I have to unassign workers by pressing X and assign them again and give them order in which they will work on visible fields with shift key and clicking, however, when they finish all fields, they resume working on that very fast to finish field that instantly regenerates (or there is infinite supply of them?). I am assuming all of this, because bonus is increasing very fast.
I am able to buy gold block upgrades without the requisite gold blocks.
It seems like one of the cost reduction upgrades is displaying the correct amount, but isn't actually reducing the cost of the upgrades. I think it's the skill mine amount (I am up to 20%.)
Also the Skill Mine idle hitters does not increase the number of idle hitters displayed, so it's hard to tell if it's working or not. It wasn't until I got to 10 idle hitters that I realized it works for every stage.
Why are the skillmine difficulties listed as "Something"? I just unlocked the mine and got stuck in high-difficulty skillmines, even after abandoning the mine because I don't know which ones are easier.
Good catch! I forgot to add the difficulty display back in.
Any guidance on getting the MacOS version to work? I just get a "The application 'Pixelgrab.app' can't be opened" popup when I try to open the app..
I'm on a new M2 MacBook Pro running Ventura 13.4.1
I'll see what the problem could be, but first I need to finish Pixelgrab 1.6.1. I'll let you know if I found something out that may allow you to play it :)
Can I reset cheerleaders?
Nevermind it's rightclick
stage D went into the negative time. and is broken.
Stage D has been fixed and is working as intended!
hey i play in window (web), but sometime stage B (or Bx or something) stops work
edit: also game is bit laggy
edit 2: how to turn off auto assign worker in skillmine
Currently at 44/X/X/29/8, enjoying the visual aspect a lot.
Noticed that the cheerleader buff of poxels/sec doesn't line up with actual timers. Might be because I'm lagging a bit, but it's definitely making the game slower than the timer.
I'm happy that you are enjoying it!
There could be a mismatch with the timer itself and the display ^^
have you given any thought about making this support mobile devices?
I have actually. There are a few version on my harddrive where (if I remember correctly) stages A, B and C were playable. But I couldn't find a way statisfying way to make the game stand on lt's own and not just be Pixelgrab but on mobile, so I abandoned that project. But maybe, if there was some interest in a mobile version, I'll do one. Just depends ^^
My brother in christ responds after 4 years i do not even remember this game brother 😠did you fucking fall asleep and wake up 4 years later?
haha I don't know, just felt like finally responding 😎
Having a save file in plaintext is a bad idea, because it can be easily edited. You should encrypt it.
Good idea! I'll look into it.
Beat the game for the exception of Stage C and finding the 7th brown block.
Stage C Level 5 seems to be bugged for me or impossible all together. Not sure what's going on or what the issue is but I've been stuck at this point for an hour or two while I did other Stages and dug out the Skillmine.
Overall a very fun Incremental game, looking forward to future updates or other games you create.
Thank you for reminding me, I finally found the bug after I couldn't find it! It is fixed now in V 1.2.1 :)
And thank you for playing the game! There is more in the works ;D
stuck at loading/logo screen.
At the Construct Logo screen or the Screen with many blocks?with many blocks. (after your logo has fully formed)
And do the stars in the background keep moving or is the frame frozen?
they keep moving
Stage C beat me, but I can recommend this game :) It wasn't clear for me at first how dmg works, maybe it would be cool to mention that in the info box. Keep up the good work!
Pls show on youtube how to beat Stage C :D
Idle hitters are very strong in Stage C, since the blocks move so fast!
The 'Mass Block Friction' Poxel upgrade is great as well, since it slows all blocks down for each block in play in Stage C :D
Thanks!