Compare Pixel Game Maker MV prices across trusted key stores and find the best deal. Developed by Gotcha Gotcha Games, KADOKAWA. Published by Gotcha Gotcha Games. Released on 9/19/2019. Available on PC. Genres: Action, Casual, Design & Illustration, Education, Utilities, Web Publishing, Game Development.

Sold as no-code, but what you actually get is mouse-driven programming for 2D action games. Budget a month of evenings before you build anything you'd show people.

RPG Maker will hand you a playable dungeon crawl before your coffee goes cold: drop a hero on a map, paint some walls, wire up a treasure chest, done. Pixel Game Maker MV comes from the same corporate family, shares half a name with it, and works nothing like it. There is no template game running underneath. You are building an action game from the ground up, deciding how a character accelerates, which animation frame the hitbox activates on, and what happens when a state machine transitions from jumping into attacking-while-airborne. That difference is the whole review. If you showed up expecting the RPG Maker experience with side-scrolling instead of tiles, the first weekend is going to be rough. The pitch is game building without code, and on a technical level that holds up. You will not type a semicolon. What you do instead is assemble logic by hand in a node editor, one condition and one action at a time, until a sprite behaves the way you pictured it. Objects get action programs. Action programs get wired into state machines. Those state machines read inputs, timers, collisions, and whatever variables you defined yourself. The sprite animation editor is genuinely good, with frame-by-frame control over animation and collision, which is the exact level of precision a 2D brawler or a shoot-em-up lives or dies on. But be clear about what you're doing in that node graph. It is programming. The mouse is just standing in for the keyboard. Where it earns its keep is specificity. General purpose engines are wide open, which sounds great right up until you're writing your own character controller, your own camera damping, and your own hit-pause from nothing. This one arrives pre-loaded with the assumptions of 2D action: platforming, melee timing, projectiles, enemy patterns, multiple players sharing a screen. Once the vocabulary clicks, prototyping is quick and the edit-to-test loop is short enough that you keep iterating instead of losing the thread. Steam even lists Remote Play Together support, an odd thing to find attached to a dev tool, and it's the most direct way to put a half-finished build in front of a friend without exporting anything first. The trouble is everything surrounding the tool. Documentation is thin and reads like it was translated in a hurry, so a lot of your learning happens in scattered forum posts and YouTube tutorials of wildly uneven quality. The community is small, and that matters more than it sounds. When you hit a wall in Godot or Unity, somebody hit it in 2019 and wrote it up. Here you might be the first, which means reverse-engineering the sample projects to get unstuck. The interface buries important settings in nested panels with non-obvious ordering rules, and mis-wired logic tends to fail silently rather than throwing an error you can chase. Steam sits at mixed, around two thirds positive across roughly six hundred reviews, and that split is easy to read: the people who survived the first month are delighted with what they can build, and the people who expected drag-and-drop bounced off it hard. So who is this actually for. The solo hobbyist with one specific 2D action game living in their head, who wants it playable rather than theoretical, and who has a real allergy to text-based code. Give it a month of evenings before you pass judgment, and go in knowing the first two weeks produce nothing you'd show another human. If you're already comfortable with a scripting language, or your idea is going to grow past a tight 2D action scope, you will move faster somewhere else and you should. But for that narrow slice of person, released back in 2019 and still doing its one job, it handles that job better than the wide-open engines do. Alex, Scout Team

Pixel Game Maker MV
ActionCasualDesign & IllustrationEducationUtilitiesWeb PublishingGame Development

Pixel Game Maker MV

Sep 19, 2019Gotcha Gotcha Games, KADOKAWAGotcha Gotcha Games
GamerScout Says

Sold as no-code, but what you actually get is mouse-driven programming for 2D action games. Budget a month of evenings before you build anything you'd show people.

PC
Best Price Available
€9.58
at Gamivo
Lowest tracked: €9.58
Track this price

GamerScout Verdict

Worth the fight if you want one specific 2D action game and refuse to write code. Anyone else should look at Godot.

Compare Prices(3 stores)

GamivoBest price
StandardGlobalSteam KeyKey
€9.58
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€14.10-83%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€82.99
Priced in EUR by the store
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Price History

Lowest tracked
€9.586 Sept 2026
Current best
€9.58
Lowest since we started tracking
Keyshops
€8.81€9.32€9.84€10.356 Sept7 Sept
Tracking prices since 6 Sept 2026
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Screenshots & Media

About Pixel Game Maker MV

RPG Maker will hand you a playable dungeon crawl before your coffee goes cold: drop a hero on a map, paint some walls, wire up a treasure chest, done. Pixel Game Maker MV comes from the same corporate family, shares half a name with it, and works nothing like it. There is no template game running underneath. You are building an action game from the ground up, deciding how a character accelerates, which animation frame the hitbox activates on, and what happens when a state machine transitions from jumping into attacking-while-airborne. That difference is the whole review. If you showed up expecting the RPG Maker experience with side-scrolling instead of tiles, the first weekend is going to be rough. The pitch is game building without code, and on a technical level that holds up. You will not type a semicolon. What you do instead is assemble logic by hand in a node editor, one condition and one action at a time, until a sprite behaves the way you pictured it. Objects get action programs. Action programs get wired into state machines. Those state machines read inputs, timers, collisions, and whatever variables you defined yourself. The sprite animation editor is genuinely good, with frame-by-frame control over animation and collision, which is the exact level of precision a 2D brawler or a shoot-em-up lives or dies on. But be clear about what you're doing in that node graph. It is programming. The mouse is just standing in for the keyboard. Where it earns its keep is specificity. General purpose engines are wide open, which sounds great right up until you're writing your own character controller, your own camera damping, and your own hit-pause from nothing. This one arrives pre-loaded with the assumptions of 2D action: platforming, melee timing, projectiles, enemy patterns, multiple players sharing a screen. Once the vocabulary clicks, prototyping is quick and the edit-to-test loop is short enough that you keep iterating instead of losing the thread. Steam even lists Remote Play Together support, an odd thing to find attached to a dev tool, and it's the most direct way to put a half-finished build in front of a friend without exporting anything first. The trouble is everything surrounding the tool. Documentation is thin and reads like it was translated in a hurry, so a lot of your learning happens in scattered forum posts and YouTube tutorials of wildly uneven quality. The community is small, and that matters more than it sounds. When you hit a wall in Godot or Unity, somebody hit it in 2019 and wrote it up. Here you might be the first, which means reverse-engineering the sample projects to get unstuck. The interface buries important settings in nested panels with non-obvious ordering rules, and mis-wired logic tends to fail silently rather than throwing an error you can chase. Steam sits at mixed, around two thirds positive across roughly six hundred reviews, and that split is easy to read: the people who survived the first month are delighted with what they can build, and the people who expected drag-and-drop bounced off it hard. So who is this actually for. The solo hobbyist with one specific 2D action game living in their head, who wants it playable rather than theoretical, and who has a real allergy to text-based code. Give it a month of evenings before you pass judgment, and go in knowing the first two weeks produce nothing you'd show another human. If you're already comfortable with a scripting language, or your idea is going to grow past a tight 2D action scope, you will move faster somewhere else and you should. But for that narrow slice of person, released back in 2019 and still doing its one job, it handles that job better than the wide-open engines do.

Alex
Alex · Scout Team

Catch-all

Tags

auto-admittedNo-Code Game DevelopmentVisual Scripting2D Action ToolkitSprite Animation EditorState Machine LogicSolo Dev FriendlySteep Learning CurvePrototyping ToolSmall CommunityNode-Based LogicPlatformer ToolkitShoot-em-Up FriendlyRPG Maker AlternativeHobbyist Game DevDocumentation GapsFrame-by-Frame AnimationTutorial Dependent

System Requirements

Minimum

Processor
Intel Core2 Duo and 2.0GHz or better
Memory
4 GB RAM
Graphics
DirectX 9/OpenGL 4.1 capable GPU
Storage
1 GB ava…

Recommended

Processor
Intel Core2 Duo and 3.0GHz or better
Memory
8 GB RAM
Graphics
DirectX 9/OpenGL 4.1 capable GPU / NVIDIA GeFo…

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Reviews & Ratings

Steam
68%(600)

Game Info

Developer
Gotcha Gotcha Games, KADOKAWA
Publisher
Gotcha Gotcha Games
Release Date
Sep 19, 2019

Features

Remote Play Together

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Frequently asked questions about Pixel Game Maker MV

How much does Pixel Game Maker MV cost?

As of 7 September 2026, the cheapest in-stock offer for Pixel Game Maker MV is €9.58 at Gamivo, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Pixel Game Maker MV cheapest?

The lowest in-stock price we track for Pixel Game Maker MV is €9.58 at Gamivo (7 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Pixel Game Maker MV available on?

Pixel Game Maker MV is available on PC.

When was Pixel Game Maker MV released?

Pixel Game Maker MV was released on 19 September 2019.

Who developed Pixel Game Maker MV?

Pixel Game Maker MV was developed by Gotcha Gotcha Games, KADOKAWA and published by Gotcha Gotcha Games.