Build once, publish everywhere.

Just bring the vision for a great game. Whether you’re experienced or just getting started, GameSalad Creator’s intuitive drag & drop interface will bring your game to life. Choose from templates and assets or create from scratch. Monetize with ad networks or in-app purchase and publish to all the major platforms with a click of a button.

Apple
Android
HTML5
Windows
Amazon
750,000+developers in 189 countries
50,000+games published
80+top 100 games in the US App Store
3#1 games in the US App Store

The fastest and easiest way to create cross-platform games.

  • Import almost any kind of image or sound asset into your project.
  • Preview your game in real time for rapid iteration and testing.
  • Easily add sophisticated logic to your game simply by dragging behaviors onto your actors.
  • Design once, publish to every major platform with just a few clicks.

In the News

GameSalad is trusted by

Partner logos

"As the head of a creative design agency, GameSalad is our go-to tool for building games, creating interactive content and prototyping new user experiences."

Hillel CoopermanCo-Founder & CEO,
Jackson Fish Market

"With GameSalad, my company was able to build an award winning mobile game franchise that reached number one in 16 countries with millions of players worldwide."

Nicolás PalaciosCEO, ePig Games

The Latest from GameSalad

GameSalad announces Amazon Fire TV Promotion with $1,000 in Prizes, Free Months of PRO

Our recent update to GameSalad for Mac (v13.6) added a whole new publishing platform - Amazon Fire TV - and support gamepad controls for Android, Kindle, FireTV, and Mac desktop games.

And for a limited time, Amazon is making Fire TV publishing free for ALL GameSalad Mac users! 

To celebrate, we’ll be giving away a total of $1000 total to 3 randomly selected games that are published on Fire TV between now and March 30th. In addition, every game published on Fire TV will net you a free month of PRO, giving you access to publishing on all GameSalad supported platforms and powerful monetization features.

Here’s what you need to know:

  • GameSalad Creator 0.13.6 Mac Download
  • Official Rules
  • Tips for publishing on Fire TV from Amazon
  • To submit your game for this promotion, simply publish your game and follow the instructions on the Incentives tab.  Once submitted, you'll receive a confirmation.  That's it!

    Read More

    Game of the Month (Jan 2015): WordForWord


    Congratulations to DonkeySoft, developers of our January GameSalad Game of the Month, WordForWord!

    WordForWord is a challenging strategy word game where you face off against "Foxy", your clever animal opponent, by taking turns creating words to accomplish different goals!

    Check out our interview word-for-word with Chris, one of the developers at DonkeySoft, below:

    GameSalad: Tell us a little about yourself and your experience as a game developer. Are you a solo creator, or part of a team or company?

    Chris Lee: We’re a husband and wife team here at DonkeySoft. We lucked out in the skill set department, as she is in marketing and graphics design by profession and I am in software development. I still have a day job to pay the bills properly, but in our spare time (evenings and weekends) we work on our games. Our 7 year old daughter contributes as a tester. She loves pointing out my mistakes!

    GameSalad: Sounds like you guys have the perfect balance skill wise! What got you interested in GameSalad?

    Chris Lee: We started out by making educational games... something to entertain our young iPad user. She was really into putting stuff in water to see if it would sink or float. That was the first game we made, and kids seem to dig it. Some classrooms have even picked it up as well for their young students to play around with. GameSalad is the perfect tool for us, as we don’t have a lot of time, but with the time we do put in, big things happen!

    GameSalad: What inspired you to make a game like WordForWord?

    Chris Lee: We’ve always liked word games, and after having success with Wordizt, and Word Wow it seemed like a natural progression. We thought that there were a lot of people out there who like playing by themselves, and so competing against the computer would be a fun idea. I also wanted to write the word finding algorithm, as I had never done it before and it seemed like a challenge. I wrote it in .NET to figure it out, and then translated it into GameSalad which worked out better than I thought!

    GameSalad: Sounds like you guys have been creating interesting twists for the word game genre for awhile! How long have you guys been using GameSalad?

    Chris Lee: Almost 2 years now.

    GameSalad: And how long have you both been making games?

    Chris Lee: Almost 2 years now... :)

    GameSalad: Great! Have you been pleased with your final product and has WordForWord met or exceeded your expectations?

    Chris Lee: We're really happy with how WordForWord turned out. As always, there are so many things that we would have liked to have put in, or enhanced, but you have to be firm about what makes the core of the game in order to get it out the door. If not, we would work and rework things into another Duke Nukem Forever. One of the things we'd like to do if WordForWord is received well is to add head-to-head play. It's the perfect game for asynchronous multiplayer.

    The grey semi-transparent background behind the game board on each level was a bit of a challenge. When designing a game you always have to figure out which path to take for implementation, i.e. use a scene for each level and do it by hand, or put it all in a table and render just one scene... that kind of thing.

    For this I didn't want my wife to create the background for each level (as the layout of the tiles vary), I wanted to generate it dynamically (earning some husband points to cash in later). Took a few tries, and a few sleeps before the solution came around. Pretty happy that it worked out in the end, as we can generate levels without having to worry about creating a matching semi-transparent background. I find it fun to be creative with the toolset and come up with solutions.

    GameSalad: WordForWord is indeed a perfect concept for a multiplayer game. About how long did it take you to develop WordForWord?

    Chris Lee: About 3 months of evenings and weekends. Gone are the days of working until 4am, so it really was just 2-3 hours an evening and maybe 8-10 hours on the weekends. GameSalad is awesome for it's productivity. I feel I know the tool pretty well now, and so I'm not stumbling over the little things that can take hours to figure out. The learning curve of any tool can be harsh, and at the beginning I spent many hours on figuring out how something worked in GameSalad... once you know the engine and how it processes things it really empowers you to make just about anything work.

    GameSalad: That's not long for a nice polished game like WordForWord! Any words of advice or tips to share with fellow GameSalad developers?

    Chris Lee: I know that it's disappointing to put so much time and effort into a game and then release it and have it be buried in the app stores (speaking from experience... “Orbing”!, I loved it and put SOOO much time into it, and learned lots but it goes mostly unnoticed). I guess the best advice I can think of is to NOT try and hit a home run. Come up with a game idea that you would play, and then pare it down to it's simplest form (ie. what still makes it fun and attractive, minus the gold trimmings) and stick to that for the first release.

    For a tip, I'd have to talk about the power of recursive spawning. This is what I used for the word finding algorithm and it works really well.

    Basically, you create an object with some key logic that you want to execute over and over (searching the letter tiles that are adjacent to the context tile). Instead of using the Loop behavior which works, but will be slower, you spawn another instance of the same object and then destroy yourself. I believe there is something in the forums about this under "Hyperloops". I stumbled across this technique on my own and then found that others were doing the same thing, which is always nice to know that you are doing something that the smart people are doing! :)

    GameSalad: Thanks for the insight! What do you guys plan on doing next?

    Chris Lee: Another word game of course! :) Word Wow is doing well for us so we figured that we'd expand on that idea. It's already fleshed out and now we just have to realize it. Life and its demands get in the way though!

    GameSalad: Congratulations again and we wish DonkeySoft all the best!

    If you love word games, then WordForWord is the game for you! It's currently available for FREE on iTunes and Google Play. If you need more convincing, check out the trailer!

    Read More

    December 2014 Game of the Month: Panmorphia


    Congratulations to Lydia Kovalenko, developer of our December GameSalad Game of the Month, Panmorphia!

    Panmorphia is a point and click adventure game with many puzzles to solve!

    GameSalad: Tell us a little about yourself and your experience as a game developer. Are you a solo creator, or part of a team or company?

    Lydia: Hello everyone! It's such an honour being chosen for Game of the Month. My name is Lydia Kovalenko (LKMAD) and I am the solo developer behind Panmorphia. My formal background is in Architecture, though I have dabbled a bit in the gaming industry before.

    GameSalad: Architecture sounds like an interesting background for game creation. What got you interested in GameSalad?

    Lydia: Having no prior programming knowledge, I thought that creating games on my own was not possible and that the only way I could ever release one would be by hiring someone else to code it for me. A friend of mine suggested a few games for the iPad in February of 2013 and after some out of curiosity research on how they made them, I found that there were tools out there for people such as myself.

    The way that I have always created was by allowing my work to evolve during the creative process. Something like this however would have been very costly going down the hired help route. I am glad that I have been able to do this on my own using GS and thus not sacrifice the end result.

    Creating the game once and then being able to release it on multiple platforms was something that also played a big role when deciding which game engine to use.

    GameSalad: That would have been very costly indeed! What inspired you to make a game like Panmorphia?

    Lydia: I have wanted to create a game for a while now. Adventure games is my favourite genre and something I have a bit of experience in, so it felt natural to try making one. Living in Cyprus you are surrounded by so many beautiful places and from a young age I have always liked to come up with stories revolving ancient ruins and lost civilizations. It felt natural for me to use my surroundings to create the game. It also gave me the opportunity to discover new places and appreciate my island from a different point of view.

    Lydia: Architecture is essentially all about getting a clear idea of who the users of a building or space will be and letting that story inform the design. I think this way of thinking lends itself perfectly when creating a game of this type as by having a clear idea of the game's backstory, you are then able to create a rich environment for your characters to exist in. In all honesty, it was the perfect excuse to create my own world and live in it for a while.

    GameSalad: You mention that your background in architecture benefitted you in creating the story for Panmorphia, do you think it benefitted you some in the creation of the art of Panmorphia as well?

    Lydia: Absolutely. The context is really important when designing in Architecture so it's pretty normal and expected to create photomerges of the proposed site with your building in it. This gives an idea to the client of how it will look after it is built. In that sense I already had the fundamental knowledge of how to manipulate photos to create the backgrounds, I just needed a little help with the ambience. There are many online tutorials that are pretty good of teaching you the basics on how to do that. I picked up a few tricks doing some and after that it was a matter of experimenting until it felt right and all the scenes had a coherent style.

    GameSalad: Speaking of art, the art in Panmorphia is quite beautiful and realistic, do you mind sharing a little info on how you created it?

    Lydia: Thank you! I used a technique called digital matte painting. You basically take a lot of photos and combine them together to create the scene that you envision. There is a lot of retouching involved to make sure everything blends together nicely and applying filters so that it has the right atmosphere.

    Lydia: For the animal statues for example, I took photographs of natural rock formations that kind of resembled the shape of what I wanted to do and then I just 'chipped' away until it looked right. I also drew a few things by hand, imported them in AutoCAD to draw over and then finished them off in Photoshop. The night sky was done from scratch, I found a star chart that I liked and used it as a guide to draw over each star, then played with gradients and filters - that one took a while!

    GameSalad: Thanks for that insight! How long have you been using GameSalad?

    Lydia: I have been using GS since September of 2013. Initially I was going to use another engine, but I found it really hard to understand how everything worked and how to get started. I then found GS and just by spending a weekend looking through the cookbook and other video tutorials, I felt confident enough that I would be able to create it. To think that roughly 1.5 years later I not only have published my game, but I have also won Game of the Month is something beyond my wildest dreams. I am really grateful for that.

    GameSalad: Well we're glad you chose GameSalad! How long have you been making games?

    Lydia: This is my first published game. I used to work in an online graphical chat called WorldsAway (created by Fujitsu and LucasArts) while studying Architecture. I initially started as an artist and later rose through the ranks to manage one of their virtual worlds. Part of my responsibilities was overseeing ‘in-world events’ and we used to have mini point and click adventures (quests) each weekend. Aside from our official large scale quests, I would work with the members in preparing their quests for release and I would sometimes fill the remaining empty slots with additional mini quests of my own. My favourite part was always seeing people enjoy them, as well as the camaraderie of people joining ranks to solve the adventure together. We always felt bad when we had to dismantle them at the end of the weekend, so I’m really glad that I am now able to create more permanent incarnations of them.

    GameSalad: Sounds like your pretty experienced at creating puzzles. Have you been pleased with your final product and has Panmorphia met or exceeded your expectations?

    Lydia: I am extremely proud of what I have accomplished. I don’t think it has fully sunk in yet that I have a game out there, but receiving emails from people that loved playing it has been so rewarding that I cannot wait to make more games. I have learnt many things along the way and though I’m still learning, I feel far more confident now in my abilities and actually really look forward tackling my next game.

    GameSalad: That's great to hear! About how long did it take you to develop Panmorphia?

    Lydia: I have been working on Panmorphia on and off since May of 2013. A large part of the development was simply learning how to do everything. The art went through a few iterations until it felt right, there was plenty of optimization to bring the file size down yet not compromise on the quality and generally making sure everything functioned correctly and the story felt right.

    GameSalad: Any words of advice or tips to share with fellow GameSalad developers?

    Lydia: Making a game by yourself can be really overwhelming, especially being new at it. What I found helpful was to cut everything into short attainable goals that I could complete in no more than a week or two. This enabled me to focus on one thing at a time and not panic at the sheer amount of work that a game of this type entails.

    Lydia: The GS forum, cookbook and YouTube tutorials are invaluable assets to have – I truly couldn't have done the game without them, so thank you to everyone who has taken the time to help others and create those videos.

    Finding fellow indie game developers on Twitter has also been really helpful as I could connect with people going through the same type of thing and we have been supporting each other through the ups and downs of game development.

    GameSalad: Great tips, thank you! What do you plan on doing next?

    Lydia: I'm currently hard at work testing the Universal App version of the game with plans to release on multiple platforms. I'm also implementing a Hint system and an Easy mode following feedback. I did a soft release with the iPad version for Panmorphia in the beginning of December and I’m hoping to release the next version somewhere around the end of January. My next hurdle is to conquer is the marketing aspect of releasing a game.

    Once the dust settles, I am going to begin work on the sequel to Panmorphia and I have a few other ideas in the back of my mind that I am excited to explore further!

    Many thanks again for choosing me for Game of the Month and I wish everyone creating their own games, good luck and perseverance!

    GameSalad: Congratulations again and we wish you all the best Lydia!

    If you love adventure games, then Panmorphia is the game for you! It's currently available for iPad on iTunes here. If you don't have an iPad, keep your eyes peeled for Universal release of Panmorphia. If you need more convincing, check out the trailer and Lydia's website website!

    Read More

    Follow us on