A game on Mac and iPhone needs both sets.
Desktop store
Why each one matters:
- Key art. The home hero and the desktop app draw your title, price and buttons over it. Text in the picture fights them. Every other desktop crop is cut around its focal point.
- Screenshots. Players judge the game by these on its page and in the featured row. Fake shots break trust and fail review.
- Icon. The mark in square tiles, library rows and search. Words cannot be read at that size.
- Tall capsule. The 3:4 shelf tiles and the library. Nothing is drawn on top, so a logo reads well. If missing: a 3:4 crop of your key art.
- Wide capsule. Beside the game page and in link previews. If missing: cropped from your key art.
- Trailer. The first seconds play muted on hover and in the hero. A muted 15-30 second MP4 that opens on gameplay works best.
Mobile store
Why each one matters:
- Icon. 40 to 112 points wide on a phone: in rows, on shelves and above the game page. Use a clear silhouette on a plain background. If your desktop icon is right, use it here too.
- Tall cover. The front-page story card on iPhone and the full-height Today card on Android. Both draw the title, tagline and buttons over its lower part. Keep the subject inside the middle 4:5 area and keep the bottom third calm. If missing: your landscape key art is cropped to a tall card and most of its width is lost.
- Key art. The phone game page hero and the Discover cards, under a shade and the title.
- Screenshots. The phone game page gallery. Shoot them in the way the game is played. A short tagline may cover at most a fifth of the picture; small text cannot be read on a phone.
Rules for every slot
- Art is per store. Never put a desktop picture in a mobile slot, or the reverse, even when it fits. Only the icon may be shared.
- Shape check. Each picture must match its slot’s shape within 2% and meet the minimum size. A near fit is cut from the centre.
- Focal point. Key art, capsules and the tall cover keep a focal point: the part that must stay in view when the store crops. Set it on the subject’s face or the main object. Keep it away from the edges.
- The 20-picture budget. One store page holds at most 20 pictures and videos across both stores. That is why 4-6 desktop and 3-5 mobile screenshots are plenty.
- Real gameplay. Screenshots and trailers show the real game. No mock-ups, no other games’ characters.
- No text where the store draws text: key art (both stores), the tall cover, icons and screenshots.
Common mistakes
Set the art
- Studio: open your game’s store page, then Desktop store or Mobile store. The live preview shows every crop.
- Your agent:
summer_store_set_artwith the slot id. See Make store art with your agent and the tools reference.
Fill my store art. Your agent fills every empty slot for the stores your game is on.
Does this not help you? Reach out on Discord!

