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Game Asset Compressor

Drop your sprites, textures, music and sound effects. PNGs get a smart color palette, music becomes MP3, sound effects get trimmed and made mono. Compare before and after, then download everything in one ZIP. Smaller builds install faster and load faster.

Click or drop images and sounds here
PNG, JPG, WebP, WAV, MP3, OGG · free up to 10 files at a time
Images
JPG / WebP quality82
Sounds
Music if longer than8 s
Add files to see how much they shrink.
FileBeforeAfterSaved

Files that would get bigger are kept as they are.

Pro · no file limit, so a whole asset folder goes in at once, and the ZIP keeps your folder layout so you can copy it straight back over your project. See plans

Why shrink game assets

Players give up on big downloads. On Google Play every extra few megabytes costs installs, and web games lose players for every second of loading. Most of that size is art and sound saved at settings meant for editing, not shipping. A sprite saved as a full color PNG can usually be cut by more than half with no change you can see, and a WAV music track is about ten times larger than a good MP3.

How images are compressed

Smart palette. Game sprites rarely use more than a few hundred colors. The compressor finds the best 256, 128, 64 or 32 colors for each image, keeps transparency, and saves an indexed PNG. If an image already has few colors, such as pixel art, it keeps every color exactly, so nothing changes at all. Lossless keeps every pixel and only re-packs the file. WebP and JPG trade a little quality for much smaller files, useful for backgrounds and photos. JPG has no transparency, so use it only for opaque images. Max size scales down textures that are larger than they are ever shown, and pad to power of two adds transparent space so width and height become 256, 512, 1024 and so on, which some older texture compression needs. Drag across the preview to compare before and after.

How sounds are compressed

Long sounds are treated as music and become MP3 at the bit rate you choose. 128k is a good default for game music. Short sounds are treated as sound effects. They stay WAV by default, because WAV starts playing instantly with no gap, but they are trimmed, made mono and saved at a lower sample rate, which often makes them five to ten times smaller with no change you would notice on a phone speaker. MP3 works in Unity, Godot 4, GameMaker, Unreal and every browser. If a music track has to loop with no gap at all, test the MP3 loop in your engine, since MP3 adds a few milliseconds of silence at the start.

Is anything uploaded?

No. Every file is decoded, compressed and packed in your browser. Your assets never leave your device, which also means there is no upload wait, even for big folders.