The whole point of a palette
Pixel art without color constraints isn't really pixel art. It's just a low-res image. The palette is what forces you to make interesting decisions — which shade of green does double duty as both grass and a character's tunic? How do you create the illusion of depth with only four shades?
That limitation isn't a handicap. It's the engine that makes pixel art work. Pick a palette, commit to it, and suddenly your game develops a visual identity that no amount of unlimited-color rendering can match.
Here are 10 palettes worth knowing, when to use each one, and how to apply them effectively.
How to actually use a palette
Pick one based on your game's mood and era. Dark horror game? Skip PICO-8. Cheerful platformer? Skip Zughy 32.
Lock it in. Import the palette into your editor:
- Aseprite: Edit → New Palette from File
- Piskel: Import in the color picker panel
- Sprite AI: Include the palette name in your prompts
Then stick to it. Only use colors from your chosen palette. The temptation to grab "just one more blue" is strong. Resist it. The constraint is what creates cohesion.
The 10 palettes
PICO-8 (16 colors)
The one that launched a movement. PICO-8 is a fantasy console, and its 16-color palette has become shorthand for "indie pixel art" at this point. You've seen it everywhere — Celeste prototypes, itch.io game jams, half the pixel art on Twitter.
#000000 Black #FF004D Red
#1D2B53 Dark blue #FFA300 Orange
#7E2553 Dark purple #FFEC27 Yellow
#008751 Dark green #00E436 Green
#AB5236 Brown #29ADFF Blue
#5F574F Dark gray #83769C Lavender
#C2C3C7 Light gray #FF77A8 Pink
#FFF1E8 White #FFCCAA Peach
What makes it work: the colors are opinionated. That red is aggressive. The blue is electric. Nothing is wishy-washy, so even at tiny resolutions, everything reads clearly. If you're doing a game jam and need to pick a palette in 30 seconds, this is the safe bet.
Endesga 32 (32 colors)
This is what you reach for when PICO-8 feels too tight but you don't want to go overboard. 32 colors gives you enough range for fantasy RPGs, detailed characters, and varied environments while still keeping everything cohesive.
#be4a2f Rust #193c3e Teal dark
#d77643 Orange #124e89 Blue
#ead4aa Cream #0099db Sky blue
#e4a672 Tan #2ce8f5 Cyan
#b86f50 Brown #ffffff White
#733e39 Dark brown #c0cbdc Light gray
#3e2731 Darkest #8b9bb4 Gray
#a22633 Red #5a6988 Blue gray
#e43b44 Bright red #3a4466 Dark blue gray
#f77622 Orange #262b44 Near black
#feae34 Gold #181425 Black
#fee761 Yellow #ff0044 Hot pink
#63c74d Green #68386c Purple
#3e8948 Dark green #b55088 Magenta
#265c42 Forest #f6757a Salmon
#e8b796 Skin light
#c28569 Skin mid
The warm tones in this palette are particularly strong — the rust-to-cream gradient works beautifully for characters, buildings, and anything organic. Probably the best all-around palette for a fantasy game.
Resurrect 64 (64 colors)
When you need serious range. 64 colors is about as far as you can go before a "limited palette" stops feeling limited. Great for larger projects with multiple environments that still need to feel unified.
Best for detailed games with varied content. View the full palette on Lospec →
GameBoy (4 colors)
Four shades of green. That's it. And somehow, entire worlds were built with just these colors.
#0f380f Darkest green
#306230 Dark green
#8bac0f Light green
#9bbc0f Lightest green
Using the GameBoy palette in 2026 is a deliberate aesthetic choice, not a technical one. It immediately signals "retro" and forces extreme creativity with shading and form. Great for demakes, nostalgia projects, or when you want to challenge yourself with maximum constraint.
CGA Palette 1 (4 colors)
Early IBM PC energy. Cyan, magenta, black, white. It looks harsh — and that's exactly the point.
#000000 Black
#55FFFF Cyan
#FF55FF Magenta
#FFFFFF White
This palette screams "vintage computing" louder than anything else on this list. Good for synthwave aesthetics, ironic retro projects, or any game that wants to look like it crawled out of 1983.
NES (54 colors)
The full NES color palette has 54 colors, but real NES games used far fewer per sprite — typically 3 colors plus transparency. The trick was clever palette swapping across different sprite groups.
Pick 12-16 colors from the full set for an authentic 8-bit feel without drowning in options. View the full NES palette →
Sweetie 16 (16 colors)
Think of this as PICO-8's friendlier cousin. Same number of colors, but softer, warmer, more approachable.
#1a1c2c Dark #29366f Dark blue
#5d275d Purple #3b5dc9 Blue
#b13e53 Red #41a6f6 Light blue
#ef7d57 Orange #73eff7 Cyan
#ffcd75 Yellow #f4f4f4 White
#a7f070 Light green #94b0c2 Gray blue
#38b764 Green #566c86 Dark gray blue
#257179 Teal #333c57 Darker gray
Where PICO-8's colors punch you in the face, Sweetie 16 gives you a warm hug. Better for platformers, casual games, anything where you want the art to feel inviting rather than aggressive.
Zughy 32 (32 colors)
Dark. Moody. Atmospheric. This is the palette for horror games, dark fantasy, and anything that needs to feel heavy and serious.
Not going to list all 32 here — view it on Lospec →. But trust me, if your game involves dungeons, monsters, or anything that shouldn't feel cheerful, this is worth a look.
Oil 6 (6 colors)
Six colors. That's extreme even by pixel art standards.
#fbf5ef Cream
#f2d3ab Tan
#c69fa5 Dusty pink
#8b6d9c Purple
#494d7e Dark purple
#272744 Near black
The result is something that looks less like a game and more like art. Elegant, restrained, almost melancholy. If you're making something experimental or want a distinctive visual identity that nobody else has, Oil 6 is how you get it.
Apollo (16 colors)
Built for sci-fi and space games. Cool blues, techy greens, minimal warm colors.
#172038 Space dark #19332d Dark green
#253a5e Dark blue #25562e Green
#3c5e8b Blue #468232 Light green
#4f8fba Light blue #75a743 Lime
#73bed3 Cyan #a8ca58 Yellow green
#a4dddb Light cyan #d0da91 Pale yellow
#4d2b32 Dark red #7a4841 Brown
#ad7757 Tan #c09473 Light tan
The blue-to-cyan range in this palette is beautiful for space backgrounds, energy shields, UI elements. The limited warm colors mean anything warm (explosions, warnings, characters) pops hard against the cool environments.
Quick reference: Which palette for which game?
| Game type | Recommended palette | Why |
|---|---|---|
| Retro platformer | PICO-8 or Sweetie 16 | Classic constraints, proven aesthetic |
| Fantasy RPG | Endesga 32 or Resurrect 64 | Range for varied environments |
| Horror game | Zughy 32 | Dark, atmospheric colors |
| Sci-fi shooter | Apollo | Cool, technological feel |
| Game jam | PICO-8 or Oil 6 | Fast decisions, iconic look |
| Mobile game | Sweetie 16 | Readable, friendly colors |
| Demake/nostalgia | GameBoy or NES subset | Authentic limitations |
Making your own palette
Sometimes none of the curated options fit. Here's how to build one.
Start with just 4-8 colors. You can always add more. Nail the core first:
- Your darkest dark
- Your lightest light
- The color you'll use most (primary)
- An accent color that draws the eye
- Fill gaps from there
Shift hues when shading. This is the biggest difference between amateur and professional palettes. Don't just darken a color by adding black — shift it toward blue or purple for shadows. Don't just lighten by adding white — shift toward yellow or orange for highlights. The result looks richer and more natural.
Test on actual sprites, not swatches. A palette that looks gorgeous as a color grid can fall apart when applied to characters and environments. Make a test character, a test tile, and a test item. If all three look like they belong in the same game, your palette works.
Borrowing is fine. Start from a palette on this list, swap out the colors you don't like. That's faster and usually produces better results than starting from scratch.
Palettes with AI sprite generators
When using Sprite AI or similar tools, you can guide the AI toward your palette:
By name: pixel art knight, PICO-8 color palette, limited colors, retro style
By mood: pixel art forest scene, muted earth tones, limited palette, cohesive colors
By count: pixel art character, 8 colors maximum, consistent shading, game sprite
By color: pixel art slime enemy, green and purple only, simple shading, 4 colors total
Generate with a limited palette →
Historical reference
| Era/System | On-screen colors | Per sprite |
|---|---|---|
| GameBoy | 4 | 4 |
| NES | 25 | 3 + transparent |
| SNES | 256 | 15 + transparent |
| Genesis | 61 | 15 + transparent |
| Modern pixel art | Unlimited | 8-64 typical |
Where to find more palettes
Lospec Palette List — The definitive collection. Filter by color count, sort by popularity. If it exists, it's probably here.
Color Hunt — General palettes, good for inspiration even if they're not pixel-art-specific.
Coolors — Palette generator. Useful for creating starting points to customize.
Pick a palette. Any palette on this list will work. The worst choice is no choice — endlessly browsing palettes instead of making sprites. Grab one, lock it in, and start creating. You can always switch later, and the constraint itself will teach you more about color than any amount of theory.
Related posts
2D pixel art for games: complete style guide
A practical style guide for 2D pixel art in games. Covers pixel art styles from 8-bit to modern HD, resolution choices, color theory, and keeping your assets consistent.
Anime pixel art — the JRPG tradition that never left
How anime pixel art evolved from SNES JRPGs to modern indie games. Techniques for eyes, hair, poses, and palettes at small scales.
How to make a pixel art game — the practical roadmap
A step-by-step plan for making your first pixel art game. Engine choice, art pipeline, scope control, and the tools that save the most time.