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Building a mobile app on Replit works the same way as building a web app: you describe what you want, and Agent writes the code. This guide walks through that process with one example, so you can see the pattern before applying it to your own idea.
PixelGames menu listing Blocks, Snake, Racer, and Pinball, with Blocks selected

End result: PixelGames' menu and the Blocks game running on a phone.

Before you start

All you need is a Replit account, free to create. The goal is to complete one full loop:
  • Build it with Agent
  • Test it as a mobile app
  • Publish it, and share it
Agent is Replit’s AI builder. You describe what you want, and it creates the app, explains what it did, and fixes what’s broken.

1. Tell Agent to build the app

Open Replit and start a new app. Describe what you want to build, then select Mobile app as the app type.
The PixelGames build prompt entered on Replit's homepage, with Mobile mode selected

Agent setting up the mobile project and the console shell UI.

2. Confirm it works in preview

Replit simulates PixelGames as iOS or Android directly in the preview pane. This is the fastest way to check a change.
1

The simulator starts automatically

Replit launches the simulation as soon as PixelGames is ready, no setup needed.
2

Switch platforms with the dropdown

Use the Simulate on… dropdown in the preview pane toolbar (next to the wrench and refresh icons) to switch between iOS, Android, and Web.
Replit preview pane with the Simulate on Web, iOS, or Android dropdown open

The Simulate on... dropdown in the Replit preview pane.

Check that it actually works

Use PixelGames like a player would:
  • See the MENU screen with Blocks selectable and the other three games marked “SOON.”
  • Open Blocks and play a few pieces with the D-pad and A/B buttons.
  • Confirm the score, level, and lines in the HUD update as you play.
If something looks wrong, describe what you saw to Agent, you don’t need to find the bug yourself.

You’ve got PixelGames running

You went from a single prompt to a playable game, previewed right inside Replit.

Troubleshooting

The first build takes a minute or two, so give it a moment before assuming it’s stuck. If it’s still blank after that, check the console for an error and share it with Agent.
Press R in the console to reload PixelGames, then use the refresh icon in the preview pane toolbar if it still looks stale.
This usually means a JavaScript error or a missing package. Read the message, it often points to the exact file and line, then share it with Agent and ask for a fix.
Some packages behave differently across platforms, one that works on web might not support native, or need different setup. Ask Agent “Does this package support native?” before relying on it.
The first build is always slower since nothing is cached yet, later ones should be quicker. If it stays slow, ask Agent to check for unnecessary packages in the project.
This means a package isn’t installed, or is installed but the cache is stale. Ask Agent to install it or clear the cache, and double check the package name isn’t misspelled.

What’s next

Test it on your phone

Feel PixelGames as a real phone app: buttons under your thumb, haptics, the real screen size.

Add login

Let players sign in and save progress.

Store images in your mobile app

Save profile photos to App Storage.

Send push notifications

Tell players when a new game ships.

Add payments

Charge players for content in PixelGames.