Guide

Google Play store listing graphics, every asset

Flat store assets on a dark background: a grey rounded-square icon, a wide purple landscape banner with a thin purple outline, and three portrait phone panels with grey interface blocks.

The full list of images a Google Play listing takes, which ones block publishing and which only decide whether Google recommends the app, the policy lines that get graphics flagged, and how the same plan covers the App Store and the Microsoft Store.

Published October 20, 2026 · 16 min read

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TLDR

What graphics does a Google Play listing need to publish, and what size is each? Three things: a 512 × 512 px icon, a 1024 × 500 px feature graphic, and at least two screenshots, each side between 320 and 3840 px. To be eligible for recommendations, an app needs four screenshots at 1080 px or more. Tablets, video and other stores come after.

Google Play store listing graphics are a short list with long fine print. This guide goes through the list asset by asset: what each one is, the exact size and file rules from Google's own help pages, what blocks publishing and what only affects where Google shows the app. Then it compares the set with the App Store, adds the Microsoft Store, and ends with one plan that produces all of it.

What graphics does a Google Play listing need to publish, and what size is each?

Answer: Three assets block publishing: an app icon at 512 × 512 px, a feature graphic at 1024 × 500 px and at least two screenshots across device types, each side between 320 and 3840 px. Everything else, from tablet screenshots to the preview video, is optional for publishing but decides where Google shows the app and on which devices.

Google calls these "preview assets" and lists them on one help page, Add preview assets to showcase your app. It says plainly: "You must provide an app icon to publish your store listing" and "You must provide a feature graphic to publish your store listing." For screenshots, the minimum is two across all the device types you support.

The full list, in one table. Everything below comes from that page, read on 13 October 2026.

AssetSizeFileStatus
App icon512 × 512 px32-bit PNG with alpha, max 1024 KBRequired
Feature graphic1024 × 500 pxJPEG or 24-bit PNG, no alphaRequired
Screenshots320 to 3840 px per side, long side at most twice the short sideJPEG or 24-bit PNG, no alphaAt least 2 across device types; up to 8 per device type
Screenshots for recommendations1080 × 1920 portrait or 1920 × 1080 landscape, at minimumSame4 for apps, 3 for games
Tablet and Chromebook screenshots1080 to 7680 px, 16:9 or 9:16SameOptional; at least 4 if you add them
Wear OS screenshots1:1, at least 384 × 384 pxSameAt least 1 if the app supports Wear OS
Android TVTV screenshots plus a 1280 × 720 px bannerJPEG or 24-bit PNG, no alphaAt least 1 screenshot and the banner for TV apps
Android Automotive OS800 × 1280 portrait and 1024 × 768 landscapeSameAt least 2 of each if provided
Android XR8:5, 3840 × 2400 px recommended, 1920 × 1200 minimumPNG or JPEG, up to 8 MB4 to 8 for XR apps
Preview videoA YouTube URLPublic or unlisted, ads offOptional

Two rules in that table cause most failed uploads. The first is the alpha channel: screenshots and the feature graphic must be JPEG or 24-bit PNG, while the icon is the one asset that is a 32-bit PNG. The second is the 2:1 limit. A full-screen capture from a tall Android phone, such as 1080 × 2400, is 2.22 times as tall as it is wide and breaks it. The Google Play screenshot requirements guide goes through each screenshot rule in detail.

Answer: Google splits its rules into requirements and "highly recommended" guidelines. Missing a requirement blocks the listing. Missing a guideline does not hurt the listing page itself, but it makes the app less eligible for recommendations around Google Play. For apps the main bar is four screenshots at 1080 px or more; for games it is three.

Most guides list everything Google says as one set of rules, which makes the minimum look larger than it is and the recommendations look optional. Google's page draws the line itself: "'Requirements' listed on this page are mandatory," while guidelines listed under "Highly recommended" "can help make your app or game more eligible" for promotion, and "Failure to comply with these guidelines will not impact your store listing page."

In practice that gives you two targets:

  • The publishing floor. Icon, feature graphic, two screenshots, all in range. A listing with exactly this goes live.
  • The recommendation bar. At least four screenshots at 1080 px minimum for apps (three for games), in 9:16 portrait or 16:9 landscape, plus the content guidelines below: real UI first, short taglines, no badges. Google says screenshots "may be displayed throughout Google Play, for instance in search or on the homepage," and the screenshot-based formats there only use apps that clear this bar.

There is no reason to aim for the floor. Four screenshots at 1080 × 1920 cost about the same work as two, and they are what Google needs to show the app outside its own page.

The app icon: a full square, no shadow

Answer: Upload a 512 × 512 px, 32-bit PNG in sRGB, under 1024 KB. Keep it a full square: Google Play applies its own mask with a corner radius of 30% of the icon size, and its own shadow. Pick an opaque background, and leave out any text or graphic that suggests ranking, a deal or a Play program.

Google's icon design specifications are short and specific. The final asset is "Full square," because "Google Play dynamically handles masking. Radius will be equivalent to 30% of icon size." The same goes for depth: "Shadow: None," since Play adds one. Shadows and lighting inside the artwork are fine; a drop shadow around the square is not.

Transparency is allowed by the file format but not by the design: "Transparent assets will display the background color of Google Play UI," which means your icon changes colour between light and dark mode. Use a solid background in your brand colour.

What does not belong on the icon is the same list as everywhere else on the listing. Google says don't use text or graphic elements "to indicate ranking," "to promote deals or incentivize installs," or "to indicate participation in a Play program." The metadata policy adds "Misleading symbols in app icons are not allowed," with a fake notification dot as the standard example.

The icon is the one asset that appears wherever the app is listed, often at a few dozen pixels, so check it at small sizes before anything else.

The feature graphic: Google Play's banner

Answer: The feature graphic is a 1024 × 500 px JPEG or 24-bit PNG with no alpha, and it is required. It is the cover image of the preview video and appears in large-format collections of apps, including ads. Keep the logo, name and slogan out of the cutoff zones, and avoid pure white, black or dark gray backgrounds.

The App Store has nothing you upload that matches it, which is why it catches App Store developers by surprise. Google lists three places it shows: "as a cover image for your preview video," in "large-format collections of apps, including ads," and, for games, in large-format groups of recommended games. The feature graphic definition explains where those surfaces sit on the listing.

Google's guidance for it, from the same preview assets page:

  • Keep key elements, "brand logo, app name, primary slogan, and main UI," out of the cutoff zones near the edges. Google does not publish the zones in pixels, so the safe choice is to centre everything and leave generous margins.
  • "Avoid overloading the graphic with fine details." It is shown small and sometimes cropped.
  • Avoid pure white, black or dark gray backgrounds, which blend into Play's own background.
  • No device imagery, no Play or other store badges, no third-party trademarks without a licence.
  • Write alt text of 140 characters or fewer.
  • "Localize your graphic and branding text as appropriate for different markets and languages."

A feature graphic is designed, not cropped from a screenshot. Portrait UI squeezed into a 1024 × 500 strip loses everything that made it readable. The feature graphic size and safe zones guide covers the layout in detail.

Answer: Plan four portrait screenshots at 1080 × 1920 px, as JPEG or 24-bit PNG. That set clears the publishing minimum and the recommendation bar at once. Put real UI in the first three, keep any tagline under 20% of the image, and leave out device frames, store badges and ranking claims, which Google lists as things to avoid.

1080 × 1920 is a 9:16 frame, within the 2:1 limit, and exactly the minimum Google names for recommendations. Larger works too, up to 3840 px on the long side, as long as the ratio holds. Google shows the preview video first, if there is one, "followed left-to-right by the screenshots best suited for the device the user is browsing on," so the order you upload in is the order people see.

Google asks you to "prioritize UI in the first three screenshots as much as possible." That matches what converts: people want to see the app, and a caption over real UI does both jobs. The design side, from captions to the order of the set, is in how to design App Store screenshots; nearly all of it applies to Google Play unchanged.

What to leave out. Google's guidelines list these for screenshots:

  • People interacting with a device, unless the app's main use happens off the device.
  • Device imagery, Play or other store badges, and third-party trademarks without permission.
  • Promotional or ranking words such as "Best," "#1," "Free" or "Million Downloads," and calls to action.
  • Blurry, pixelated, stretched, compressed, rotated or skewed images.
  • Unrelated notifications and carrier details in the status bar.
  • Small or excessive text: "Taglines should not take up more than 20% of the image."
  • Taglines that go out of date, such as a seasonal offer.

The device-imagery point matters if you reuse an App Store set: an iPhone frame around an Android screen is both off-guideline and a reason for a user to doubt the listing. Use the screen alone on a background.

Tablets, Chromebooks and other form factors

Answer: Large-screen screenshots are optional for publishing. If you add them, Google asks for at least four, between 1080 and 7680 px, in 16:9 or 9:16. Wear OS, Android TV, Automotive and Android XR each have their own slot and minimums, and each one is required only when the app supports that kind of device.

Tablets and Chromebooks share one large-screen rule: "a minimum of 4 screenshots" at 16:9 landscape or 9:16 portrait, each side between 1,080 and 7,680 px. 1920 × 1080 landscape is the simplest size that meets it. A phone-only app does not have to fill this slot, and the publishing minimum is counted across all device types. If the app does run well on tablets, though, those slots are how Google shows it to tablet users. The tablet and Chromebook screenshots guide covers which to make and at what size.

The other device types, from the same page:

  • Wear OS: at least one screenshot of the app interface only, 1:1, at least 384 × 384 px, with no transparent background, masking or device frame. Watch faces follow the same rule and should show more than one variant if they are customizable.
  • Android TV: at least one TV screenshot and a 1280 × 720 px TV banner. TV screenshots only appear on Android TV devices.
  • Android Automotive OS: required for non-parked app categories. If provided, at least two portrait screenshots at 800 × 1280 and two landscape at 1024 × 768, using the generic system UI.
  • Android XR: four to eight screenshots in 8:5, up to 8 MB each, 3840 × 2400 px recommended and 1920 × 1200 minimum.

None of these concerns a typical phone app. They matter when the manifest says the app runs there.

Google Play vs App Store screenshots: what changes

Answer: Apple takes up to 10 screenshots per device size and scales the largest size down for smaller devices; Google Play takes up to 8 per device type and each type is its own slot. Google adds the feature graphic, takes one YouTube video instead of up to three previews, and tests with up to two variants instead of three.

The two stores agree on the basics: real UI, no prices or ranking claims, no transparency in screenshots. The work differs in the details.

AssetGoogle PlayApp Store
Icon512 × 512 px PNG, uploaded in Play ConsoleBuilt from the app; Xcode can generate every size from one 1024 × 1024 px image
BannerFeature graphic, 1024 × 500 px, requiredNone that you upload
Screenshots per slotUp to 8 per device type, at least 2 in total1 to 10 per device size
Sizes320 to 3840 px, at most 2:1Fixed sizes per device class, largest iPhone 1320 × 2868 portrait
ScalingEach device type is filled separatelyThe highest resolution is scaled down for smaller devices
VideoOne YouTube video; the first 30 seconds autoplay mutedUp to 3 app previews of up to 30 seconds
A/B testsUp to 2 variants against the current listingUp to 3 treatments, one test at a time, up to 90 days
Alternative pagesUp to 50 custom store listingsUp to 70 custom product pages

Sources: Google's preview assets, store listing experiments and custom store listings pages; Apple's screenshot specifications, product page, Product Page Optimization, custom product pages and Xcode app icon docs.

Three consequences for the person making the files:

  • Different shapes. Apple's largest iPhone frame is 1320 × 2868, a ratio of about 2.17:1, which is over Google's 2:1 limit. An App Store screenshot cannot be uploaded to Google Play as it is; it needs a new layout at 9:16, not a crop.
  • More slots on Google Play. Apple fills small devices from the large one. On Google Play, a tablet slot is filled by you or stays empty.
  • One extra asset. The feature graphic has no Apple counterpart you can reuse, so it is designed from scratch.

The full set of Apple sizes is in App Store screenshot sizes 2026.

The rules that get store graphics flagged

Answer: Google's metadata policy bans images that claim ranking or performance, show prices or promotions, borrow Play program labels such as Editor's Choice, or use brand logos and celebrities without permission. Screenshots should reflect the real app. Breaking these is a policy problem that can get the listing rejected, not a missed recommendation.

The preview-asset guidelines above affect where the app is shown. The Metadata policy is different: it is part of the developer program policies, and it applies to the icon, the feature graphic, screenshots and video. Its list of prohibited content for graphics:

  • "Images or text that indicate store performance or ranking," such as "App of the year" or "#1."
  • "Images or text that indicate price and promotional information," such as a discount or "free for limited time only."
  • "Images or text that indicate Google Play programs," such as "Editor's choice" or "New."
  • Emojis, emoticons and repeated special characters in the title, icon and developer name.
  • Misleading symbols, such as a notification dot when there is nothing new.
  • Unattributed or anonymous user testimonials, and data comparisons of apps or brands.
  • A celebrity's name or a brand's logo used without permission.
  • Sexually suggestive imagery, prominent graphic violence, and depictions of illicit drug use.

The key considerations add one positive rule: provide "screenshots and videos that reflect your app's actual experience." A screenshot of a feature the app does not have is misleading metadata, however good it looks.

The first two bullets are the easiest to break by accident: a "#1 in Productivity" ribbon or a launch discount in the feature graphic. Both are easy to avoid once you know they are policy, not style advice. If it has already happened, Google Play rejected your screenshots covers the fix and the appeal.

Adding the Microsoft Store to the plan

Answer: The Microsoft Store asks for less: one screenshot to submit, up to 10 for desktop, as PNG at 1366 × 768 or larger. Microsoft suggests at least four, takes captions of up to 200 characters in a separate field, and strongly recommends a 300 × 300 px app tile icon. Keep key content in the top two-thirds, since overlays can cover the bottom.

If the app also ships on Windows, as many Electron, Flutter and .NET apps do, the Microsoft Store is the third listing. Microsoft's screenshots and images page sets the rules:

  • Screenshots: "Only one screenshot (for any device family) is required for your submission," up to 10 for desktop and up to 8 for other device families. Microsoft suggests at least four per device family. PNG only, landscape or portrait, up to 50 MB each.
  • Desktop size: 1366 × 768 px or larger, with 4K (3840 × 2160) supported.
  • Captions: a text field of up to 200 characters per screenshot, separate from the image.
  • Layout: "Keep critical visuals and text in the top two-thirds of the image," because text overlays may sit on the bottom third. And: "Don't add additional logos, icons, or marketing messages to your screenshots."
  • App tile icon: 1:1, 300 × 300 px, strongly recommended; without it the Store uses the image from your app package.
  • 16:9 super hero art: 1920 × 1080 or 3840 × 2160 px, recommended, used at the top of the listing and in promotions. It must not contain the product's title or other text, and should not show the app's UI.

For an app packaged as MSI or EXE, the store listing page says the minimum to complete the listing step is "a text description and at least one screenshot," and recommends at least four screenshots.

The difference from Google Play is the caption. Google Play allows a short tagline inside the image; Microsoft asks for no marketing text in the image and gives you a caption field instead. So the Windows set is clean UI in a landscape frame, with the message moved into the caption. The Microsoft Store screenshot requirements guide has the full detail.

Build every store's set from one plan

Answer: Write the four to six messages once, then lay them out per slot: 1080 × 1920 for Play phones, the largest iPhone size for the App Store, 1920 × 1080 for Windows desktops and Play large screens, plus the 1024 × 500 banner and the 512 × 512 icon. Localize per language, and test the first screenshot before anything else.

The set is one argument told in several frame shapes. The messages, their order, the background and the type stay the same; the frame, the screen inside it and where the caption goes change per store. Working from one plan keeps the stores consistent and means a change to a caption is one decision, not three. Which messages lead, and in what order, is covered in what to put on your first three App Store screenshots.

A launch checklist. For an app on Google Play, with the App Store and Windows alongside:

1

Write the messages: four to six outcomes a new user gets, ranked. The first three carry the listing on every store.

2

Capture real screens on a phone, a tablet if you support one, and a desktop window, filled with realistic, fictional data and a clean status bar.

3

Google Play phone: four or more portrait frames at 1080 × 1920, real UI first, tagline under 20% of the frame, no device frame.

4

Google Play large screens, if supported: four frames at 1920 × 1080 or 1080 × 1920.

5

Feature graphic: 1024 × 500, designed as a banner, key elements centred, no badges, no device, a background that is not plain white, black or dark gray.

6

Icon: 512 × 512, full square, opaque background, no shadow, no text claims.

7

App Store: the same messages at the largest iPhone size (1320 × 2868) and iPad if the app runs there.

8

Microsoft Store: four or more landscape PNGs at 1366 × 768 or larger, key content in the top two-thirds, the message in the caption field.

9

Check every file before upload: exact size, no alpha channel where the store forbids it, ratio within 2:1 for Google Play.

10

Add translated graphics for your main languages, then start one store listing experiment on the first screenshot.

Localize. Google Play lets each translation carry "in-language screenshots and other graphic assets," shown to users whose language settings match (Create and set up your app). Microsoft asks you to upload images for each language separately, even when they are the same. Captions are where translation pays off, so keep them short.

Test. Google's store listing experiments test the icon, feature graphic and screenshots with up to two variants against the current listing. You can run one default-graphics experiment and up to five localized ones at a time, and they stop on their own after six months. Google recommends testing one asset at a time. The store listing experiments guide covers setup and reading results.

Check the file, not just the design. Whatever you export from, open the file before uploading. A PNG with an alpha channel breaks Google's "24-bit PNG (no alpha)" rule for the feature graphic and screenshots, even when every pixel is opaque. Exporting as JPEG avoids it, or flatten the PNG, for example with ImageMagick: magick in.png -background white -alpha remove -alpha off out.png.

How to produce the set. A design tool such as Figma gives full freedom and free community templates, and every frame size is set by hand. Fastlane and similar scripts automate capture for teams with a CI pipeline. ListingShots, our app, sits between them: a desktop canvas for Mac and Windows with presets for Google Play phone, tablet and the 1024 × 500 feature graphic, for iPhone and iPad, and for the Microsoft Store at 1366 × 768, plus any custom size such as 512 × 512 for the icon. It exports every frame you select as a PNG in one pass, for a one-time $15.99. It does not make preview videos or trailers; for those, a video-capable tool is the better choice.

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Frequently asked questions

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Every store's graphics, one canvas

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