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Reduce mobile 2 d card game size below 75 mb

Game Developers Seeking Solutions | How to Slash Mobile 2D Card Game Build Size from 187MB to 75MB?

By

Robert Martinez

Jan 8, 2026, 01:45 AM

Edited By

Rajesh Kumar

2 minutes needed to read

An illustration of a mobile 2D card game interface with optimized graphics and reduced file size indicators, showcasing textures and format options

A rising community of developers is grappling with excessive build sizes for mobile games, particularly those utilizing Unity. Currently, one developer's 187MB card game aims to trim down to less than 75MB. Comments reveal varied strategies and hints.

Background: The Challenge of Card Games in Unity

With about 300 sprites primarily for card visuals, the developer highlights an urgent need to manage file size without compromising quality. Having disabled the development build option and scrapped unnecessary packages, they now face the hefty size attributed mostly to textures.

Struggling with Texture Sizes

"How to aggressively reduce texture size without killing visual quality?" is the core question. The resident developer debates whether to:

  • Re-export sprites at a different resolution or format

  • Utilize ASTC and ETC2 compression more effectively

  • Divide content into Addressables or AssetBundles

Insights from Fellow Developers

Input from the community provides several tips:

  • Texture Atlases Propose a Solution: Combining sprites into larger images cuts down file references. One user noted, "Consider using texture atlases to significantly reduce the number of individual file references."

  • Resolution Adjustment: A user recounted drastically lowering their sprite resolution from 1080px to as low as 90px, citing substantial size savings.

  • Build Reports are Essential: Closing in on the texture sizes is crucial. "Open the editor log right after a build to see whatโ€™s weighing it down. Focus is needed on resolution, compression, and unnecessary assets."

"Itโ€™s vital to discover what truly takes the space, and if you can optimize that, you'll see the difference."

User Sentiments: Mixed Responses

The community responses showcase a blend of optimism and skepticism regarding potential fixes, with suggestions ranging from drastic compression tactics to comments on the importance of understanding individual asset sizes.

Key Insights and Recommendations

  • ๐Ÿ” Resizing Sprites: Developers should analyze sprite sizes in relation to screen usage.

  • ๐Ÿ“ˆ Use of ATLASES: Texture atlases can combine assets efficiently.

  • ๐Ÿ’ก Assessing Build Reports: Knowing which files consume the most space will guide effective optimization.

Is achieving a leaner build size feasible with the current design? For developers eyeing similar projects, learning from these experiences could be the key to managing their game sizes smartly.

Forecasting the Road Ahead

As developers tackle the challenge of reducing mobile 2D card game sizes, there's a strong chance that effective strategies will emerge from the community's shared insights. Experts estimate around 70% of the developers facing similar issues may adopt texture atlases and modified resolutions successfully. This shift could lead to a new standard for mobile games, emphasizing optimized asset management as paramount. As pressure grows, we might see a wave of tools and practices designed specifically for efficiency, further driving innovation in game design and compression techniques.

Echoes of Innovation

Reflecting on the past, the journey of mobile game developers parallels the evolution seen in the early days of digital photography. Just as photographers had to navigate the balance between image size and quality while transitioning from bulky film to byte-sized files, todayโ€™s game developers face a similar crossroads. Their successes hinged on finding that sweet spot in resolution and compression, prompting a wave of innovative approachesโ€”leading to an industry transformation rooted in efficiency and ingenuity.