The Short Answer
Quick answer: Meta Horizon Store asks for five 16:9 screenshots at 2560 x 1440, a 512 x 512 icon, a 3000 x 900 hero cover and three more covers at 2560 x 1440, 1440 x 1440 and 1008 x 1440. Covers, icon and screenshots are 24 bit PNG files. The optional logo is a transparent 32 bit PNG.
I read Meta's asset design guidelines, its VRC.Quest.Asset.2 review page and its app metadata page on 31 October 2026.
This post lists every asset size, the rules for text on your art, what screenshots and trailers may show, and the text limits for your store listing.
Where These Rules Come From
Meta keeps its store art rules on three developer pages, and each one covers a different part of the job.
- 1The asset design guidelines list every size and format, along with the design rules for each piece of art. They also link to templates you can download.
- 2The VRC.Quest.Asset.2 page is a review requirement for store art. Its page shows a last update on 21 April 2026, and it applies to both immersive apps and panel apps, the flat 2D kind.
- 3The app metadata page sets the limits for your app name and descriptions. It was last updated on 20 August 2025.
Sizes and rules change, so read the pages again before you submit. If a line here differs from Meta's page on the day you upload, follow Meta.
Every Asset at a Glance
Here's the full set from the asset design guidelines, with the ratio, size and format of each item.
- 1Hero Cover: 10:3, 3000 x 900, 24 bit PNG.
- 2Landscape cover: 16:9, 2560 x 1440, 24 bit PNG.
- 3Square cover: 1:1, 1440 x 1440, 24 bit PNG.
- 4Portrait cover: 7:10, 1008 x 1440, 24 bit PNG.
- 5Mini Landscape: 3:1, 1080 x 360, 24 bit PNG.
- 6Logo, optional: any ratio, up to 9000 x 1440, transparent 32 bit PNG.
- 7Icon: 1:1, 512 x 512, 24 bit PNG.
- 8Spatialized Icon: 1:1, 180 x 180, a background layer plus a transparent foreground.
- 9Screenshots: 16:9, 2560 x 1440, 24 bit PNG.
- 10Trailer: 16:9, from 1080p up to 2K, MP4 with H.264 video and AAC audio.
- 11Trailer Cover: 16:9, 2560 x 1440, 24 bit PNG.
- 12360 preview as a cubestrip: 6:1, 12288 x 2048, PNG, JPEG or KTX.
- 13360 preview as an equirect image: 2:1, 7680 x 3840, PNG, JPEG or KTX.
That's a lot of art. Most of it is cover art in four shapes, so it's easier to design one scene and crop it well than to draw four.
The Hero Cover
The Hero Cover is the widest piece in the set, at 10:3 and 3000 x 900 pixels. It's a 24 bit PNG, like the other covers.
Because it's so wide and short, the scene you crop for it won't look the same as your portrait cover. Plan the hero crop first, then check that the title still fits inside the safe area on every other shape.
The hero is a branded asset, so the text rules later in this post apply to it. Your exact app title has to appear, and no other text may be bigger.
The Three Covers and Mini Landscape
Meta wants your cover art in three more shapes. The landscape cover is 16:9 at 2560 x 1440, the square cover is 1:1 at 1440 x 1440, and the portrait cover is 7:10 at 1008 x 1440.
Mini Landscape is a small strip at 3:1 and 1080 x 360. It's easy to forget, and a title that reads well on a big cover can turn tiny here.
The guidelines ask for consistency across all versions of an asset. In practice, that means the same scene, the same title treatment and the same colors on every shape. Don't swap in different art for one size.
The Optional Logo
The logo is the one asset Meta marks as optional. It has no fixed ratio, and it can be as large as 9000 x 1440 pixels.
It's also the only image in the set that's a transparent 32 bit PNG. Every cover, the icon and the screenshots are 24 bit PNG files instead.
If your game has a strong title treatment, export it on a transparent background for this slot. If it doesn't, you can skip the logo and still ship a full set.
The Icon and the Spatialized Icon
The icon is a 512 x 512 square, saved as a 24 bit PNG. Meta asks that it match your VR experience, not your company, so a studio logo isn't the right choice.
Keep the corners square and the art solid, with no transparency. The icon is also the one branded asset that doesn't need your exact app title on it.
The Spatialized Icon is a separate asset at 180 x 180. It's built from two layers: a background, plus a foreground with transparency. Leave 18dp of padding, and don't draw a shadow, since Meta adds its own shadow when someone hovers over the icon.
Five Screenshots
Screenshots are 16:9 at 2560 x 1440, as 24 bit PNG files. The guidelines ask for 5 images, with no duplicates.
I didn't find a maximum on the guidelines page, so plan for exactly five strong shots. Make each one show something different, such as a new area, a new tool or a new mode.
Capture at full size if you can. A frame scaled up from a small capture looks soft next to other listings, and on a big store screen, that shows.
What Screenshots May Show
Meta wants real content from inside your experience. A gameplay point of view is preferred, which means the view the player actually sees in the headset.
You may add one or two mixed reality shots or third person shots. Keep the rest in first person.
Leave the screenshots clean. The guidelines rule out banners, badges, titles and marketing text on them, and branded assets can't be used as screenshots either. Your cover art carries the title, while the screenshots show the game.
The Trailer and Its Cover
The trailer runs from 30 seconds to 2 minutes. It's a 16:9 MP4 file with H.264 video and AAC audio, at 1080p or higher, up to 2K.
Your logo may appear at the start and the end only. If the trailer shows hardware, it may show only Meta Quest headsets, controllers and other Meta Quest hardware, with no logos from other platforms. It also has to follow Meta's Hardware Safety and Content Guidelines.
The trailer cover is its own image, at 2560 x 1440 as a 24 bit PNG, and it can't carry third party marketing logos.
For a side by side look at video rules on the phone stores, read our guide to app preview video specs.
Text Rules for Branded Art
Meta defines branded assets as images that include your title text. Each must show your exact app title, and no other text may be larger than it. The icon is the one exception.
The guidelines also rule these out:
- 1Text in the corners of the art.
- 2Taglines and descriptive words.
- 3Badges and banners.
- 4Superlatives, such as best or number one.
- 5Vague update text, quotes with no source, and prices.
The VRC.Quest.Asset.2 page asks that cover art carry a branding element, such as the title, an emblem or a main character. Where the title appears, it must be spelled exactly like your app title. A few extra words are allowed there: captured on Quest, Early Access, Coming Soon and copyright text.
Meta also recommends that you leave the word VR out of your title.
When you ship a content update, the title still has to be the largest text. A line like New Content Update is too vague to pass. Send your updated branded art a week or more in advance.
No Other Headsets or Platforms
This rule catches teams that sell on several stores. Meta's guidelines put it plainly: "For Meta Quest devices, don't reference non-Meta Quest hardware and platforms in your assets."
So a cover that shows another company's headset won't pass. Neither will a screenshot with another platform's controller prompts, or a trailer that ends on a row of store badges.
If you reuse art from another store, check every frame for hardware and logos before you upload. It's quicker to fix a cover than to wait on a second review.
Safe Area and Bleed
Meta's templates mark a safe area and a bleed area. Titles and focal points go in the safe area. Anything in the bleed area may be cut off on some surfaces where your art appears.
I found no pixel numbers for the safe area on the guidelines page itself. Meta points you to its templates instead, so download them rather than guess.
A simple habit helps here. Keep your title and your main character well inside the middle of each canvas, and use the edges for background only. That way, a crop on one surface never cuts the part people need to see.
Text Limits and Languages
The app metadata page sets three text limits. Your name can be up to 40 characters, the short description up to 500 and the long description up to 1500. Search keywords are optional.
To list your app in more languages, add localized names and descriptions through Manage Languages. Localized art is added per language on the Assets tab, so a translated title can get its own covers.
If you translate your listing, translate the title on the art too. A Japanese description under an English only cover reads as half done. Our guide to localizing app store listings covers what to translate first.
A Check Before You Upload
Run through this list once your art is done. Each item comes from a rule earlier in this post.
- 1Every cover, the hero and the Mini Landscape strip show your exact app title.
- 2No text sits in a corner, and nothing is larger than the title.
- 3Five screenshots, all different, at 2560 x 1440, with no text on them.
- 4The icon has square corners and no transparency.
- 5The trailer runs between 30 seconds and 2 minutes, with your logo only at the start and the end.
- 6No headset, controller or logo from another company appears anywhere.
- 7Your name fits in 40 characters, and each description fits its limit.
If one item fails, fix it before you submit. A rejected asset sends you back to the queue, and that's time you could spend on the game.
Where PlayMockUp Fits
We make PlayMockUp, so weigh this part with that in mind. I checked our own frame list before writing this, and it isn't the right tool for Meta Horizon Store art.
PlayMockUp always places your screen inside a device frame. We offer phones, tablets, laptops and desktop monitors, but no Meta Quest headset frame. Meta's rule against other companies' hardware also means our branded phone frames don't belong in Quest store art.
For Quest screenshots, capture clean frames from inside the headset and upload those.
If your game also ships on phones, our free mockup generator places phone screenshots in a frame, and our device frame list shows every device we offer. If you sell on Steam as well, our Steam store sizes guide covers its capsule art.
Frequently asked questions
What size are Meta Quest store screenshots?
Meta's guidelines list 2560 x 1440 at 16:9, saved as 24 bit PNG files. They ask for five images with no duplicates, taken from inside the experience, with no banners, badges or marketing text.
What is the Meta Horizon Store icon size?
The icon is 512 x 512, a 24 bit PNG with square corners and no transparency. A separate Spatialized Icon is 180 x 180. For phone stores, see our [app icon size guide](/blog/app-icon-size-guide-play-store-app-store-2026).
How long can a Meta Quest store trailer be?
Between 30 seconds and 2 minutes. It's a 16:9 MP4 with H.264 video and AAC audio, at 1080p or higher up to 2K, and your logo may appear only at the start and the end.
How long can a Meta Horizon Store app name be?
Meta's app metadata page allows up to 40 characters for the name. The short description takes up to 500 characters and the long description up to 1500, while search keywords are optional.
Can Meta Quest store art show other headsets?
No. Meta's guidelines say not to reference hardware or platforms other than Meta Quest in your assets. A trailer may show only Meta Quest headsets, controllers and other Meta Quest hardware.
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