Drawing app · free · 0 MB to install

A free drawing appwith nothing to install.

Your phone's browser and its camera are the whole install. Open the page, hold up your hand, and a pinch of thumb and index finger draws — no package, no store, no account, and nothing that will ask to update itself in three weeks.

Free · nothing to download · no account

The cost of installing

Four tolls before the first line

"Free app" usually means free of charge, not free of cost. The price is paid in four instalments spread far enough apart that nobody adds them up — which is the only reason installing still feels like nothing.

01download. A typical drawing app is tens to hundreds of megabytes. On a phone that is storage you do not get back until you delete it, and a decision you make before you know whether you like the thing.
02app store. You need an account with the store, not just with the app — and on a borrowed, school or work machine that is often where it stops entirely.
03sign in. Then the app itself wants an email and a password, which is a second account for something you have not drawn a line in yet.
04keep updated. And it is not finished: there is another download in a few weeks, and another after that, for as long as you keep it.
None of the above. Open a tab. There is no package to download, no store to pass through, no account to create and nothing that will ask to update itself. The cost of installing is zero because the install does not exist.

The megabyte figure is the one people quote and the least interesting of the four. Storage is cheap and getting cheaper; attention is not. The expensive tolls are the second and third — a store account and then an app account — because each one is a moment where somebody who wanted to draw something stops, weighs whether they can be bothered, and often is not. On a borrowed laptop, a school machine or a work device, the store gate is not a delay at all: it is a wall.

The fourth toll is the one nobody counts because it arrives after the decision is made. An installed app is a standing commitment — a thing that will ask for your attention again in a few weeks, and again after that, for as long as it stays on the device. Multiply that by the number of apps somebody tried once and it is the real reason home screens fill up with things nobody opens.

None of this is an argument that installed apps are bad. It is an argument that the install is a separate decision from the drawing, and one you are asked to make first, before you have any idea whether the tool suits you. Skipping it means the only thing you risk is the next ten seconds.

On a phone

Portrait is not an afterthought

Most drawing tools that reach a phone are a desktop layout squeezed sideways. There are two canvas modes here and portrait is one of them — picked at the start, not adapted to afterwards, because the phone in your hand is the most likely camera you own.

That matters more than it sounds. A drawing surface held in portrait has a different shape to the movement your arm naturally makes, and a canvas that was designed landscape and then rotated tends to put its tools where your thumb already is. Choosing the orientation before you start means the canvas is the shape of the drawing you are about to make rather than the shape the desktop layout happened to be.

The gesture vocabulary is the same at phone scale: a pinch of thumb and index draws, raising two fingers opens the tools, three opens the session menu. Prop the phone against something so the camera can see your hand, and the drawing area is the air in front of it rather than the four inches of glass.

01

No build to choose

There is no iOS version and no Android version, because there is no app — the same page runs on both.

02

Nothing in storage

No package, no bundle, no data directory. The browser caches the page like any site, and clearing browser data clears it.

03

One permission

The camera. That is the entire permission stack, and the feed is read inside the page rather than sent anywhere.

What you skip by skipping the install

Nothing, as it turns out

The usual trade for "no download" is a stripped-down toy version, with the real tool behind the store page. That is not the trade here — this is the whole thing, and the list below is not a roadmap. Every item on it works today, in the tab you would open in the next ten seconds.

01

Six brushes

Marker, Neon, Velocity, Rainbow, Mono and Sparks. Velocity maps hand speed to stroke width, so a flick tapers and a slow pull swells.

02

Six palettes, plus a wheel

Neon, Sunset, Ocean, Y2K, Monochrome and Forest, eight colours each, with an HSV wheel behind them for anything else.

03

Shapes that snap

Draw roughly and hold the pinch still — the stroke becomes a clean line, circle, ellipse, arc, triangle, rectangle or polygon.

04

Lines you can bend

Strokes are data, not pixels, so a finished line can be grabbed and pulled into a different shape.

05

An infinite canvas

Pan with a three-finger pinch, zoom with thumb and middle. No fixed canvas size to commit to at the start.

06

A 60-minute recorder

Record the session as MP4 or WebM, export a timelapse at 2×, 3× or 5×, and save stills as full-resolution PNG.

Free, and what that means

Free means free

No in-app purchases, no trial that ends, no paywall in front of the good brushes and no subscription. There is no billing code in the product, which is a stronger statement than a pricing page: there is nothing to charge for because nothing was held back to charge for.

The one honest line: every export carries a small getairva.com mark in the corner, on images and video alike, and videos end with a short card. It is deliberately small, and there is no paid tier that removes it — which is the point. That mark is how the tool gets found, and it is the only thing being asked of you.

It is worth being straight about what pays for it, since somebody always asks. Nothing does, yet. There are no ads, no data being sold — the camera feed never leaves your device, so there is nothing to sell — and no investor deadline behind a paywall that appears later. The corner mark is the entire business model at this stage: people see a drawing, read the URL, and open a tab.

If you end up using it regularly you can optionally add it to your home screen so it opens in its own window with its own icon. That is a browser feature, not an install — nothing is downloaded — and there is a full walkthrough for every device if you want it.

The permission stack

One permission, and it stays on your device

Installed apps tend to arrive with a list — storage, contacts, notifications, identity. This asks for one thing: the camera, because it genuinely cannot see your hand without it. The hand tracking runs inside your browser tab using a self-hosted MediaPipe model, and the video never leaves your device: not uploaded, not recorded, not sent to a server. There is no account system anywhere in the product, so there is nothing for a drawing to be attached to.

Questions

Asked, and
answered.

Still stuck? Open the canvas and try it — the thing answers faster than reading about it does.

Try it Free

Yes, completely — no account, no trial, no paywall and no in-app purchases. There is no billing code in the product at all, so there is no upgrade path you are being walked toward.

It runs in the browser on both, so there is no separate iOS or Android build to pick between. You need a camera and a reasonably modern browser. There are two canvas modes, portrait and landscape, and portrait is the one phones use.

No, and that is a real limitation rather than a technicality. It loads the way a web page loads, so you need a connection to open it. Once it is open the drawing itself runs entirely on your device, but a fresh start needs the network.

Nothing installs, so nothing is added to your storage — there is no app package, no bundle and no data directory. The browser caches the page the way it caches any site, and clearing your browser data clears it.

There is no account system in the product, so there is nothing to make. No email, no password, no sign-in wall between you and the canvas.

A snapshot downloads a full-resolution PNG straight to your device, and a recording downloads video — MP4 where the browser can manage it, WebM otherwise, up to sixty minutes, with a timelapse export at 2×, 3× or 5×. They go wherever your browser puts downloads.

Nothing to install, nothing to lose

The only thing you risk by trying it is the next ten seconds — there is no download to regret and nothing to uninstall afterwards.

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