SpriteForge.tech
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The SpriteForge anvil, drawn in pixel art, eclipsing a pixel-art sun

An AI pixel art generator for sprites, tilesets and animations

Real pixel art. Not a blurry image pretending to be one.

SpriteForge is an AI artist that draws straight onto the pixel grid, in your palette. No diffusion, no mixels, nothing to clean up. Sprites, animations and tilesets that actually tile, 8 to 64 px, all in one style so your whole game matches. 8 to 64 px, one style per project.

Forge your first sprite + tileset, free See the proof

No card, no subscription. You own everything you make.

Watch a whole level get made

Ninety seconds: a snow tileset, withered trees and a yeti with three animations, all forged here, then one Claude Code prompt drops them into a live Unity game.

Watch it on YouTube

Two things a diffusion tool can't do

Tilesets that actually tile

Same prompt, same 16 px tile, both repeated six by six. A diffusion tool draws a picture of stone and shrinks it: at 16 px there is no room for a picture, so you get noise, and the noise has no seams to line up. SpriteForge draws the stones on the grid and designs the edges together, so the pattern runs from one tile into the next. Turn on the grid and check.

SpriteForge: one 16 px tile, repeated
Seamless: the stones carry across tiles
Retro Diffusion: one 16 px tile, repeated
Noise: no stones, no pattern to continue
How these were made: the prompt “cobblestone road”, one 16×16 tile each. SpriteForge on Low quality with Wang autotile; Retro Diffusion's dedicated single-tile option, unedited.
Then paint a dungeon with it

A real two-terrain set from the studio – cobblestone floor over a purple void, one generation. Pick a brush and drag: the floor edges resolve live, using the same autotile engine the studio runs.

How this was made: a multi-terrain level, prompts “cobble stone dungeon floor” and “void, black with a distorted purplish tint”, 16 px, feather/cutoff edge rule. Exported from the studio, unedited.

More on the tiling engine: the AI tileset generator page, and why AI tilesets don't tile.

Animation you can't get at this size

One slime, three animations straight from our pipeline: a bounce, a spawn and an idle. Diffusion tools animate from a fixed set of pretrained templates – custom motion like this isn't available at low resolution.

bounce
spawn
idle
SpriteForge
Idle, bounce, spawn, movement, or any custom motion you name.
Retro Diffusion
A fixed set of pretrained templates. Custom low-res motion isn't available.
PixelLab
A limited animation range, with artifacts and no clean loop.
How these were made: the prompt “make me a cute gamey slime for my Gacha Dungeon RPG”, SpriteForge Ultra, single pass, motion strength Normal.

One project. A game's worth of art.

Everything below came from a single SpriteForge project: one shared palette, one style setting, no hand-matching. A one-off generator gives you twelve sprites that don't match. A game needs a set that belongs together.

The project's palette, 21 colours. Every sprite and tile below is drawn with only these.

Animated sprites

Fourteen sprites, each looping its own animation, playing live on this page. A sprite can carry several named animations: idle, walk, attack, whatever you describe.

One sheet, eight weapons

A sprite sheet that exports engine-ready, with Unity slice JSON and Godot SpriteFrames.

Tilesets you can paint with

Pick a terrain and drag across the map – the blending happens live, using the same autotile engine the studio runs. The hero patrols the path: paint a road to an item and he collects it, paint one into an enemy and he fights it. Every sprite here is from the pack above.

A game's worth of assets that match.

The road from first prompt to shipped game

Seven steps, from an 8 px icon to a Unity or Godot import. Tap a step to expand.

  1. All diffusion tools blur and drift below 64 px. Here every pixel is placed on the grid directly – clean silhouettes at the ≤32 px sizes other tools smear.
  2. Set a project palette and style once – every generation is prompted against it and can be hard-locked to the palette, so asset #200 still matches asset #1.
  3. Every generation is editable – grid-level touch-ups, palette swaps and rerolls without losing what already works.
  4. Multi-frame animations attach to a sprite, play back in-studio, and export as sheets with matching slice manifests.
  5. Wang-autotile terrain sets with editable edge-blend rules and a live map preview – the design continues across tiles instead of repeating.
  6. Unity sprite-slice JSON and Godot 4 SpriteFrames resources download alongside the sheet – drop straight into your project.
  7. You own every sprite you generate and export – use them in commercial games, royalty-free, no attribution required. SpriteForge never claims rights to what you make. See the Terms for the full wording.

The road behind the steps is composed live by the same autotile engine the studio runs, in the project palette.

Pay for what you generate

Credit packs, no subscription. Pick what you'd make and each pack shows how far it goes. The exact price is always shown in the studio before you strike.

Starter
$5
$5 in credits
Start with $5Buy $5
+10% bonus
Pro
$20
$22 in credits · $2 free
Get $22 for $20Buy $20
+15% bonus
Studio
$50
$57.50 in credits · $7.50 free
Get $57.50 for $50Buy $50

Need more? Name your amount from $100 and get +18% credits (Studio+, in the studio's top-up panel).

Credits are spent per generation at a fixed price shown before you strike – from about $0.15 for small drafts to around $3.50 for the largest premium sprites. Nothing is charged until you generate, failed generations are refunded automatically, and there's no recurring charge. Prices exclude VAT/sales tax, added at checkout by Polar, our merchant of record.

Anti-fraud note: brand-new accounts start with the $5 pack – the larger packs unlock right after your first purchase (or an hour after sign-up).

Straight answers

What developers ask before they try it.

Is this real pixel art, or a downscaled AI image?

Real pixel art. The model never produces a high-resolution image: it places each colour on a fixed integer grid, one cell at a time, from your palette. Nothing is shrunk, blurred or resampled, so there are no mixels and no off-palette colours to clean up. Zoom into anything on this page – it is all product output.

What sizes does it work at?

8 to 64 px. It is sharpest at 8 to 32 px, the range diffusion tools smear, and 64 px is supported and improving with refine passes. Above 64 px is not what this tool is for.

Do I own what I generate? Can I sell my game?

Yes. Everything you generate and export is yours, royalty-free, for commercial use, with no attribution required. SpriteForge claims no rights to your output. The Terms carry the full wording.

How does pricing work?

Credit packs from $5, no subscription. Every generation has a fixed price shown in the studio before you strike, from about $0.15 for small drafts to around $3.50 for the largest premium sprites. Failed generations are refunded automatically. Checkout is handled by Polar, our merchant of record, which adds VAT or sales tax where applicable.

What if I don't like the result?

You refine instead of restarting: every generation is editable in the studio, with grid-level touch-ups, palette swaps, AI edits and rerolls. Your first sprite and first tileset are free, so you can judge the quality before you spend anything.

Does it work with Unity and Godot?

Yes. Sprite sheets export with Unity slice JSON and Godot 4 SpriteFrames resources. Tilesets export as autotile-ready tile sheets. The video above shows a full set dropped into a live Unity game.

Is there an API?

Yes. The same engine is available over a small REST API with account API keys, using the same credit pool. See the API docs.

Strike the anvil

Your first sprite and tileset are free. No card, no subscription.

Forge your first sprite + tileset, free