SpriteForge.tech
Pricing Blog API Open the studio
The SpriteForge anvil, drawn in pixel art, eclipsing a pixel-art sun

An AI pixel art generator for sprites, tilesets and animations

AI pixel art that doesn't look AI-made.

You can spot the AI look in a second: muddy colours, speckled noise, edges that melt. SpriteForge never makes it. It places every pixel on the grid, from your palette, the way a pixel artist works. 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.

Start with $0.25 free credit Spot the difference

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

One of these looks AI-made.

Both sit on the pixel grid. Neither is blurry. You can still tell in a second.

A king slime from a diffusion pixel-art generator, magnified 3 times: a spiked golden crown with gems, a blue body covered in checkerboard dither and speckle, a grey bar and a brown disc in the jelly
Diffusion51×63 px · 29 colours
A SpriteForge slime, magnified 3 times: green, flat shading with one highlight and a clean dark outline
SpriteForge20×16 px · 7 colours
  • Too much detailEvery surface is rendered: spikes, facets, freckles, and shapes that belong to nothing – a grey bar and a brown disc floating in the jelly. A pixel artist leaves areas flat so the face and silhouette read.
  • Too much dithering12% of the king's pixels sit in checkerboard dither, against 2% of ours. Artists dither sparingly, to suggest a texture; diffusion uses it everywhere to fake the shading it predicted.
  • Predicted, not placedA diffusion model predicts every pixel at once, out of noise, so none of them is a decision: near-duplicate shades, highlights that disagree about the light, texture instead of shape.
How this was made: a king slime from a diffusion pixel-art generator and a slime from SpriteForge, both shown pixel for pixel at 3×, nothing resampled. Dithered: pixels in a 2×2 checkerboard of two colours, counted live; the toggle marks every one.

The long version, with same-prompt sprites and tiles: AI pixel art that doesn't look AI-made.

Two more 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 its former Low quality tier 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: paint with the AI tileset generator, 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's former Ultra tier, single pass, motion strength Normal.

A real game's worth of art.

Everything below is from Gacha Dungeon, an action RPG in development, made with SpriteForge and touched up by hand (the bee was redrawn by hand to match). Slimes, beasts, bosses and loot in one style. A one-off generator gives you twelve sprites that don't match; a game needs a set that belongs together.

Animated sprites

Thirteen sprites from the game and the redrawn bee, each playing its animation live on this page. A sprite can carry several named animations: idle, walk, attack, whatever you describe.

One sheet, eight weapons

Eight of the game's weapons on one 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 loot and it gets collected, paint one into a slime and it's a fight. The characters and loot are Gacha Dungeon sprites; the grass, path and water were drawn pixel by pixel to match the game, and the engine works out every edge as you paint.

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. Diffusion tools paint a big image and shrink it – that's where the AI look comes from. Here every pixel is placed on the grid directly, the way a pixel artist works: 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, meadow and ponds behind the steps are the hand-drawn tiles from the map above, composed live by the same autotile engine the studio runs.

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 can buy the $5 or $20 pack right away – the $50 and custom packs unlock right after your first purchase (or an hour after sign-up).

Straight answers

What developers ask before they try it.

Will it look AI-generated?

Not in the ways people spot. The AI look in pixel art – dozens of near-identical shades, stray speckled pixels, soft edges with no outline, mixels – comes from generating a big image and shrinking it. SpriteForge never does that: it places each pixel on the final grid, one at a time, from your palette, the way a pixel artist works. Nothing is shrunk, blurred or resampled, so it is real pixel art with nothing to clean up. Zoom into anything on this page – it was all made with SpriteForge (the Gacha Dungeon sprites were touched up by hand afterwards).

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 a few cents for small sprites to about $2 for a 64 px sprite on the top model at high effort. Bigger canvases and more complex subjects also take longer – from under a minute to a few minutes. 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. New accounts get $0.25 of free credit – enough for a couple of small sprites – 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

Sign up and get $0.25 of free credit. No card, no subscription.

Start with $0.25 free credit