Your style, compiled
into every asset.
Build sprites and effects out of tagged shapes. Pick an art style, set your palette and light once, and everything you make compiles through both. Consistent by construction, not by luck.
Structure and style,
kept separate.
You decide what an asset is made of. An art style and a style profile decide how it looks. Because every asset compiles through the same pair, a whole project stays consistent without anyone matching colors by hand.
Effects built the same way.
Same palette, exactly.
Layer emitters, place them anywhere on the canvas, and shape every particle: burst or stream, speed, spread, gravity, drag, lifetime, spin. Curves drive size and shading across each particle's life, so a spark swells and fades the way you decide. Then the whole sheet compiles through the same style profile as your sprites.
- Tune all of it. Twelve templates to start from, including fire, explosions, slashes, heal auras, and muzzle flashes. Then move the emitters, redraw the curves, and re-time the loop.
- Palette-exact. Effects run through the same profile as your sprites, so an explosion uses your ramps instead of a generator's guess at them.
- Deterministic. Same seed, same pixels, every frame coherent with the last. No flicker, no drift, no rerolling until one looks right.
Assets that belong
in the same game.
Props, scenery, and items built from templates: bushes, trees, rocks, crates, swords, potions, mushrooms. Plus the effects that go with them. Everything shares one profile, so nothing looks bought from three different asset packs.
Not yetCharacters and humanoids, and tilesets with autotiling. Both are on the roadmap. The Forge is built for the props, scenery, and effects around your characters, not the characters themselves.
Start free.
Buy it once.
No subscription, no seats, no credits to ration. Use both editors free for as long as you like, and pay once when you want to take your work out of the app.
Free
Both editors in full, for as long as you want. No card, no time limit, no account.
- Sprite Forge and VFX Forge, in full
- Every art style, stock template and style profile
- Unlimited sprites and effects
- Preview canvas carries a watermark
- Exports unlock with the license
Licensed
One payment, yours for good. Everything you make leaves the app clean.
- Everything in Free, minus the watermark
- All exports: PNG, sheets, GIF, Godot and Unity
- Style extraction from your own art
- Palette import and lock, custom style profiles, cloud save
- Commercial use, royalty-free, no attribution
- All v0.x updates included
- 14-day refund, no questions asked
Working with a team? Get in touch about Studio plans →
The renderer runs in your browser. No model ever sees your work.
Delete an asset or your account, and backups follow within 30 days.
No card to start. Changed your mind? Email us, no questions asked.
Quick answers,
plainly stated.
Can't find what you're looking for? Reach out on Discord. We read everything and ship fixes weekly.
Your style.
Every asset.
Free to try, no card. Everything you make is yours.
- Runs in your browser
- Deterministic · no AI, no credits
- Exports PNG · sprite sheets · atlas JSON
New tool.
Built in the open.
Spritory came out of private alpha in early 2026. No flashy studio logos to wave around yet, but we ship every week, we read every Discord message, and your feedback shows up in the next release.
Join the DiscordRead every message
Discord is where v0.1 was shaped: bug reports, template requests, missing exports. Most fixes land within the week.
Nothing leaves your browser
The Forge renders entirely client-side. No model sees your work, because no model is involved. Saved files are yours to delete, and backups follow within 30 days.
Ship in the open
Every release lands with a public changelog. One price, no tiers, no credits to ration. What you see is what's running.
Early community
Help shape v1.0 alongside the devs already using Spritory. Bug reports, template ideas, feature requests: the team reads everything.