For indie devs who need game-ready art

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.

Free to try, no card·Swappable art styles·Deterministic, no AI·Runs in your browser
The Forge

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.

01
AssembleShapes, tagged by material.Start from a template or a blank grid and stack blobs, capsules, and boxes. Tag each one wood, stone, metal, cloth, foliage. Structure only, with no color decided yet.
02
CompileRules do the shading.Two dials, both applied at compile time. The art style owns the shading model, output resolution, and outline weight. The style profile owns light direction and a five-shade ramp per material. Change either and the whole asset recompiles.
03Licensed
ExtractMatch art you already have.Drop in a screenshot or a sprite from your game. Spritory reads its palette families, ramps, outline ink, and dither, and hands back a profile you can edit and build against.
04
VaryOne source, a whole set.Every asset carries a seed that drives its procedural texture. Reroll it for siblings that share the silhouette and palette but not the grain, so a forest is not the same tree eight times.
ExportsPlain files · drop straight into your engine
PNG1× / 8×
Native pixels or scaled, transparent
Sprite sheet+ atlas.json
Your whole saved set, packed
Variant strip8 seeds
Sibling rerolls of one asset, plus atlas
VFX sheet+ JSON
Every frame of an effect, one row
VFX Forge

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.
explosion-sheet.png · 64×6414 fps
18 frames · 14 fps · sheet + JSONdeterministic
What it's good at

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.

source
material
profile
Tree · Meadow
7 shapes · 2 materials · compiled
Foliage ramp
5 shades · light to dark
Profiles
3 built in
or bring your own
spritoryv0.1
Recently shippedlast 30d

Style extraction · ramps from any image3d
Sprite-sheet export · JSON atlas1w
VFX Forge · curves over particle age2w
Cloud save for forge documents3w

GIF exportsoon
+ 8 more this quarter
Early access · v0.1

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 Discord

Read 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.

Pricing

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

Free

Both editors in full, for as long as you want. No card, no time limit, no account.

$0
Free forever
Start forging
  • 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
Early bird

Licensed

One payment, yours for good. Everything you make leaves the app clean.

$15$20
One-time payment · not a subscription
Buy the license
  • 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 →

Private by default

The renderer runs in your browser. No model ever sees your work.

Yours to keep

Delete an asset or your account, and backups follow within 30 days.

14-day refund

No card to start. Changed your mind? Email us, no questions asked.

Questions

Quick answers,
plainly stated.

Can't find what you're looking for? Reach out on Discord. We read everything and ship fixes weekly.

No. You stack primitive shapes (blobs, capsules, boxes) and give each one a color and a texture. You never shade anything by hand: the art style and style profile derive every tone, outline and highlight from your color. Most people start from a template rather than an empty grid.
There is no model. The Forge is a deterministic renderer, so the same source always produces the same pixels, in your browser. No credits, no quota, no rerolling until an output looks right. It also keeps animations stable frame to frame.
They are two independent dials. The art style decides how pixels are formed: shading model, resolution, outline weight, projection. The style profile decides the colors and the light. Every profile works with every art style, and switching either recompiles what you already built. Effects use the classic pixel style for now.
Drop in a screenshot, sprite or tileset and style extraction reads its palette, ramps, outline ink and dither, then hands back a profile you can edit and build against. Included in the license.
Props, scenery and items: bushes, trees, rocks, crates, swords, potions, mushrooms, and anything you build from those shapes. Plus effects in the VFX Forge: fire, explosions, slashes, sparkles and more. Characters and autotiled tilesets are not there yet.
Yes, with no plugin needed. Exports are plain PNG at native or 8× scale, sprite sheets with a JSON atlas, and VFX sheets with frame metadata. All of it imports directly, royalty-free, no attribution.
No, a single payment: $15 during early access, $20 after. It unlocks exports, style extraction, custom profiles and cloud save, covers commercial use, and includes all v0.x updates. Both editors are free to try for as long as you like, and there is a 14-day refund if you buy and change your mind.
Yes. The renderer runs in your browser, so nothing you build is sent anywhere to be drawn. Cloud saves live in your account on Cloudflare, encrypted at rest, and deleting a document or your account removes the files.
Ready when you are

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