Describe one. SpriteDock paints it on the real grid, in your palette, with loops that close.

0
off-grid pixels
1
palette, enforced by the tools
5
clips in a Platformer set, one batch price
4
engine handoffs: Godot, Unity, Phaser, Aseprite
100
free credits, no card







give the knight a red plume on the helmet
Draw a box or a lasso and describe the change. SpriteDock repaints only what you selected, snapped to your palette. Everything outside stays exactly as it was. No reference needed.
SpriteDock's painter is a general model using drawing tools on your grid, not an image model trained on other artists' pixel art and shrunk to fit. Hand-editing is a first-class step, so what you ship is made with AI and finished by you.
Drag the handle, or use the arrow keys.
Also PNG frames, sprite sheet with atlas JSON, and GIF.










Paste one command. Your coding agent asks for a sprite and SpriteDock paints it into your project.
Get an API keyclaude mcp add --transport http spritedock \
https://spritedock.app/mcp \
--header "Authorization: Bearer sdk_YOUR_KEY"# ~/.codex/config.toml
[mcp_servers.spritedock]
url = "https://spritedock.app/mcp"
bearer_token_env_var = "SPRITEDOCK_API_KEY"// .cursor/mcp.json
{
"mcpServers": {
"spritedock": {
"url": "https://spritedock.app/mcp",
"headers": { "Authorization": "Bearer sdk_YOUR_KEY" }
}
}
}Then ask: “Create a knight and give it a walk cycle.”
Need more? Top-up packs of 500, 1,200 or 3,000 credits. They never expire.
Every account starts with 100 free credits, once. No card needed.
Credits pay for generation. A painted sprite, an animation and a revision each cost a set number of credits, shown before you run them.
You do. Sprites, animations and exports you make in SpriteDock are yours to use in commercial games.
It's AI-assisted. The painter places pixels with drawing tools on your palette, and you finish the work in the editor, which is why it suits itch.io's disclosure rules.
Yes, on Studio. Invite teammates to your workspace and everyone draws from one credit pool.
Godot gets a SpriteFrames .tres with one animation per clip, Unity a sliced sheet with .anim clips, Phaser 3 an atlas JSON and an animations JSON beside the sheet, and Aseprite tagged clips with your palette. Any other engine can read the PNG sheet and its atlas JSON.
No. Top-up packs never expire, and they are spent only after your plan's credits.
No. Everything is private by default. You can publish a single asset to the gallery, and you can hide its prompt when you do.
Yes. Billing runs through Paddle, and you can cancel from Plan & billing at any time.
