In development Private preview, built in production for Valley Awakening — early-access requests are open.

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The art pipeline for story games.

Purpose-built screens replace the node graph. Lock a character's identity, then build poses, sprites, backgrounds, imagebuttons, scene CGs and animation — each one exported into your project already named.

Windows · local-first Your own model keys Exports game-ready
127.0.0.1:7870/#/characters
Sprite Studio's Characters screen: identity candidates for a character, with outfit, framing and prompt controls.
Runs on
ComfyUI · local OpenRouter fal.ai Vast.ai Ren'Py export
The problem

ComfyUI can make any single picture. The job is all of them.

A story game needs hundreds of images that match: the same people, the same rooms, the same light, every session. Sprite Studio keeps the engine that renders and removes the busywork around it.

The graph gets rebuilt every session.

Every new asset starts from a workflow wired in another window. Here each job is one screen with the settings that matter — and nothing else.

The last mile is manual.

Naming, resizing, idle and hover pairs, folder structure — the export is where solo projects stall. The export is the destination here: files land in the update folder already named.

Consistency drifts between sessions.

A character must read as the same person across hundreds of files. Identities are locked, and poses, expressions and presets live in one shared library.

A pipeline, not a prompt box.

Four decisions shape everything that follows.

One screen per job

16 purpose-built screens replace the node graph. Choose a character, a pose, a room — press one button.

Locked identities

A per-character identity reference, approved once and reused by every later screen: poses, expressions, CGs, animation.

Local-first, your keys

The engine and your library stay on your machine. Cloud steps are reached with your own provider keys — nothing renders in a cloud of ours.

Game-ready exports

Assets land in the update folder with the names, sizes and idle/hover pairs the engine expects — plus a Ren'Py snippet for buttons.

The pipeline

From identity to animation in eight steps.

Every step reuses what the one before it locked, so the character never drifts and the export never needs renaming.

01

Identity

Describe a character, generate candidates, approve the one that is her. It becomes a locked identity reference.

02

Poses

38 hand-made sprite poses, framed above the knee — or bring your own OpenPose packs.

03

Expressions

Editable expression lists per character, kept together in reusable collections.

04

Sprites

Cut out, transparent and game-sized, through a single background-removal step.

05

Backgrounds

Rooms and scenery from a pasted prompt, with a no-people guard so scenery stays scenery.

06

Imagebuttons

A character in one spot, saved as idle and hover PNGs named by position.

07

Scene CGs

16:9 scenes from a browser of 75 researched positions, each switching on its own concept LoRA.

08

Animation

Seam-checked loops built into slow, medium and fast, plus one-shot finishes.

Characters

Consistent characters, built to be locked.

Describe a character once and generate candidates. Approve the one that is her and it becomes the identity reference every later step leans on — poses, expressions, sprites, scene CGs and animation all pull from the same lock.

  • A per-character LoRA identity reference, reused everywhere.
  • Outfits with their own words and per-outfit negatives.
  • A pose gallery framed above the knee, built for sprite work.
  • Expressions kept in editable, reusable collections.
identityposesexpressionssprites
127.0.0.1:7870/#/characters
The Characters screen with candidates, outfit controls and per-character prompt fields.
Imagebuttons

A character drawn into the scene, exported ready to click.

Select the spot on the whole background, and the character is drawn in at the right size and outfit — then cut out as idle and hover buttons named for their position, with the Ren'Py snippet to use them.

  • The spot is a box you select on the full background.
  • A vision model writes the short action, or write your own.
  • Exports name_xX_yY_idle.png / _hover.png pairs.
  • A ready snippet for the engine's screen script.
idle + hovercut-outren'py
127.0.0.1:7870/#/imagebuttons
The Imagebuttons screen placing a character into a selected spot on a background.
Fix a part · Detailer

A box over the one thing that's broken.

Drag a box over a bad hand, a strap or an ear. Only that crop goes to the image model and it comes back as a patch you place, resize, soften and colour-match. The original is always kept, so a fix is always undoable.

  • Only the crop leaves your PC — the rest of the picture can't drift.
  • Server-rendered previews while you place the patch.
  • Works on any picture, made here or somewhere else.
  • The Detailer tab fixes whole pictures the same way.
fix a partdetailerrepair
127.0.0.1:7870/#/fix-a-part
The Fix a part screen with a crop box over one broken spot of a picture.
16purpose-built screens
75scene positions, each with its own LoRA
38hand-made sprite poses, plus your own packs
72tools exposed to Claude over MCP
163backend tests, plus a pixel golden test
Screens

The workshop around the work.

Library, queue and image info keep a project tidy, and the rented-GPU screen shows heavy video work at a glance. Click any capture to open it full-size.

What's next

Built for visual novels. Made to grow into 2D and 2.5D.

The model isn't specific to visual novels: lock an asset's identity, give each production step one screen, export in the engine's own format. Ren'Py is the proven first target — wider 2D and 2.5D pipelines are the plan.

Read the roadmap
01

Ren'Py, in production

Sprites, expressions, backgrounds, imagebuttons and scene CGs export game-ready — the pipeline runs a real production today.

03

2.5D scene tooling

Layered scenes with depth, assembled from the same locked assets. Exploring.

Privacy, by architecture

Local-first is the product, not a setting.

The studio lives on your machine. Nothing about your project depends on us having a copy of it.

  • Your engine, your library, your files — all on your machine.
  • No cloud account and no telemetry in the app.
  • Cloud steps run through your own keys, held in Windows Credential Manager.
  • Fix a part and the Detailer send one crop, never the whole picture.
  • Mature workflows route only to providers that allow them.
127.0.0.1:7870/#/remote
The Rented GPU screen: a rented card connected for heavy video renders, under the creator's control.
FAQ

Questions worth asking.

Is Sprite Studio available to download?

Not yet. It's a private preview, built and used every day for Valley Awakening. Early-access requests are open — tell us about your project and we'll review it for a place in line.

Do I need to understand ComfyUI or node graphs?

No. The engine runs underneath and each job gets one purpose-built screen. When you want raw control, the Generate screen exposes checkpoints, LoRAs, samplers and sizes directly.

What does it cost?

Pricing isn't public yet — early-access conversations are open and will shape it. Running costs are transparent by design: you pay only for what you choose to use, through your own OpenRouter or fal.ai accounts, plus any GPU you rent. Claude runs under a spend limit you set, and the queue tracks what each job costs.

Which engines does it export for?

Ren'Py today — assets land in the update folder with the naming, sizes and idle/hover pairs the game expects. Pipelines for other 2D and 2.5D targets are planned and explored on the roadmap.

Is my art or data uploaded anywhere?

By default, no. The engine, the library and your files stay on your machine. Steps that use cloud models send only what that step needs — a prompt, or a single crop in Fix a part and the Detailer — through your own provider account. CG Backgrounds never sends the finished scene.

Can it handle mature (18+) projects?

Mature-content projects are supported; an 18+ rule for characters is enforced in the app, and mature workflows are routed only to providers that allow them. This website stays safe for work.

How do I follow the build?

The development log on the roadmap page mirrors the real changelog. For access, use the early-access request.

Early access

Built in production. Opening to outside studios.

Sprite Studio runs a real game every day. Early-access conversations are open while the private preview stabilises.

Engine
ComfyUI · local
Models
OpenRouter · fal.ai
Output
Ren'Py-ready PNG / WebP
Status
Private preview · 18+ capable