SP

Spriteship

com.spriteship/spriteship

Build a game's 2D art layer with your agent: characters, animations, tilesets, levels, 5 engines.

Yes, your AI can use this right now.Answered a live MCP handshake in 614 ms with no sign-in needed and exposes 90 tools.

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URL: https://spriteship.com/mcp

90 tools, verified live

Pulled straight from the server with tools/list on 2026-10-17.
get_project_export_reviewread-only

FREE. Check all saved maps, character and asset dependencies, choose the starting map/player, and inspect target-runtime compatibility before downloading an editable complete Phaser, Godot or Unity project. Errors block export; custom game code remains your responsibility.

start_project_export

FREE. Queue a durable complete Phaser, Godot or Unity project export. First review with get_project_export_review and pass its version and selected starting map/player. Returns a job ID immediately; poll get_project_export_status until ready. No generation credits are spent.

get_project_export_statusread-only

FREE. Read a queued export job. Poll queued/running jobs about every two seconds. Ready jobs include the artifact size and expiry; failed jobs explain what to fix before retrying. Use get_project_export_command only once ready.

get_project_export_commandread-only

Return an authenticated shell download command for a ready project export job. This tool checks status first and never starts a build. Run the command outside the model; do not transmit ZIP bytes through MCP. Supports Phaser, Godot and Unity.

get_integration_statusread-only

Free advisory version check. Call once when starting SpriteShip work in a session, passing the version actually read from the installed skill; omit it when unknown. Report an available update with its release summary and manual update guide once, then continue compatible work. Unknown is not outdated; never downgrade a newer local copy. Does not install files, grant permissions, spend credits or r

whoamiread-only

Verify the API key and report which powers it has. Returns { userId, username, keyId, keyName, scopes, mapLimits }. mapLimits contains maxMapsPerProject (null means unlimited), maxAreaPx (width × height allowance per map), maxWidthPx and maxHeightPx (independent technical side limits), and canResizeMaps. Paid plans allow any aspect ratio within both area and side limits. Admin accounts receive Stu

get_creditsread-only

Current credit balance, and optionally the recent ledger. Every ledger entry carries apiKeyId/apiKeyName so you can see exactly what THIS key spent. Check the balance before proposing any paid generation. When the balance will not cover what the user wants, say what IS affordable rather than only that they are short — "1200 for all three animations, you have 900, so two now or top up for all three

list_projectsread-only

All of the user's projects: { id, name, gameType, style, itemCount, createdAt, updatedAt }. gameType (platformer / topdown / topdown_overhead / isometric / point_and_click) is the default perspective for new content — read it before generating anything. A character may override that default at creation; afterward its stored character gameType controls its own animation and turn behavior.

get_projectread-only

One project with its description, registered mount slots, and saved style guide. The legacy assetSuggestions field is currently always null because automatic suggestions are disabled; do not poll for it.

list_charactersread-only

Characters with the re-sync signals: contentVersion (opaque change token — compare for equality, never parse or order), hasActiveJob, apiReady, pose/animation counts, tags, favourite. Persist contentVersion per character and re-fetch only when it changes.

plan_syncread-only

Compare the versions in assets/spriteship/spriteship.lock.json with current SpriteShip state in one call. Returns unchanged/changed/unavailable per character, asset, map, or UI pack; exact animation frame-count/FPS/collision, revision, runtime-intent, map-shape and UI component summaries when the previous lock entry includes the snapshot returned by an earlier call; and explicit fetch/download/rev

get_characterread-only

The full PhaserCharacter JSON: animations, frameSize, gameType, animationDirection, per-group atlas + spritesheet URLs, poses and mount points. For topdown characters, animationDirection is Luna's saved mode suggestion or the user's last override; preselect it before asking for overhead, four-direction, or eight-direction animation generation. The top-level animationQualityGate is the delivery ver

get_character_manifestread-only

The self-describing export contract (tizo-export.json manifest + its JSON Schema) without downloading the zip. Use this to learn the Phaser integration shape and field meanings before wiring an export into a game project. Its files[] is a logical canonical inventory, not an exact archive listing; use get_export_command and read the downloaded zip's tizo-export.json when exact shipped contents matt

list_character_posesread-only

All poses on a character: { id, name, prompt, status pending|done|error, url, direction, pendingSince, errorCode, creditsRefunded }. This is the poll target after generate_pose — pose generation has no job id. It is also the source of ready pose ids for generate_character_animation poseFirstFrameIds / poseLastFrameIds. A pose still pending long after pendingSince is stalled, not working.

list_assetsread-only

Assets (Object / Object Collection / staged / background / Environment Kit / Terrain Materials) with slug, hasAnimation, updatedAt, tags and favourite. Wire types remain tileset for collections, terrain for kits and texture for brushable materials. Object was formerly called Static Asset; its API type remains `static`. hasAnimation is data-derived: ANY asset type can carry an animation, so never i

get_assetread-only

One asset with its revision iterations and typed animation projection. Accepts the asset id OR its slug. New Material assets use the wire-compatible `texture` type and expose a typed `material` block containing the versioned donor recipe and its platformer, topdown, or isometric projection. Legacy textures may instead carry metadata.seamless.seamMetric and support fix_asset_seams. Generation Contr

get_custom_fieldsread-only

Typed custom-field definitions for a character or asset, plus the derived builtins ($animation for characters, $autoplay/$loop for animated assets). Per-placement VALUES ride on get_map; map exports bake resolved values and ship fields-schema.json. Read-only here — definitions are edited in the dashboard.

get_framesread-only

Presigned per-frame thumbnails for a character animation or an asset motion pair — never inline base64. Use format:"sheet" to get ONE index-labeled contact sheet, which lets you judge a whole capture in a single look; that is the intended way to pick which frames to keep before calling select_frames.

list_mapsread-only

Level-editor maps with updatedAt and hasMapData. hasMapData:false means the map was never saved and cannot be exported.

get_mapread-only

A map row plus its saved level data, revision and dependency-sensitive contentVersion for plan_sync. Preserve the returned contentVersion in the map lock entry after a successful import. Every placement has an immutable internal id and may have a user-authored mapData.materialRendering v1 snapshots the art style with optional profile, edgeMode and pixelSize overrides. Preserve it; it affects mater

export_mapread-only

Engine-ready map JSON built from the SAVED level data, preserving placement name/gameplayId and baking custom-field values. Every engine retains materialRendering and materialRenderingResolved when present. Bundles include material-rendering.json and bake styled terrain/areas into PNGs: never apply shading twice or replace baked art with raw donor tiles. Pixel materials require nearest filtering w

get_jobread-only

Poll a background job. Every write tool that returns a jobId is polled here. On status:"error" the response is enriched with failureKind, failureAction, attempt-scoped creditsRefunded, retryCost, retryMode, and retryRecovery. If failureAction is edit_input, change the prompt or reference inputs and create a new generation instead of calling retry. Poll every few seconds — generations routinely tak

get_export_commandread-only

Build the authenticated download URL + a ready-to-run curl line for a zip export (character engine bundle, asset bundle, or map bundle). Run the curl in your own shell — zips are multi-MB binaries and must not be passed through the model. Phaser character exports may select size 512, 256, 128, or 64; the selected sheet/atlas pairs keep canonical size-agnostic filenames. Sparrow XML is character-on

select_frames

FREE, no AI. Curate which frames an animation keeps, by index into the full capture, in order. Pass an empty array to reset to all frames. Non-destructive: the full capture is retained, so you can re-select at any time. Use get_frames with format:"sheet" first to choose indices. Returns a jobId — poll get_job.

duplicate_animation

FREE, synchronous, no AI. Make an exact copy of the CURRENT saved animation under a new slug, preserving its selected frame order, loop/hold settings, compositing, mounts, and rendered pixels. The original is untouched. Returns { jobId: null, animation }; do not poll a job.

create_animation_from_pose

FREE, no AI. Promote a pose into a real 1-frame animation (a still/idle) that is scaled to match the character's other animations and exports to every engine. Pass poseId "__idle__" to use the character's default image when it has no poses. Returns a jobId — poll get_job.

set_asset_runtime_intent

FREE and SYNCHRONOUS (no jobId — do not poll). Declare how an asset revision should be rendered at runtime: plain_image, particle_emitter, deformable_strip, repeat_fill, nine_slice or shader_effect. path_follow is accepted only for backward compatibility; do not set it on new assets. Draw and configure motion per placement in the level editor instead. The intent and its config flow into every engi

set_character_collision_roles

FREE, synchronous metadata edit. Independent normalized full-frame movement, hurtbox and hitbox bodies. Character movement permits a simple body or none; hurtbox/hitbox also permit compound. Omitted keys stay unchanged; null clears that scoped override; none explicitly disables a role. Scope defaults to character base; select one poseId or animation. Only animation scope accepts hitboxFrames (incl

set_asset_collision_roles

FREE, synchronous metadata edit for an owned revision or collection tileIndex. Each independent role accepts a normalized simple body, disconnected compound, or none. Coordinates refer to the full sprite or padded collection cell; radius is a fraction of width. Omitted roles stay unchanged, null clears an override, none disables. Tile roles override asset roles independently. hitboxFrames is not s

set_asset_collision_body

FREE and SYNCHRONOUS (no jobId — do not poll). Author the PHYSICS shape a game should build its collider from for an asset revision: rect, circle, polygon, compound of 1..16 simple disconnected bodies, or none, in NORMALIZED coordinates (0..1 fractions of the sprite/tile cell, origin top-left; a circle radius is a fraction of WIDTH). Set tileIndex to give one tile of a tileset/staged asset its own

cancel_job

FREE. Abort a running job. Failed/incomplete provider work is refunded automatically. If the job is waiting for directional-pose approval, its successful reusable 360 and pose charges are retained; no dependent animation has started. Use this when a generation is clearly going wrong rather than letting it run to completion.

approve_automatic_pose_fallback

Successful automatic poses now continue without review, including imports. Four-direction setup stays automatic and eight-direction keeps its existing selection. Imported generation preserves source rendering rather than project style. Use this tool only when get_job returns a pending automaticPoseFallback. If poseReview is present, this is a historical imported-pose checkpoint from an earlier flo

approve_directional_poses

FREE approval checkpoint. Use only when get_job returns status:"waiting_approval", wizardPhase:"waiting-directional-pose-approval", and directionalPoseReview. Present every returned previewUrls to the user and let them adjust or review the proposed frameIndices and poseScales. If any remain unreviewed, get explicit confirmation to use those candidates as shown before submitting the complete return

frame_animation

FREE, and NO AI AT ALL — no video model, no credits, nothing to approve. The tiles of a tileset/staged asset ARE the frames: give the tile indices in playback order (repeats allowed) and they are composited into a real spritesheet animation on that asset, exportable to every engine. This is how you animate a coin flip, a flickering torch or a chest opening WITHOUT paying for image-to-video. Try th

rebuild_character

FREE, no AI. Re-render one animation from its durable cached frames by passing animation. This is the repair/refresh tool: use it when a sheet looks stale or wrong after a series of edits, or when a previous rebuild failed. It never re-generates art, so it cannot change what the character looks like — only how the frames are packed and normalized. Omit animation only for an explicit full-character

mirror_animation

FREE, no AI. Flip every cached frame of ONE animation horizontally and rebuild it — the cheap way to get walk_left from walk_right. NOT idempotent: calling it twice flips the animation back to its original orientation, so call it once and check the result before calling again. Frame count and order are preserved, so any frame selection stays valid. To keep BOTH directions, call duplicate_animation

rematte_animation

FREE, no AI. Try a cleaner background removal on ONE animation's source video — the repair for a quality read showing deliveredIssues containing "matte" (green fringe, flickering holes, ragged edges). The cleaner version is kept ONLY if it measures better, so this can never make the animation worse; the motion itself is unchanged. One attempt per capture: if the same frames were already tried (mat

phase_split

FREE, no AI. Carve ONE multi-state clip into separate game-phase animations by frame windows — the classic case is a jump becoming crouch/rise/fall/land, with fall looping while airborne and the rest playing once. Each phase becomes a real exportable animation; the source animation is untouched. Jump-family animations often carry a ready-made suggestion: get_character → animations[<anim>].phasePro

reprocess_asset

FREE and SYNCHRONOUS (no jobId — do not poll), no AI. Rebuild a staged, tileset, or terrain collection's presentation layout: anchor chooses the shared fixed point and cellOffsets apply per-item nudges. Modern manifest revisions are recomposed from their independent item PNGs and are never re-sliced; legacy staged and tileset revisions retain the source-sheet re-cut path, where cellInset can remov

create_project

FREE and SYNCHRONOUS (no jobId — do not poll). Creates the container everything else needs: characters and assets are created INSIDE a project, and the project's gameType is what decides how they are drawn and animated. Also seeds a starter level map, so the game preview has something real to render immediately. Call list_projects first — reuse an existing project rather than making a near-duplica

create_character

PAID (standard 1K: 60 credits; 2K: 100; 4K: 150; premium models may differ). Generate a NEW character from a text prompt. This is the entry point for building art from nothing — call create_project first if the user has no project. Artwork is strictly text-free by default: no labels, captions, lettering or pseudo-text; only specific intrinsic writing explicitly requested by the user is permitted.

generate_character_animation

PAID, and the cost MULTIPLIES BY THE NUMBER OF ANIMATIONS (each is its own image-to-video call; Wan 3.0 costs 150 credits/second, so its default 2-second clip is 300 credits). All frames are text-free by default: no subtitles, captions or invented writing. This is real motion — a walk cycle, an attack, an idle bob — not the 1-frame still that create_animation_from_pose produces. Read the character

generate_character_turn

PAID (200 credits — ONE 2-second rotation video), except retrying the exact failed job is FREE while its provider task/result or validated stored source survives. The default dry run reports 0 credits and recovery:"stored_artifact" in that case; confirmation revives the same job and never starts another paid provider task. Spins the character through a full 360 so the sprite exists from every side

resume_pose

FREE. Resume a failed pose when list_character_poses reports removalRecoveryAvailable. Reuses the saved image; never generates or charges for another image. Respect the retry-after time on cooldown errors, then poll list_character_poses.

generate_pose

PAID (standard 1K: 60 credits; 2K: 100; 4K: 150; premium models may differ). Generate a new pose for a character from a text description. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { poseId } once executed; poses have no jobId, so poll list_character_poses until status is done or error.

animate_asset

PAID (image-to-video; Wan 3.0 costs 150 credits/second, so each default 2-second pair is 300 credits; total cost scales with duration × pair count). Animate ANY asset type — the animation lands on the source asset and its still image is preserved. For grid assets (tileset/staged) pass pairs of tile indices; a self-loop { from: n, to: n } makes one tile loop seamlessly. ASK THE USER WHICH STAGES FI

revise_asset

PAID. Generate a new revision of an asset from feedback text. The previous revision is kept — revisions are additive, never destructive. Environment Kit (`terrain`) assets also accept the legacy templateId to pull a whole category pack (edges / grounds / props / slopes / textures / structures). Passing sourceItemIndex uses that extracted item as the visual source for a complete new related collect

regen_asset_pair

PAID (Wan 3.0 costs 150 credits/second: 300 credits at the default 2-second settings). Re-run video generation for a SINGLE motion pair of an animated asset, leaving its other pairs alone. The new take lands as an additional iteration on that pair — earlier takes are preserved. DEFAULTS TO A COST PREVIEW — see the dryRun argument. Returns { jobId } — poll get_job.

convert_texture_to_material

FREE and SYNCHRONOUS, no AI. Copies a legacy repeat-xy texture into a new immutable Brushable Material revision; the original revision is preserved. Topdown/isometric conversions can be ready immediately when the legacy seam check passed. Platformer conversions are marked needs-review because the old texture has no paired surface ribbon. Legacy strip-only textures cannot be converted because they

fix_asset_seams

LEGACY ONLY; new Brushable Materials reject this operation because they use world-space sampling. PAID (60 credits per standard-model edit attempt; use the dry-run quote). Make an old texture tile seamless. Legacy textures were created as raw grid cells, so CHECK get_asset first: metadata.seamless.seamMetric.pass is a FREE verdict on whether this cell already tiles cleanly, and metadata.seamless.f

create_asset

PAID (one image call). Creates a NEW asset from a prompt in any of the six types. The default dry run now returns a strictly text-free artwork brief: no captions, labels, lettering, digits or pseudo-writing unless the user explicitly requests specific intrinsic writing on an object. Environment Kit overlays must not have die-cut sticker borders or backing. It returns both the exact semantic plan (

retry_job

FREE when the original KIE task or a validated stored artifact can be recovered; otherwise PAID only for the sub-steps that still need to run. Re-runs the FAILED step of a job whose status is "error" — the prompt, model and every setting are already on the job, so this is the cheap way out of a failure instead of creating the whole thing again. Work that already succeeded is NOT redone or re-charg

generate_project_intake

PAID but very cheap and SYNCHRONOUS. Use this for a broad game vision, story, or mood before create_project. Returns a proposed project name, game type, art style, world description, creative guidance, and a validated styleGuide object ready to pass unchanged to create_project. It stores nothing and does not create assets. Afterward, inspect the game repository and propose an MVP art plan before a

generate_project_vision

PAID but very cheap (one configured text-model call) and SYNCHRONOUS — the result comes back in this response, there is no jobId to poll. Turns a rough game idea into { aiVision, aiPromptGuidance, aiNegativeGuidance }: a written creative direction plus the positive/negative guidance to reuse in later prompts, which is what keeps a whole project visually consistent instead of every asset drifting.

suggest_motion_hint

PAID but very cheap (one configured text-model call) and SYNCHRONOUS — returns { hint, cost } inline, no jobId. Reads a STAGED asset's prompt plus the stage pairs you intend to animate and writes the one-sentence motion description to pass as animate_asset's motionHint. Use it when you are about to spend 300 credits on a default video and are unsure what to write: a few credits here protects that

get_subscription_allowancesread-only

Read the currently enabled subscriber benefits and their separate monthly limits, caps and balances. Disabled benefits return zeroed values and cannot be used. Unused units accumulate up to three monthly grants while the feature is enabled. These are not generation credits.

retry_unusable_result

Quality Retry is the subscription compensation for AI art that invents details, ignores the request, or arrives unusable, letting the user try again without asking support for a credit refund. Costs ONE quality retry and ZERO credits; it is not a refund and preserves the original. Use get_subscription_allowances first and proceed only when features.retry is true; explain the purpose/cost and obtai

import_asset_image

Free imports: import ONE still PNG or WebP as an Object or Character. Unlimited for every account, including free users, with zero credits and no subscription or allowance check. Before uploading, tell the user: transparency required, one clear complete subject, clean edges, consistent project style and camera, no text/watermark, up to 10 MB and 4096px per side; recommend 256px or more except inte

list_ui_packsread-only

List owned UI Packs, optionally within a project.

get_ui_packread-only

Read components, immutable revisions, capabilities, fonts and batch progress. Artwork URLs expire; native engine capability gaps are not successful tests.

get_ui_pack_batch_recoveryread-only

Read original PNG dimensions, expiring image URL, source hash, and exact delivered/missing slots for an illustrated batch needing review. Inspect artwork before choosing crops.

resume_ui_pack_batch

FREE. Resume background removal when a failed/uncertain illustrated batch reports removalRecoveryAvailable. Reuses its saved artwork and original billing identity. Respect cooldown errors; never create a replacement paid batch.

recover_ui_pack_components

Crop missing slots from a retained original PNG after visual review. No provider call or credit charge. Supply original-pixel rectangles and the current source hash; already delivered siblings remain untouched. Inspect validation after recovery.

get_ui_pack_batchread-only

Read one paid batch and retained source URL; provider completion does not prove usable component delivery.

list_ui_fontsread-only

Read the retained licensed Google Fonts catalog. Existing font selection, preview and export cost zero customer credits.

get_project_style_guideread-only

Read the current guide; old projects without an adopted guide receive an initial suggestion. Existing assets retain their saved guide versions.

save_project_style_guide

Adopt a new immutable guide revision with optimistic concurrency. Colors, typography and camera apply to future generation, never silently rewrite prior assets.

suggest_project_style

Suggest palette, treatment and existing font IDs from the available catalog. Free to customers; suggestions require explicit save to adopt.

create_ui_pack

Create an empty project-owned UI Pack with its guide snapshot. Free; generation is a separate quoted action.

save_ui_pack_style

Save a pack-specific style for future quotes using the current pack updatedAt. Free; preserves project defaults and existing component revisions. A stale timestamp is rejected.

validate_ui_component_layout

Revalidate an exact current revision and apply only proven deterministic runtime layout repairs, including bar fill openings, panel text/slice regions, and explicitly named SVG button-state separation. Free; preserves original sources. This is not arbitrary SVG artwork editing and cannot promise a successful capability result.

generate_ui_pack

Get a cost preview for an exact component list and batch breakdown, then generate using the returned signed quote. Every paid raster/SVG batch is 100 credits; one pack action can contain several batches. Fonts are free. Defaults to dry-run; never alter the quote.

revise_ui_pack_png

Get a cost preview for a 100-credit selected PNG revision, then pass its signed quote to execute. SVG artwork editing is Phase 2; it is not enabled by this tool. Siblings and prior revisions remain available.

rename_ui_component

Rename an owned component for free. Supply its current name as expectedName to reject stale edits. Preserves IDs, artwork and historical revisions; re-sync updates its exported display name.

save_ui_component_defaults

Save supported fill, text and layout values for an exact current revision. Free and deterministic; cannot manufacture unsupported capabilities or edit arbitrary SVG geometry.

replace_ui_component_png

Save a locally edited PNG, revalidate behavior metadata and preserve the prior revision. Free. Maximum PNG 4 MB and 2048 pixels per axis; no SVG artwork editing.

create_ui_composition

Create a free static composition of existing icon/frame revisions; indicators and functional widgets remain independent. No new image generation.

get_ui_pack_export_commandread-only

Return an authenticated curl command for a whole/selected UI Pack ZIP or component source. Run locally; never put multi-MB ZIP data into model context. Phaser has browser behavior coverage; Godot/Unity native acceptance is pending; GameMaker/Unreal deliver artwork, Tiled transports metadata. Recovery artworkOnly must be explicit.

run_map_playtestread-only

FREE bounded browser-free route/clearance or deterministic controller replay. Choose exactly one saved mapId or prepared draftId. Returns map hash, declared body/profile, trace, events, diagnostics and limitations. A passed movement test is not proof of combat, scripts or destination-engine gameplay. Save reusable scenarios in document.playtests; inspect canonical images separately.

map_project_libraryread-only

Read owned project maps, reusable detached assemblies, destination spawn IDs, room links and broken-link diagnostics. No browser required.

map_workbench_contextread-only

Read saved camera, reference brief, gameplay, assemblies, links, tests and per-engine support. Runtime availability is distinct from playability evidence.

prepare_map_edits

FREE. Apply up to 200 stable-ID operations against expectedRevision. Returns a validated draft and semantic diff without changing the live map. Preview/test then use commit_map_draft. Settings use null to remove optional values. Deleting referenced objects must repair their dependencies in the same batch.

map_authoring_contextread-only

Read project art, material recipes, limits, shape classes, current map JSON and revision. Inspect the returned artwork visually before selecting assets. Read your game code to establish movement/mechanics; SpriteShip fields are flexible metadata.

map_authoring_schemaread-only

Read the authoritative JSON Schema before composing a map. Use assetRef instead of inventing image URLs. Shapes, custom properties and paths retain their existing editor meanings.

prepare_map_draft

FREE. Resolve owned artwork and validate a complete editable map without changing the live map. Preserve stable placement IDs on edits and pass expectedRevision from context. Returns immutable draft ID/hash and graph-only topology report. Inspect canonical overview and camera-sized region images before commit; no browser is required. Walkable surfaces/transitions are ground-view only, visualParts/

get_map_draftread-only

Read a prepared map draft, resolved document, hash and expiry.

preview_map_draft

FREE. Render the actual map composition using canonical terrain/export rendering. Omit viewport for an overview, or request world-pixel viewport and scale for camera-sized inspection (2048px output limit). Inspect this image and fix problems before saving; image output is sufficient for visual review without browser automation. Split-part clips and walking-surface draw order use canonical semantic

commit_map_draft

FREE. Commit the exact draftHash as a recoverable revision. The existing map must still match its expectedRevision; conflicts require re-reading and merging the user’s changes. Reuse requestId for retry. The map immediately opens in the normal editor.

list_map_revisionsread-only

List recoverable map revisions from editor and agent saves.

restore_map_revision

FREE. Restore a saved revision as a new revision, preserving history. Pass the latest expectedRevision and reuse requestId on retry.

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