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A pixel art harbour town at dusk: a lighthouse on a cliff, fishing boats, lantern-lit market stalls, a fox and a slime by the path

Pixel art for vibe coders

Vibe-code your game. PixelVibing draws the pixel art.

You build the game with your AI assistant; PixelVibing draws every sprite, creature, tile and animation in one style. Want control? The Editor generates from your references and lets you fine-tune every pixel.

About 14 free images, no card needed

A pixel art battle on a mountain pass at sunset: a knight in plate armour charges and strikes a crimson dragon, which flies back, breathes fire at the knight's shield and flies away

One sentence.

“A warrior fighting a dragon on a mountain pass.”

Nobody drew a pixel of it: every sprite and every move was made by PixelVibing from that line, then put together into one scene.

You can't draw? You don't have to.

No art skills, no prompt tricks, no settings to learn. Say what your game needs; PixelVibing draws it.

  1. Describe your game

    A few sentences are enough. PixelVibing turns them into your game's style guide: the camera, palette, outline, shading and scale every asset will share.

  2. Ask for what you need

    A shopkeeper, a slime, a stretch of beach: in plain words, with a reference image if you have one.

  3. Play it

    It lands in your project as true pixel art at the right size, ready for PixiJS, Phaser or Godot.

Vibe-code the game. PixelVibing draws the art.

One command connects Claude Code or Codex to PixelVibing. From then on your assistant makes the art as it writes the code: it sees an asset is missing, generates it in your game's style and puts it in your project, without stopping to ask you.

  • A playable 2D game in an afternoon: your assistant writes the code, PixelVibing draws every sprite, tile, creature and level.
  • The game never waits on art: every feature is a command or a tool your assistant can call.
  • One style guide your assistant reads before every asset, so the tenth sprite matches the first.
  • Straight into your engine: your assistant exports sheets for PixiJS, Phaser and Godot too.
Your assistant, at work
  1. Make a cozy harbour fishing game, with all of its art.
  2. Reading your game's style guideits camera, palette and scalepixel-vibing-cli guide show
  3. Drawing a fish market stallfish-stall.png, 2×2 tilespixel-vibing-cli generate object --instruction "a market stall selling fresh fish" --size 2x2 --yes
  4. Drawing a friendly foxfox.pngpixel-vibing-cli generate creature --instruction "a small friendly orange fox" --yes
  5. Designing the harbour squarea 6×4 concept art, as pixel artpixel-vibing-cli generate concept-art --instruction "a harbour square at dusk" --pixel-art --tiles 6x4 --yes
  6. Exporting it all for Phaser34 pictures on 1 sheetpixel-vibing-cli export phaser

Start from your coding assistant in one command

PixelVibing works where you already build. Install the CLI, run setup in your game's folder, and your assistant can draw from then on.

Install and set up
npm install -g @pixelvibing/cli
cd my-game
pixel-vibing-cli setup

Using Codex? Run pixel-vibing-cli setup --harness codex.

What setup does

  • Signs you in, in your browser: no password, no key to paste.
  • Links the folder to a PixelVibing project and its style guide.
  • Installs the PixelVibing Skills for Claude Code or Codex.
  • Connects the PixelVibing MCP server, with your token kept out of every file.

Then just ask

Make a 2×1 wooden market stall for the harbour, with a striped awning.

Your assistant generates it, pulls it into your project and keeps the style guide true as the game grows.

Or add the MCP server yourself

No setup to run: three steps and your assistant can make your game's art.

  1. Sign in to the web app and create an account token, under Account → Account tokens.
  2. Paste this into your terminal, with your token in place of YOUR_TOKEN:
    Add PixelVibing to Claude Code
    claude mcp add --transport http pixelvibing https://mcp.pixelvibing.com --header "Authorization: Bearer YOUR_TOKEN"
  3. Open Claude Code in your game's folder and ask for your first asset.

Done this way, the token stays in your terminal's history and in Claude Code's settings; pixel-vibing-cli setup keeps it out of both. You can revoke a token any time under Account → Account tokens.

  1. Sign in to the web app and create an account token, under Account → Account tokens.
  2. Paste this into your terminal, with your token in place of YOUR_TOKEN:
    Add PixelVibing to Codex
    export PIXELVIBING_TOKEN=YOUR_TOKEN
    codex mcp add pixelvibing --url https://mcp.pixelvibing.com --bearer-token-env-var PIXELVIBING_TOKEN
  3. Open Codex in your game's folder and ask for your first asset.

That export is for bash or zsh; in PowerShell, run $env:PIXELVIBING_TOKEN = 'YOUR_TOKEN' instead. Codex reads the token from PIXELVIBING_TOKEN each time it connects, so keep it set in your shell's profile. Done this way, the token stays in your shell's history and in that profile; pixel-vibing-cli setup --harness codex keeps it out of both. You can revoke a token any time under Account → Account tokens.

The Editor: generate from references, then fine-tune every pixel

The desktop Editor is your art toolkit, open on the same project your assistant works in. Bring in a reference, like a screenshot of a game you love, a photo or a rough sketch, and generate from it in your game's style. Then fine-tune anything PixelVibing made, pixel by pixel, and paint your maps with it.

The PixelVibing Editor at work on a harbour game: a concept art generated in its Library, a market stall taken out of it in the Workbench, and a terrain set drawn from its grounds

The Editor runs on your computer, not in the browser, on the same folder your assistant works in. From your game's folder, one command opens it:

Open the Editor on your game
cd my-game
pixel-vibing-cli editor

Everything your 2D game needs

Characters, monsters, props, ground and whole levels, drawn from one style guide so they all belong together.

Sketch your interface. Get a matching set.

Lay shapes out where your HUD and menus go and say what each one is. Add a reference, a material or a frame you like, and the whole set takes its look. The platform draws it in one go, as matching pixel art, and hands you every piece cut out on its own, where you put it.

  1. Ring“Grimoire”Panel“Inventory”“Map”“Quit”The pieces the platform drew from it, in wrought iron and bronze with skulls: a portrait ring, a title bar reading Grimoire, a window frame with a transparent inside and three buttons reading Inventory, Map and Quit

    Captions and windows

    A caption is drawn as you write it. A frame left hollow keeps its inside transparent, for the game behind it.

  2. AvatarInput FieldFrameState AState BState CA Chinese themed set in red lacquer, jade and gold: a portrait ring, an input field, a parchment panel in its frame and one button in its normal, pressed and disabled states

    States from a note

    Three buttons, three notes: normal, pressed, disabled. One button drawn in its three states, to match the frame beside it.

Sound effects and music, made for your game.

Describe a sound and hear it in seconds: a coin, a sword, a spell, the sea under a pier. Ask for a theme for your dungeon or your boss fight. Every sound below was made by the platform from the words under its title, kept in your Library and ready to download.

Sound effects about 62 a month on Hobby

  • Coin pickup

    “a retro game coin pickup, a bright two-note chime”

    0:00 / 0:01
  • Sword strike

    “a sword swung through the air, then striking a wooden shield”

    0:00 / 0:01
  • Spell cast

    “a magic spell cast: a rising shimmer that bursts into sparkles”

    0:00 / 0:02
  • Creaking door

    “a heavy wooden door creaks open slowly”

    0:00 / 0:03
  • Harbour waves Loops seamlessly

    “gentle waves lapping at a wooden harbour pier, distant seagulls”

    0:00 / 0:08

Music about 5 minutes a month on Hobby

  • Harbour tune

    “a calm harbour tune on a lute and soft strings, instrumental, loopable”

    0:00 / 0:30
  • Into the dungeon

    “a dark, slow dungeon exploration theme in 16-bit chiptune, ominous bass, instrumental, loopable”

    0:00 / 0:30
  • Boss battle

    “a fast, heroic boss battle theme in 16-bit chiptune, driving drums and arpeggios, instrumental”

    0:00 / 0:30

Narration about 50 a month on Hobby

  • The keeper's lantern

    “Long ago, when the tides still answered to the old gods, a lighthouse keeper found a map washed up on the rocks. Tonight, you take up his lantern.”

    0:00 / 0:09

Spells, hits and explosions, animated.

Pick a ready effect or build one from tuned parts, around one of your sprites or on its own, and it plays in seconds. Every effect below was made by the platform from the preset or the parts under its title, kept in your Library with each frame's timing, ready for your engine.

about 125 a month on Hobby

One style guide. The whole game.

Asset packs from different artists never quite match. PixelVibing draws everything from your game's own style guide, written from your idea and editable any time, so art made months apart still looks like one game.

  • It states your camera, palette, outline, shading and scale.
  • It grows with your game: a new place, a new rule, a new palette.
  • Your coding assistant keeps it true as the game changes.

True pixel art, not pixel-ish

Every asset is drawn on the pixel grid at the size it has in your game: one flat colour per pixel, hard edges, no blur and no anti-aliasing. It scales up crisp and sits on your tiles as it should.

  • Exact size in tiles, base on the ground
  • Transparent where it should be
  • No stray half-pixels to clean up
Pixel art fish crates beside a barrel, enlarged so each pixel shows

Ready for your engine

Export sprite sheets and placed sprites for PixiJS, Phaser and Godot, or a simple default format any engine can read.

Work wherever you like

One account and the same projects, from every door.

Your whole game's art, for less than one commission

Start free. Take a plan for a fresh usage limit every month, or a pack that never expires. Every generation tells you what it uses of your limit before it starts.

Every plan includes

  • A fresh usage limit every month for as long as the plan runs
  • Every kind of asset: objects, creatures, terrain, textures and concept art
  • The web app, the command line, the MCP server and the Skills for Claude Code and Codex
  • The desktop Editor: generation from references, fine-tuning in its Workbench, its map editor and Library
  • Commercial use: what you make is yours
  • Packs on top whenever you need more
  • Change or cancel whenever you like

About 14 free images

Every new account starts with them.

Start free

Packs

Added to your limit once, to use when you like. They never expire.

  • Small

    $3.90

    About 57 images

  • Medium

    $8.90

    About 149 images

  • Large

    $18.90

    About 313 images

What a month of Hobby makes

An object or a propabout 110
A creatureabout 110
A terrain setabout 110
A textureabout 23
Concept artabout 110
A UIabout 110
Writing a style guideabout 500

Frequently asked questions

I can't draw. Can I still make my game?

Yes, that's who PixelVibing is for. Describe your game in a few sentences, ask for what you need in plain words, and every asset comes out in one style. You never touch a pixel unless you want to.

What is PixelVibing?

An AI pixel art generator for people who build games but don't draw: objects, creatures, terrain, textures and concept art, all in the style your game's style guide sets, so everything you make fits together.

Can I edit what it makes?

Yes. The desktop Editor opens every asset in a full pixel editor, with its pixels, palette, eight views and animation frames, and generates new ones from your own references.

Do I need to vibe-code?

No. Your assistant can make the art as it builds, but you can also generate by hand in the web app and the desktop Editor.

Can I sell a game made with it?

Yes. What you make is yours, for commercial use too.

Is it real pixel art?

Yes. Every asset is drawn on the pixel grid at its size in your game, with one flat colour per pixel and no blur or anti-aliasing.

Do I need to write prompts?

No. Say what you want in plain words and add a reference if you have one. The platform takes care of the rest.

Does it work with Claude Code and Codex?

Yes. Run pixel-vibing-cli setup in your game's folder: it installs the Skills and connects the MCP server, then you ask your assistant for the art.

Which engines does it export to?

PixiJS, Phaser and Godot, and a simple default format that is easy to adapt to any other engine.

How much does it cost?

Every account starts free. After that, take a monthly plan or buy a pack that never expires. Every generation says what it uses of your limit before it starts.

Do I need API keys?

No. Sign in and generate: there is no key to find, paste or pay for.

Stop waiting on art. Start your game.

Start free in the browser, or set it up in your coding assistant in a minute.

Start free