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SpriteHatch MCP

Lets AI agents (Claude Code, Cursor, Codex, Windsurf…) make 2D game assets with SpriteHatch and bring them into the game: characters, monsters, animations, abilities with separate effect layers, effects, items, UI, parallax scenes and tilesets, exported for Godot, Unity, GameMaker, RPG Maker or plain sprite sheets.

The server teaches the agent which tool fits each need and guards the user's credits:

  • spritehatch_guide (free) turns a game need ("the dragon breathes fire at the player") into the right recipe, with costs and pitfalls. The same decision rules are sent to the agent when it connects.
  • Quality, art style and image engine are the user's choice: when the request does not say, the tool returns the options (with costs) for the agent to ask, or shows a form in clients that support it. Image engines are known only by their product names.
  • Effects that stay on the body (a charge-up) are drawn into the character animation; what flies to a target becomes separate effects the game moves. The animation plan is shown exactly as it will be generated (prompt, ending, beats) and can be corrected before paying.
  • Session budget and approval: spending above the approval limit since the last approval asks the user (MCP elicitation, or a one-time confirm_token the agent only sends after asking), so splitting a request does not get around it. A prompt the client declines on its own is not taken as the user's answer. Failed jobs are refunded and give the budget back; the same request failing twice stops.
  • Effects are checked for frames cut by the canvas edge and empty frames; a bad ending can be redone from a frame.
  • Animations are judged for free after generation; the agent may improve one at most once on its own, then shows the user.
  • Results come back as preview images, and exports come with a manifest (frame size, pivot, clips, ability timeline) the agent can wire into code.

Requires a SpriteHatch API key (Pro or Studio plan): app → avatar → My account and statement → API keys.

Local (stdio): files go straight into your game project

# Claude Code
claude mcp add spritehatch -e SPRITEHATCH_API_KEY=sg_live_... -- uvx spritehatch-mcp

Other clients (Cursor, Windsurf, Codex…), in their MCP config:

{
  "mcpServers": {
    "spritehatch": {
      "command": "uvx",
      "args": ["spritehatch-mcp"],
      "env": { "SPRITEHATCH_API_KEY": "sg_live_..." }
    }
  }
}
Variable Default
SPRITEHATCH_API_KEY — Required.
SPRITEHATCH_BUDGET 300 Credits this session may spend.
SPRITEHATCH_CONFIRM_ABOVE 60 Single requests above this need the user's approval. 0 = always ask.
SPRITEHATCH_EXPORT_DIR spritehatch-assets Where export_asset writes when no folder is given.
SPRITEHATCH_URL https://spritehatch.com API address.

Hosted (streamable HTTP): nothing to install

claude mcp add --transport http spritehatch https://spritehatch.com/mcp \
  --header "Authorization: Bearer sg_live_..." --header "X-SpriteHatch-Budget: 300"

Optional headers: X-SpriteHatch-Budget, X-SpriteHatch-Confirm-Above. The hosted server cannot read or write the agent's disk: reference images go as https URLs or base64, and exports come back as 30-minute download links.

Run it yourself: spritehatch-mcp --http --host 0.0.0.0 --port 7870 with SPRITEHATCH_URL pointing at the API and SPRITEHATCH_MCP_PUBLIC_URL set to this server's public address (for the download links). Health check: GET /health.

Tools

Need Tool
Not sure what to make spritehatch_guide (free)
Account, credits, session budget get_account
Projects and style kit (pixel art, height, 2/4/8 directions, palette) list_projects, setup_project
What already exists list_assets, get_asset, get_preview
New character/monster, from text or an image create_character, choose_candidate
Outfit, color, armor, elite version, rarity add_skin
Top-down / isometric views add_directions
Body animation (effects on the body included) plan_animation (free) → generate_animation, review_animation (free), improve_animation
Attack or power that emits something charge animation + create_vfx (best control), or create_ability (automatic)
Standalone effect, projectile, impact create_vfx, improve_vfx
Pick which kept version is used use_version
Item, weapon, prop, icon create_item
Buttons, bars, panels create_ui, add_ui_states
Side-scroller background create_scene, add_parallax_layers
Tilesets / maps create_tileset
Fix a detail edit_asset, apply_edit
Wait for generation wait_for_jobs
Take it to the game export_asset

Resource spritehatch://guide has the full guide; prompts make_game_character and add_attack_with_effect start the two most common flows.

Development

Tests live in the main repository: .venv/bin/python scripts/check_mcp.py runs the real API, queue, billing and exports with a simulated GPU, through both transports.

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