The workshop
Projects, characters, focused tools, immutable attempts, and Godot exports.
For game developers, the shipped path is project → character → sprite → turnaround → animation → Godot export. A project holds durable characters; each character workspace holds every immutable attempt and lets you explicitly choose a live source for the next focused tool. Nothing generates or spends credits until you review a quote and submit it.
The focused Sprite, Rotate, and Animate tools remain available, alongside History, Billing, and Settings behind the avatar button. Every bench has the same shape: your work in the middle, the prompt or intake along the bottom, a settings sentence you can click to change any option, and a price.
Projects, characters, and attempts
Create a project, then add each production character to it. Retrying a sprite, turnaround, or animation makes a new attempt under that character; it never overwrites an earlier completed, failed, cancelled, or expired record. Open an attempt in the tool that made it, or choose a completed live output as the source for the next stage.
The character workspace also exports for Godot. Select one completed sprite, one completed turnaround, and zero or more completed animations. Export spends no credits and packages only those selections. See Into Godot.
The price is quoted before you spend
Next to Generate, every bench shows what the job will cost and what your
balance will be afterwards — N cr / leaves M — quoted live from the
server as you type. Nothing is charged until you press Generate.
When you do, credits are charged the moment the job is created, and the balance in the header counts down. If the job fails or you cancel it, the charge refunds itself automatically — usually within a second — and the Billing ledger shows both movements, charge and refund, with the job id attached. A failed generation never costs anything.
While it runs
A running job shows a percentage and elapsed time. The percentage is advisory — it may sit still for a while and then jump. Trust the elapsed time. If you want out, History is the only place to cancel: find the running row and press Cancel; the full charge comes back.
When it's done
The finished piece appears in the frame at the size it will ship, with download buttons — a single PNG for sprites, per-side downloads plus a "Download all" zip for turnarounds and animations. The settings that made it lock and display as they were run: a paid job's settings are a record, not controls. Two buttons take you onward:
- Edit a copy loads the job's exact settings — seed included — back into live controls, so you can run a variation.
- New generation clears the bench.
Your images come back around
The parts bin ("Your images") keeps every output and upload on the account, in Results and Uploads tabs. Any of them can be dropped straight into the Rotate or Animate bench as input — no downloading and re-uploading, and no quality lost to a round trip. This matters more than convenience: animations of one character should be fed the exact same files, and reusing from the parts bin is what guarantees "the same files".
Seeds, and getting the same character back
Every sprite is drawn with a seed. Leave the field on auto and the server picks one — and records it with the job, so the result is reproducible either way. To revisit a character, open the job and press Edit a copy: the seed rides along with the other settings. The same seed with the same words, model, perspective and style gives the same character back.
How long files are kept
Generated files stay as long as the account has spendable credits or an active plan. When both lapse, a 90-day countdown starts, announced by an amber banner in the workshop with the exact date. Top up at any point before then and nothing is deleted. After the deadline the pictures are gone, but the job records and the credit ledger remain.
Credits in one paragraph
A new account starts with 50 credits — enough to make a character and turn it into a full four-side turnaround, with room to spare. Animations cost more than the whole signup grant, which is deliberate: everything up to the animation can be tried before paying for any of it. Credits come from plans (granted each period, with unspent ones rolling over up to a cap) or packs (one-off, lasting a year), and the exact prices are always on the bench and in Billing — never hard-coded anywhere, including here.