REST API v1

API Documentation

Generate sprites, animations, isometric tiles, game music, and playable games programmatically. Full REST API with webhooks and native MCP support for AI coding agents.

Base URL:https://api.sprixen.comVersion:v1Format:JSON

Authentication

All API requests must include your API key in the Authorization header. Keys follow the format spx_live_{random} and are scoped to your account.

Authorization: Bearer spx_live_7xK9mP2nQvRtL4jWaBcD8fY3
http

To generate an API key, go to Settings › API in your Sprixen dashboard. You can create multiple keys and revoke them individually.

Keep your key secret. Never expose it in client-side code or public repositories. If compromised, revoke it immediately from your settings page.

Quick Start

Generating a sprite takes two steps: create a generation job, then poll until it completes. Most generations finish in 5–15 seconds.

Step 1 - Create a generation

curl -X POST https://api.sprixen.com/v1/generations \
  -H "Authorization: Bearer spx_live_YOUR_KEY" \
  -H "Content-Type: application/json" \
  -d '{
    "prompt": "a warrior knight in pixel art, 32x32, dark fantasy style",
    "type": "character"
  }'
curl

Step 2 - Poll for completion

curl https://api.sprixen.com/v1/generations/gen_abc123 \
  -H "Authorization: Bearer spx_live_YOUR_KEY"
curl

Response when complete

{
  "id": "gen_abc123",
  "status": "completed",
  "prompt": "a warrior knight in pixel art, 32x32, dark fantasy style",
  "resultUrls": [
    "https://api.sprixen.com/public/uploads/gen_abc123_v1.png",
    "https://api.sprixen.com/public/uploads/gen_abc123_v2.png",
    "https://api.sprixen.com/public/uploads/gen_abc123_v3.png"
  ],
  "completedAt": "2026-01-15T12:00:15.000Z"
}
json
Tip: Use the webhookUrl parameter to receive a POST callback when generation completes - no polling required. See the Webhooks section.

Endpoints

Generations (Sprites)

The core generation pipeline. Each variant costs 2 credits (default 1 variant, max 3). Supports sprites, character sheets, items, environments, packs, and chained animations.

POST
/v1/generations

Create a new sprite generation job. Returns immediately with a job ID - use GET /v1/generations/:id to poll, or pass webhookUrl for a callback.

Request Body

{
  "prompt": "string (required, 3-500 chars)",
  "projectId": "string (optional, inherits style/resolution; required for chainAnimation)",
  "type": "sprite | variation (default: sprite)",
  "referenceImageUrl": "string (optional, guides style)",
  "variantCount": 1,                     // 1-3, locked to 1 when chaining
  "resolution": "256x256",               // optional override
  "pixelPerfect": "auto | on | off",     // resize kernel - see below
  "noBase": false,                        // strips ground/pedestal
  "skipBgRemoval": false,                 // skip RMBG-2.0 (use for full scenes)
  "packItems": ["torch", "vine", "moss"], // up to 8 items in one sheet
  "chainAnimation": {                    // auto-chain animation after sprite
    "type": "walk", "frameCount": 8, "fps": 12
  },
  "chainAnimations": [                   // multiple chained animations
    { "type": "idle" }, { "type": "walk" }
  ],
  "webhookUrl": "string (optional)"
}

Response

{
  "id": "gen_abc123",
  "status": "pending",
  "prompt": "...",
  "createdAt": "2026-01-15T12:00:00.000Z"
}
pixelPerfect modes: auto (recommended) lets the system pick the right resize kernel from artStyle + resolution. on forces nearest-neighbor - crispy retro pixel art (NES, Gungeon-style). off forces Lanczos - smooth output for cartoon, anime, or higher-res art. Nearest-neighbor is not universally better; it destroys fine detail at higher resolutions.
GET
/v1/generations/:id

Get generation status and results. Poll this endpoint until status is 'completed' or 'failed'. Recommended polling interval: 2 seconds.

Response

{
  "id": "gen_abc123",
  "status": "completed",
  "resultUrls": ["url1", "url2", "url3"],
  "error": null,
  "completedAt": "2026-01-15T12:00:15.000Z"
}
GET
/v1/generations

List all generations for your account, paginated. Supports ?page=1&limit=20 query parameters.

Response

{
  "data": [{ "id": "...", "status": "..." }],
  "total": 142,
  "page": 1,
  "limit": 20
}
POST
/v1/generations/select

Promote one variation from a completed generation to a sprite in your project. Saves the asset to the project library.

Request Body

{
  "generationId": "gen_abc123",
  "variationIndex": 0
}

Response

{
  "spriteId": "spr_xyz789",
  "projectId": "prj_...",
  "imageUrl": "https://..."
}

Animations (Sprite Sheets)

Generate animated sprite sheets from existing sprites. Supports idle, walk, run, attack, jump, death, hurt, and custom animation types. Each animation costs 4 credits (premium quality: 8).

POST
/v1/sprites/:spriteId/animations

Generate an animated sprite sheet from a sprite. Returns a job ID - poll GET /v1/animations/:id for results.

Request Body

{
  "type": "walk|run|idle|attack|jump|death|hurt|custom",
  "frameCount": 8,                        // 2-12, defaults per type
  "fps": 12,                              // 4-60
  "customDescription": "string (optional, motion guidance, max 500 chars)",

  // Body archetype - drives motion physics for non-humanoid characters
  "archetype": "humanoid_biped | quadruped | winged | amorphous | serpentine",

  // Weapon props - enforce frame-to-frame consistency
  "weaponHand": "left | right | both",   // omit if no weapon
  "weaponType": "sword | axe | bow | staff | ...",
  "hasShield": false,

  // Direction - cardinal or isometric
  "direction": "right|left|up|down|up-right|up-left|down-right|down-left",

  "normalizeSize": false,                 // match base sprite size (multi-direction sets)
  "locomotionType": "auto|biped|quadruped" // DEPRECATED - use archetype
}

Response

{
  "id": "anim_...",
  "status": "pending",
  "type": "walk",
  "frameCount": 8,
  "createdAt": "2026-01-15T12:00:00.000Z"
}
archetype values: humanoid_biped (two-legged upright), quadruped (four-legged - wolf, horse), winged (flying - dragon, bird), amorphous (slime, blob), serpentine (snake-like). If omitted, the backend uses cached sprite metadata or runs a vision-based classifier. The legacy locomotionType field still works but only maps to humanoid_biped/quadruped - prefer archetype for new integrations.
GET
/v1/animations/:id

Get animation status and sprite sheet URL when complete.

Response

{
  "id": "anim_...",
  "status": "completed",
  "type": "walk",
  "spriteSheetUrl": "https://api.sprixen.com/public/uploads/anim_....png",
  "frameCount": 8,
  "fps": 12,
  "completedAt": "2026-01-15T12:00:20.000Z"
}
GET
/v1/sprites/:spriteId/animations

List all animations for a specific sprite.

GET
/v1/animations/:id/gif

Download the animation as an animated GIF for quick preview.

POST
/v1/animations/:id/process

Create a non-destructive processed copy of an animation. Useful when frames have too much transparent padding, drift, or need stronger canvas fit without losing the original.

Request Body

{
  "mode": "stabilize|tight|aggressive"
}

Response

{
  "id": "anim_processed_...",
  "type": "walk",
  "spriteSheetUrl": "https://api.sprixen.com/public/uploads/processed_....png",
  "frameCount": 8,
  "fps": 12
}
DELETE
/v1/animations/:id

Delete an animation.

Character Package

Package a sprite and every completed animation into a single, engine-ready ZIP: normalized sprite sheets (uniform cell size, bottom-center pivot), a packed atlas.png with atlas.json (TexturePacker JSON Hash) and atlas-aseprite.json, a manifest.json, a README, and project files native to the chosen engine. No credits are charged - this repackages animations you already generated.

GET
/v1/sprites/:id/package?engine=godot&animations=idle,walk,attack

Download the character package as a ZIP. engine defaults to generic. animations is optional (comma-separated types) and defaults to every completed animation, latest version per type+direction.

Response

Content-Type: application/zip
Content-Disposition: attachment; filename="<slug>-<engine>.zip"
GET
/v1/sprites/:id/package/manifest?engine=godot

Get the package manifest (sprite metadata, cell size, pivot, animation list) without building the ZIP - cheap, for agents and the UI.

Response

{
  "sprite": { "id": "...", "name": "...", "width": 128, "height": 128, "artStyle": "pixel_art" },
  "cell": { "width": 128, "height": 128 },
  "pivot": { "x": 0.5, "y": 1.0 },
  "animations": [
    { "name": "walk", "direction": null, "frames": 8, "fps": 12, "file": "sheets/walk.png", "loop": true }
  ],
  "engine": "godot",
  "warnings": []
}
EngineWhat you get
godotcharacter.tres (SpriteFrames over atlas.png) + character.tscn (CharacterBody2D + AnimatedSprite2D), ready to instance
phaserexample.js registering every animation with this.anims.create from the atlas
unityatlas.png.meta (sliced TextureImporter) + README-unity.md for Animation Clip setup
gamemakerspr_<slug>_<anim>_strip<N>.png per animation, GameMaker's strip naming convention
rpgmaker-mz$<slug>.png (144x192 walking sheet, 4 directions) with automatic direction mirroring/fallback
genericJust the normalized sheets, atlas and manifests - bring your own importer
MCP: call export_character_package with spriteId, optional engine and animations - it returns the manifest plus an authenticated downloadUrl to fetch the ZIP with your API key.

Sprixen for Godot (editor addon)

A free, open-source (MIT) Godot 4 plugin that adds a "Sprixen" dock to the editor: paste your API key, browse your projects and sprites, and click "Import to Project" to drop a ready-to-use character.tscn straight into res://sprixen/<sprite-name>/.

  1. Download the ZIP below and copy addons/sprixen/ into your project's addons/ folder.
  2. Project > Project Settings > Plugins > enable "Sprixen".
  3. Open the new Sprixen dock, paste your API key, and import a sprite.
Download Godot Addon

Projects

Projects group related sprites and enforce a shared art style (Style Lock). All generations within a project inherit its palette, resolution, and art direction.

GET
/v1/projects

List all projects for the authenticated user.

Response

[{
  "id": "prj_...",
  "name": "Dungeon Crawler",
  "artStyle": "pixel",
  "resolution": "32x32",
  "spriteCount": 14
}]
GET
/v1/projects/:id

Get a project with its full sprite library attached.

Response

{
  "id": "prj_...",
  "name": "Dungeon Crawler",
  "artStyle": "pixel",
  "resolution": "32x32",
  "sprites": [{ "id": "spr_...", "imageUrl": "..." }]
}
POST
/v1/projects

Create a new project with optional Style Lock configuration.

Request Body

{
  "name": "string (required)",
  "description": "string",
  "artStyle": "pixel|vector|painterly",
  "resolution": "16x16|32x32|64x64",
  "viewAngle": "side|top-down|isometric"
}

Response

{
  "id": "prj_...",
  "name": "My Game",
  "artStyle": "pixel",
  "resolution": "32x32",
  "createdAt": "2026-01-15T12:00:00.000Z"
}

Tiles

Generate custom isometric tiles for the Map Builder. Sprixen uses a two-step pipeline: flat texture → isometric projection, producing 130×230px sprites. Each tile costs 1 credit.

POST
/v1/tile-packs/generate

Generate a custom isometric tile from a text description. The tile is added to your custom tile library.

Request Body

{
  "prompt": "mossy stone floor tile",
  "tileLabel": "Mossy Stone",
  "collision": false,
  "projectionType": "floor|wall|prop",
  "webhookUrl": "string (optional)"
}

Response

{
  "id": "tile_...",
  "status": "pending",
  "label": "Mossy Stone",
  "createdAt": "2026-01-15T12:00:00.000Z"
}
GET
/v1/tile-packs

List all available tile packs (built-in and custom). Built-in packs are free; custom tiles are scoped to your account.

Response

[{
  "id": "pack_...",
  "name": "Fantasy Terrain",
  "isBuiltIn": true,
  "tiles": [{ "id": "...", "label": "Grass", "imageUrl": "..." }]
}]

World Builder (Maps)

Create and manage tile-based maps for 2D worlds (isometric, top-down, side-view) and 3D world layouts. Export to Godot, Unity, GameMaker, or Tiled formats.

POST
/v1/maps

Create a new map with configurable grid size and projection type.

Request Body

{
  "name": "Forest Level",
  "projectionType": "isometric|top_down|side_view|world",
  "gridWidth": 16,
  "gridHeight": 16
}

Response

{
  "id": "map_...",
  "name": "Forest Level",
  "projectionType": "isometric",
  "createdAt": "2026-01-15T12:00:00.000Z"
}
GET
/v1/maps

List all maps for the authenticated user.

GET
/v1/maps/:id

Get a map with full layer data (terrain, decorations, entities).

PATCH
/v1/maps/:id

Update map layers, name, or tile pack assignments.

POST
/v1/maps/:id/ai-edit

Edit a map using natural language commands. Returns a job ID for polling.

Request Body

{
  "prompt": "Add a river running through the center"
}
GET
/v1/maps/:id/export/:format

Export map to engine-ready format. Supports json, tmx (Tiled), godot, unity, and gamemaker.

DELETE
/v1/maps/:id

Delete a map.

Music Generation

Generate game soundtracks with AI. Supports 10 genre presets, custom prompts, and configurable BPM/key/duration. Output format is FLAC. Each track costs 3 credits.

POST
/v1/music

Generate a music track from a preset or custom prompt. Supports optional reference audio upload.

Request Body

{
  "prompt": "epic orchestral battle theme with brass",
  "presetSlug": "epic_orchestral",
  "bpm": 140,
  "key": "D minor",
  "duration": 30
}

Response

{
  "id": "mus_...",
  "status": "pending",
  "prompt": "epic orchestral battle theme with brass",
  "duration": 30,
  "createdAt": "2026-01-15T12:00:00.000Z"
}
GET
/v1/music/:id

Get music generation status and audio URL when complete.

Response

{
  "id": "mus_...",
  "status": "completed",
  "audioUrl": "https://api.sprixen.com/public/uploads/mus_....flac",
  "duration": 30,
  "completedAt": "2026-01-15T12:01:00.000Z"
}
GET
/v1/music

List all music tracks for the authenticated user.

GET
/v1/music/:id/download

Get a direct download URL for the audio file.

DELETE
/v1/music/:id

Delete a music track.

Available presets: epic_orchestral, chiptune_adventure, peaceful_village, dungeon_dark, battle_intense, boss_fight, menu_chill, ambient_exploration, fantasy_tavern, scifi_synthwave

AI Game Builder

Build playable Phaser.js games with AI assistance. Create projects from templates, manage code versions, and publish games with shareable URLs.

POST
/v1/game-creator/projects

Create a new game project. If templateType is provided, the project is initialized with starter Phaser.js code and template assets.

Request Body

{
  "title": "Dungeon Runner",
  "templateType": "platformer | metroidvania | topdown | isometric | tower-defense | dungeon-crawler | card-battle | rpg-adventure | planet-defense | infinite-jumper | horde-survivors | micro-factory | isometric-strategy | flappy-clone | isometric-rpg | enter-the-gungeon | platform-brawler"
}

Response

{
  "id": "game_...",
  "title": "Dungeon Runner",
  "templateType": "enter-the-gungeon",
  "status": "draft",
  "createdAt": "2026-01-15T12:00:00.000Z"
}
GET
/v1/game-creator/projects

List all game projects for the authenticated user.

GET
/v1/game-creator/projects/:id

Get a game project with its current code and metadata.

GET
/v1/game-creator/projects/:id/versions

List all code versions for a game project. Useful for rollback.

POST
/v1/game-creator/projects/:id/versions/:versionId/restore

Restore a previous code version as the active version.

POST
/v1/game-creator/projects/:id/publish

Publish the game and generate a public shareable URL.

Response

{
  "slug": "dungeon-runner-x7k9",
  "url": "https://api.sprixen.com/v1/game-creator/play/dungeon-runner-x7k9"
}
GET
/v1/game-creator/play/:slug

Play a published game. Returns raw HTML - no authentication required. Embed in an iframe or open directly.

GET
/v1/game-creator/templates

List available game templates (platformer, metroidvania, top-down, isometric, and more). Public endpoint.

GET
/v1/game-creator/templates/:type

Get a template with its full starter code. Public endpoint.

Response

{
  "type": "platformer",
  "name": "2D Platformer",
  "description": "Side-scrolling platformer with physics",
  "code": "// Full Phaser.js starter code..."
}

Sprixen Live

Hosted backend services for published AI Game Builder games: guest/account identity, cloud saves, leaderboards, achievements, inventory, analytics, lobbies and multiplayer runtime connection. Creator-side endpoints require your API key; public runtime endpoints are called by the published game SDK.

Live Ops dashboard: every game project has a Live tab in AI Game Builder for runtime health, players, rooms, cloud data, leaderboards, achievements, inventory and analytics.
PATCH
/v1/game-creator/projects/:id/live/config

Enable or update Sprixen Live services, login mode, public lobby policy and hard limits for a game project.

Request Body

{
  "enabled": true,
  "loginMode": "guest_allowed",
  "features": ["cloudSave", "leaderboards", "achievements", "inventory", "analytics", "multiplayer"],
  "maxPlayersPerRoom": 4,
  "maxActiveRooms": 10,
  "maxConcurrentPlayers": 50,
  "publicLobbiesEnabled": true
}
GET
/v1/game-creator/projects/:id/live/overview

Creator dashboard summary: config, totals, runtime health, recent matches and runtime errors.

GET
/v1/game-creator/projects/:id/live/players?search=&limit=

List game players with guest/account identity, last seen time and counts for saves, scores, unlocks, inventory and events.

GET
/v1/game-creator/projects/:id/live/players/:playerId

Inspect one player's cloud saves, inventory, recent scores, achievement unlocks and analytics events.

GET
/v1/game-creator/projects/:id/live/saves?limit=

List recent cloud saves with slot, checkpoint, version, byte size and player identity.

GET
/v1/game-creator/projects/:id/live/lobbies?limit=

List current and recent lobby records for a game project.

GET
/v1/game-creator/projects/:id/live/matches?limit=

List multiplayer match lifecycle records and final result payloads.

GET
/v1/game-creator/projects/:id/live/leaderboards

List configured leaderboards, score counts and top scores.

POST
/v1/game-creator/projects/:id/live/leaderboards

Create or update a leaderboard used by the game SDK submitScore call.

Request Body

{
  "key": "wins",
  "name": "Wins",
  "sort": "desc",
  "resetPolicy": "never"
}
GET
/v1/game-creator/projects/:id/live/achievements

List achievements with unlock counts and unlock rate.

POST
/v1/game-creator/projects/:id/live/achievements

Create or update an achievement used by the game SDK unlockAchievement call.

Request Body

{
  "key": "first_win",
  "name": "First Win",
  "description": "Win your first match",
  "secret": false
}
GET
/v1/game-creator/projects/:id/live/inventory-items

List configured inventory/progression items with holder counts and total quantity.

POST
/v1/game-creator/projects/:id/live/inventory-items

Create or update an inventory/progression item used by the game SDK inventory APIs.

Request Body

{
  "key": "arena_ticket",
  "name": "Arena Ticket",
  "metadata": { "rarity": "common" }
}
GET
/v1/game-creator/projects/:id/live/analytics?limit=

Creator analytics dashboard: total events, 24h/7d activity, unique players, top events and recent event stream.

POST
/v1/live/games/:slug/bootstrap

Public game SDK bootstrap. Creates/reuses a GamePlayer, returns player identity, live token, config, save and runtime URL.

Request Body

{
  "guestId": "guest_saved_in_browser",
  "displayName": "Player 1"
}
GET
/v1/live/games/:slug/saves/:slot

Public game SDK cloud save read. Requires the Sprixen Live token returned by bootstrap.

PUT
/v1/live/games/:slug/saves/:slot

Public game SDK cloud save write. Save payloads are capped at 128 KB.

Request Body

{
  "checkpoint": "level-2",
  "data": { "hp": 3, "coins": 120 }
}
GET
/v1/live/games/:slug/leaderboards/:key

Public leaderboard read for players.

POST
/v1/live/games/:slug/leaderboards/:key/score

Submit a player score through the game SDK.

Request Body

{
  "score": 1,
  "metadata": { "mode": "casual" }
}
POST
/v1/live/games/:slug/achievements/:key/unlock

Unlock an achievement for the current live player.

GET
/v1/live/games/:slug/inventory

List inventory/progression items for the current live player.

POST
/v1/live/games/:slug/inventory/:itemKey

Grant or consume a player inventory item.

Request Body

{
  "quantity": 1,
  "metadata": { "source": "match_reward" }
}
POST
/v1/live/games/:slug/analytics

Track a game event for the current live player.

Request Body

{
  "eventName": "match_started",
  "payload": { "mode": "online" }
}
GET
/v1/live/games/:slug/lobbies

List public lobbies for a published game.

POST
/v1/live/games/:slug/lobbies

Create a public or invite lobby for a published game.

Request Body

{
  "name": "Casual Room",
  "maxPlayers": 2,
  "isPublic": true
}

Mod Builder (FiveM & Roblox)

Generate production-ready mods and resources for FiveM (GTA V multiplayer) and Roblox. Templates seed the project with framework-specific starter code (qbcore / esx / standalone / luau). Export downloads a ready-to-deploy ZIP - Roblox exports are Rojo-compatible; FiveM exports drop into resources/[local]/.

POST
/v1/mod-builder/projects

Create a new mod project. If templateType is provided, the project is initialized with framework-specific starter code.

Request Body

{
  "title": "Police MDT",
  "platform": "fivem | roblox",         // required
  "framework": "qbcore | esx | standalone | luau",
  "templateType": "job-system | inventory-hud | phone-ui | vehicle-shop | obby | tycoon | combat-system | pet-simulator"
}

Response

{
  "id": "mod_...",
  "title": "Police MDT",
  "platform": "fivem",
  "framework": "qbcore",
  "templateType": "job-system",
  "createdAt": "2026-01-15T12:00:00.000Z"
}
GET
/v1/mod-builder/projects

List the user's mod projects. Optional ?platform=fivem|roblox filter.

GET
/v1/mod-builder/projects/:id

Get a single mod project with its current files.

PATCH
/v1/mod-builder/projects/:id

Update mod project metadata (title, description).

DELETE
/v1/mod-builder/projects/:id

Soft-delete a mod project.

GET
/v1/mod-builder/projects/:id/versions

List code versions for the project. Useful for rollback.

POST
/v1/mod-builder/projects/:id/versions/:versionId/restore

Restore a previous code version as the active one.

GET
/v1/mod-builder/projects/:id/graph

Get the mod's dependency graph (events, exports, requires).

GET
/v1/mod-builder/projects/:id/gui-preview

Roblox only: preview the GUI layout as JSON tree.

GET
/v1/mod-builder/projects/:id/export

Download a deploy-ready ZIP. Returns application/zip with Content-Disposition: attachment. Max 10MB uncompressed.

Roblox Creator Pack

Generate a whole-game asset kit in one consistent style: a game icon, 2 thumbnail variants, a UI kit (3-state button, panel, 8 HUD icons) and 4 genre-matched VFX flipbooks. The icon generates first and becomes the style reference for every other item. Classic clothing is not included yet (marked coming_soonin the response, 0 credits). Costs 17 credits total; each item can be regenerated on its own for that item's cost alone.

POST
/v1/roblox-packs

Create a pack. Idempotent by requestId: retry the same request without a duplicate charge.

Request Body

{
  "requestId": "uuid",
  "name": "Skyward Obby",
  "description": "A fast-paced obby through floating sky islands.",
  "genre": "obby|simulator|tycoon|rpg|horror|roleplay|shooter|other",
  "projectId": "string (optional, locks artStyle + palette)",
  "referenceSpriteId": "string (optional, locks style before the icon exists)"
}

Response

{
  "id": "...",
  "status": "pending",
  "items": {
    "icon": { "status": "pending", "credits": 2 },
    "thumbnail": { "status": "pending", "credits": 3 },
    "uiKit": { "status": "pending", "credits": 4 },
    "clothing": { "status": "coming_soon", "credits": 0 },
    "vfx": { "status": "pending", "credits": 8 }
  },
  "creditsUsed": 17
}
GET
/v1/roblox-packs/:id

Poll pack status and item assets. Each completed item includes its asset URL(s) and, for icon/thumbnail, a paletteScore (distance to the project palette, and whether it passed).

GET
/v1/roblox-packs

List your packs, newest first.

POST
/v1/roblox-packs/:id/items/:item/regenerate

Regenerate a single item (icon, thumbnail, uiKit or vfx) for that item's credit cost alone. The pack must not be mid-generation.

GET
/v1/roblox-packs/:id/download

Download the pack ZIP (authenticated, owner only). Returns application/zip. Includes a manifest.json (SliceCenter rects for the UI kit, palette scores) and a README with upload and ParticleEmitter setup steps.

SliceCenter: the button (96x40) and panel (256x256) PNGs are 9-slice friendly. Set ScaleType = Slice on the Roblox ImageLabel/ImageButton and use the SliceCenter rect from manifest.json so the shape stretches without warping its corners.
MCP: call create_roblox_pack, then poll get_roblox_pack or list with list_roblox_packs.

Billing

GET
/v1/billing/status

Get current credit balance, subscription status, and plan details.

Response

{
  "credits": 147,
  "subscription": {
    "status": "active",
    "plan": "pro",
    "currentPeriodEnd": "2026-02-15T00:00:00.000Z"
  }
}

Webhooks

Pass a webhookUrl in any generation request to receive a POST callback when the job completes. This avoids polling and is the recommended approach for production integrations.

Event types

generation.completedSprite generation finished successfully
generation.failedSprite generation failed with an error
animation.completedSprite animation finished
animation.failedSprite animation failed
tile.completedIsometric tile generation finished
tile.failedIsometric tile generation failed
music.completedMusic track generation finished
music.failedMusic track generation failed

Webhook payload

{
  "event": "generation.completed",
  "timestamp": "2026-01-15T12:00:15.000Z",
  "data": {
    "id": "gen_abc123",
    "status": "completed",
    "resultUrls": [
      "https://api.sprixen.com/public/uploads/gen_abc123_v1.png",
      "https://api.sprixen.com/public/uploads/gen_abc123_v2.png",
      "https://api.sprixen.com/public/uploads/gen_abc123_v3.png"
    ],
    "completedAt": "2026-01-15T12:00:15.000Z"
  }
}
json
Sprixen will retry failed webhook deliveries up to 3 times with exponential backoff (5s, 25s, 125s). Your endpoint must return a 2xx status code within 10 seconds to be considered successful.

MCP (Model Context Protocol)

Sprixen implements a native Model Context Protocol (MCP) server with a feature-gated tool catalogue over Streamable HTTP. AI agents - Claude Code, Cursor, Codex, Windsurf, VS Code, Claude Desktop, Gemini CLI - can generate game assets, query projects, and check credits directly from your prompts, without any manual API calls.

Full install instructions per client, the tools reference, the Claude Code skill, and a ready-to-clone Phaser starter live on the dedicated MCP page:

Read the Sprixen MCP setup guide →

Rate Limits

API key requests are rate-limited to protect service quality. Rate limit information is returned in every response header.

LimitValue
Requests per minute60
Concurrent generations5

Monitor rate limits with these response headers:

X-RateLimit-Limit: 60
X-RateLimit-Remaining: 47
X-RateLimit-Reset: 1737000060
http
When rate limited, you will receive a 429 Too Many Requests response. Wait until X-RateLimit-Reset (Unix timestamp) before retrying.

Error Handling

All errors follow a consistent JSON structure. Always check the statusCode and message fields. Most errors also carry a stable code and a hint object telling you (or your agent) exactly what to do next, an action, optionally a url to open, and details with machine-readable context. Switch on code, never on the message text, which can change wording over time.

{
  "statusCode": 402,
  "message": "Insufficient credits: this operation costs 2 and you have 0.",
  "error": "Payment Required",
  "code": "INSUFFICIENT_CREDITS",
  "hint": {
    "action": "upgrade",
    "url": "https://sprixen.com/settings/billing",
    "details": { "required": 2, "available": 0 }
  },
  "timestamp": "2026-09-06T12:00:00.000Z",
  "path": "/v1/generations"
}
json
StatusMeaning
400Bad Request - missing or invalid parameters
401Unauthorized - missing or invalid API key
402Payment Required - you have no credits remaining
404Not Found - the resource does not exist
429Too Many Requests - rate limit exceeded
500Internal Server Error - something went wrong on our end
503Service Unavailable - a generation backend is temporarily down

Stable code values an agent can switch on, with the hint.action that goes with each:

codehint.actionMeaning
INSUFFICIENT_CREDITSupgradeNot enough credits for this operation. hint.details has required/available.
UNAUTHENTICATEDauthenticateNo API key or session was sent.
API_KEY_INVALIDcreate_keyThe API key does not exist.
API_KEY_REVOKEDcreate_keyThe API key was revoked. Issue a new one.
API_KEY_EXPIREDcreate_keyThe API key expired. Issue a new one.
RATE_LIMITEDretry_afterToo many requests. hint.details.retryAfterSeconds tells you how long to wait.
VALIDATION_FAILEDfix_requestRequest body failed validation. hint.details.fields lists the offending properties.
NOT_FOUND-The resource does not exist or does not belong to you.
ACTIVE_GENERATION_LIMITwait_and_pollThe account reached the active generation limit. Wait for an existing job and poll its ID.
FEATURE_DISABLEDuse_available_featuresThe requested expensive feature is temporarily disabled in this production environment.
RESOURCE_NOT_FOUNDlist_resources_then_retryThe resource does not exist or is not available to this account.
VM_UNAVAILABLEretry_laterA GPU backend (e.g. background removal) is temporarily unreachable. hint.details.retryAfterSeconds suggests a wait.

SDKs & Libraries

Official SDKs - Coming Soon

TypeScript/JavaScript and Python SDKs are in development. Until then, use the REST API directly - it's straightforward and all responses are plain JSON.

In the meantime, explore the interactive Swagger UI available when running the backend locally:

# Run backend locally to access Swagger UI
cd backend && npm run start:dev
# → http://localhost:3001/api-docs
bash

Questions or issues? contact@accelar.io · Get your API key