Aseprite-Compatible
Read and write .aseprite files. Drop into your game pipeline.
Pixel-art & image editor · v1.6.0
Open source. Free. Two editors in one: make sprites, tilemaps, and animations, save as Aseprite-compatible .aseprite and drop them into your game. Edit photos, screenshots, and artwork with layers, brushes, selections, and effects — PNG, JPEG, WebP, TIFF and more. No account, no upload, no catch.
Pincel is two editors in one browser tab, and the file decides which one opens. Pixel mode is built for game developers and pixel artists: it reads and writes the Aseprite file format, so your work fits into existing pipelines, with tilemaps, slices, animation tags, palettes, and indexed color — the things you actually need. Image mode is a full paint.net-style editor for everything else — photos, screenshots, UI mockups, artwork — with layers, blend modes, brushes, selections, transforms, effects, and adjustments; it opens PNG, JPEG, WebP, BMP, GIF, and TIFF and saves OpenRaster so GIMP and Krita open it too. Both run offline as a PWA or as a desktop app, speak English and German, and work on an iPad. It's open source under MIT or Apache 2.0, and it will stay that way.
What it does
Read and write .aseprite files. Drop into your game pipeline.
First-class tilemap layers with tilesets. Stamp, swap, edit in place.
Named regions, 9-patch, pivot points — for hitboxes, UI, and game logic.
Frames, tags, onion skin, ping-pong. Tag your states; export sheets.
DB32, PICO-8, NES and Game Boy presets, GIMP .gpl import and export.
Pinch-to-zoom, pen pressure, on-screen Shift and Alt. iPad-friendly.
Layers, brushes, selections, effects, and adjustments for photos, screenshots, and artwork. Saves .ora.
Install it. Works without a connection. Your files stay on your device.
npm package. Drop into your tool. Same editor, in your app.
MIT / Apache 2.0. Forkable, auditable, yours.
Honest comparison
| Feature | Pincel | Aseprite | Piskel |
|---|---|---|---|
| Aseprite file format (read+write) | ✅ | ✅ native | ❌ |
| Tilemaps | ✅ | ✅ | ❌ |
| Slices (9-patch, pivot) | ✅ | ✅ | ❌ |
| Animation timeline + tags | ✅ | ✅ | ✅ basic |
| Tablet / pen support | ✅ | ✅ | ❌ |
| Runs in browser | ✅ | ❌ | ✅ |
| Layered image editing (photos, screenshots) | ✅ Image mode | ❌ pixel art only | ❌ |
| Native desktop app | ✅ Tauri | ✅ | ✅ via NW.js, ageing |
| Embeddable as a library | ✅ | ❌ | ❌ |
| Lua scripting / extensions | ❌ Phase 2 | ✅ | ❌ |
| Custom brushes | ❌ Phase 2 | ✅ | ✅ |
| Price | Free | Paid | Free |
| Open source | ✅ MIT/Apache | ✅ EULA-restricted | ✅ Apache 2.0 |
| Active development | ✅ | ✅ | 🟡 modernization in progress |
Pincel is new and Aseprite has 14 years of features. We're catching up where it matters for game-dev workflows. Where it doesn't, we're not.
In three steps
Drag in a .aseprite file or start fresh.
Paint, animate, build tilemaps, define slices.
Save back to .aseprite. Your engine hot-reloads.
Or as a desktop app for Windows, macOS, and Linux: download it →
Or: npm install @amigo-labs/pincel to embed it →