Pick a colour from your sprite's palette or click it on the image, choose what to replace it with, and stack as many swaps as you need. Or shift the hue and lightness of the whole sprite in one move. Live, exact pixels, PNG out.
Its palette is read straight away and listed under the dropzone, most used colour first. Transparent pixels are ignored.
Click a swatch, or hit Pick from image and click the pixel you mean. Choose the replacement colour and apply. Each swap becomes a rule you can remove later; rules run top to bottom.
The hue and lightness sliders recolour the whole sprite in one move, with the outline held in place. Hold the compare button to see the original, then download the PNG or the new palette as a .hex file.
Both recolour a sprite, but they are for different jobs. A rule is surgical: one exact colour becomes another and nothing else moves. The sliders are broad: every colour rotates or lightens together, which keeps the shading relationships intact.
You want the cape blue but the skin unchanged. A team colour on a unit. Fixing one wrong shade in a ramp. Anything where the rest of the sprite must stay exactly as drawn.
You want a quick variant of the whole thing: a green slime from a blue one, a night version, a paler ghost. Turn on Preserve outline so the ink stays dark.
Neither adds detail. A red knight shifted to orange is still the same knight. For a lava knight with cracks and glow, or a frost version with icicles, the Reskin mode in SpriteLab redraws the sprite in a theme while keeping its silhouette pixel for pixel.
Yes. It runs in your browser with no account, no watermark and no upload. Your sprite never leaves your machine.
A rule replaces one exact colour. Pixel art usually has a handful of flat colours so that is what you want, but a sprite with anti-aliasing or a JPEG has many near-identical shades. Run it through the colour reducer first to flatten those, then swap.
A rule changes one colour and leaves everything else alone, which is how you turn a red cape blue without touching the skin. The hue and lightness sliders move every colour at once, which is a quick way to make a whole variant like a green slime from a blue one.
It keeps very dark pixels out of the hue and lightness shift, so a black or near-black outline stays black instead of turning dark blue or dark red. Swap rules still apply to those pixels if you target them.
Sliders and swaps only move the colours that are already there. For a real themed variant with new detail, cracks and glow on a lava knight, frost on an ice one, use the Reskin mode in SpriteLab, which redraws the sprite in a theme while keeping its shape.
Map one or many sprites onto a palette from an image, a preset or a hex list.
Flatten a sprite to 2 to 64 colours so swaps hit every pixel they should.
Pull the exact palette out of any sprite as .hex, .gpl or .pal.
Open SpriteLab to keep building with your sprites.