Bring your idea, mood and rough art; Weavest shapes them into matching characters, tiles and UI ready to ship with your game.
Weavest is built for 2D indie teams who care about art direction but can't afford a full-time art department.
Solo devs and 1–5 person teams shipping commercial 2D games or festival builds.
Developers mixing Asset Store packs, rough placeholders and borrowed references into one project — and struggling to make it feel like a single world.
Coders who understand sprites, tiles and animations, but don't have the time or skills to act as a dedicated art director.
Indies with a few thousand dollars of total budget who want production-grade visuals without burning it all on one asset pack or one-off commissions.
From rough ideas to a shippable 2D look in three steps.
Tell Weavest what you're making and upload whatever art you have — rough sketches, mixed assets, mood boards. Weavest learns the mood, palette and shapes of your game instead of forcing you into a generic template.
Weavest turns that style into a consistent set of 2D assets: heroes, enemies, tilesets, props and basic UI. Everything shares the same visual language so your game finally looks like one cohesive world, not a collection of packs.
Export sprite sheets, animations and controllers ready for Unity, with Godot and other engines to follow. Drop them into your project, hook up your logic and keep iterating without breaking your art style.
Because none of them care about your game's style as a whole world.
Great for quick prototypes, but every pack looks like a different game. Mixing them makes your world feel stitched together, not directed.
Amazing when you have the budget and time to brief, review and iterate. But most indies can't keep a dedicated artist on every change to the game.
They generate beautiful images, not production-ready sprites, tilesets and UI that stay consistent as you iterate.
We start from your game's style, then keep your characters, tiles and UI aligned as you build and change your game.
Joining the alpha waitlist isn't just dropping your email into a void. Here's what you actually get if you sign up.
Early access to the first prototypes of Weavest — before we open it to the public.
A chance to shape how the tool works for real 2D indie workflows by giving feedback on what helps and what gets in the way.
Priority in the invite queue when we start onboarding teams into the private alpha.
Occasional behind-the-scenes updates on what we're building, what we're testing and what's coming next.
No spam. No marketing drips. Just real progress updates and your invite when Weavest is ready for you.
Yes. Anything generated for your project from your inputs and style is yours to use in your game and marketing. The whole point is to help you ship your own world, not lock you into ours.
Our first export target is Unity, because that's where most 2D indies are today. But we're designing Weavest to be engine-agnostic from day one. Godot and other engines are on the roadmap as soon as the core workflow is validated.
No. Weavest is meant to give small teams an art direction baseline and production-ready assets when they can't afford a full art team on every iteration. You can still work with artists on top of Weavest, or use it to prototype and then hand off a coherent style to a human art director.
We're still testing pricing during the alpha, but the goal is simple: cheaper than outsourcing all your art, fair for indies shipping real games, and predictable enough that you can budget for a full project instead of worrying about every single asset.
If you're working on a 2D game and this resonates, leave your email and we'll invite you once the alpha is ready.
No spam — just occasional updates and your invite when Weavest is ready.