Retro Diffusion
User Guide 14 chapters

Everything you need to make great pixel art.

Everything you need to create pixel art here — how the site works, what the models and settings do, and how to automate your workflow with the API. Start with the Quick Start, then dive into any section for the full details.

Styles
84
Images from
$0.03
Editing tools
11
Top-ups from
$5
Paladin hero with glowing warhammer
RD Pro — Default · 256×256
Fantasy dragon on a castle tower
RD Pro — Fantasy · 256×256
Cyberpunk market alley
RD Pro — Sci-fi · 256×256
Cozy tavern interior
RD Plus — Environments · 384×384
Painterly waterfall gorge
RD Pro — Painterly · 256×256
Floating sky island village
RD Plus — Isometric · 384×384
Animated lakeside scene
Advanced Animations — Subtle Motion
Top down village map
RD Plus — Top Down Map · 384×384
Jungle ruins platformer level
RD Pro — Platformer · 256×256
Hexagonal terrain tiles
RD Pro — Hexagonal Tiles · 256×256
Animated explosion effect
Animations — Visual Effects
Horror mansion hallway
RD Pro — Horror · 256×256
Crypt dungeon map with connected rooms
RD Pro — Dungeon Map · 256×256
01 The 60-second version

Quick Start

This is the whole workflow, condensed. Every step links to a section with the full details.

  1. Pick a model.On the Home page, choose from the Model panel on the left. RD Pro is the highest quality and supports reference images, RD Plus is a strong all-rounder, RD Fast is the quickest and cheapest, and RD Mini specializes in tiny, low-resolution art. The Advanced Animations, Animations, and Tilesets tabs live in the same panel.
  2. Pick an art style.Each model has its own set of styles in the Art Styles panel — Default, Painterly, Isometric, Top Down, and so on. Click a style to see its description, and use View Examples to preview what it produces.
  3. Describe what you want.Write a prompt about the subject — the style is already handled by your model and style choice. Be specific about details, colors, and setting. Stuck? The sparkle button expands a short idea into a detailed prompt.
  4. Set size and count, then Generate.Pick your canvas size in pixels and how many images to make. The exact price always shows on the Generate button before you commit — no surprises.
  5. Refine your results.Results appear on the canvas and in your History on the right. Use the editing tools next to the canvas to inpaint, expand, remove backgrounds, reduce colors, or make textures tile. Pin favorites, download as PNG, or drag any result back in as an input image.
  6. Go further.Build your own custom style from reference images in My Styles, or grab an API key from Developer Tools to generate images from your own code and tools.
Good to know: everything you generate is saved automatically to your My Gallery, generation costs are charged from your account balance (shown in the top-right corner), and you can always recover a generation's exact settings with the Apply Settings arrow button above the canvas.
03 The generator, panel by panel

Creating Images

The Home page has three areas: the creation panel on the left, the canvas in the middle, and your history on the right. On mobile these become the Create / Canvas / History tabs at the bottom. Here is the whole page at a glance:

1Retro DiffusionHome · Guide · Gallery · Developer Tools · Affiliate · My Styles$12.345You
2 Model
RD FastRD PlusRD ProRD MiniAnimationsAdvanced Animations
TilesetsMy Styles
Professional grade pixel art model
3 Art Styles
DefaultPainterlySimpleFantasyHorrorSci-fiIsometric…
Clean modern pixel art style model…View Examples
4 Prompt
A raven standing on a branch with appalachian forests…
5 Reference Images (0/9)
+
6Image Count − 1 +
Generate · $0.18
8
7
9Canvas with a generated image
10 Pinned
Pinned thumbnailfireball orbPinned thumbnaildiamond swordPinned thumbnailexplosion vfx
11 History
Upload ImageHistory thumbnailA small alchemist's cottage…History thumbnailA floating sky island village…History thumbnailA riverside village with a market…
1Top bar — Site navigation, your balance in USD, and the account menu.2Model panel — Pick RD Pro, RD Plus, RD Fast, or RD Mini — or switch to the Advanced Animations, Animations, Tilesets, or My Styles tabs.3Art Styles — The selected model’s styles. Click one to read its description and View Examples.4Prompt — Describe your subject. The sparkles button expands a short idea into a detailed prompt.5Reference images — On RD Pro styles: up to 9 images that guide style and content.6Image count + Generate — Batch size stepper and the Generate button — it always shows the exact price first.7Editing tool rail — Inpainting, outpainting, background removal, color tools, and more — applied to the selected image.8Canvas toolbar — Zoom, downloads, copy, Apply Settings, pin, delete, and the info menu with Show API Code.9Canvas — Your selected generation. Drag to pan, scroll to zoom, double-click to zoom in.10Pinned — Its own narrow column: bookmarked results for quick access — drag them into any image slot.11History + Upload — The rightmost column: every generation, newest first, with Upload Image at the top to bring your own art into the workflow.

Left: the creation panel (2–6)

Work top to bottom: pick a Model (or the Animations / Tilesets / My Styles tab), pick an Art Style, write your Prompt, adjust Settings (size, seed, tiling, background removal), set the Image Count, and press Generate. The button shows the exact price of the batch before you click.

Generations run through a queue — you can keep queueing more batches while earlier ones are still running ("Add to Queue"), and a status line shows how many are pending and running.

Middle: the canvas (7–9)

The canvas shows your selected generation. Drag to pan, scroll or pinch to zoom, double-click to zoom in. The toolbar above the image gives you, from left to right:

  • Reset Position / Zoom In / Zoom Out — view controls.
  • Download Image — saves an upscaled PNG (or GIF for animations). Download at original size saves the raw pixel dimensions.
  • Copy Image — straight to your clipboard.
  • Apply Settings (left arrow) — loads that generation's prompt, style, size, and seed back into the creation panel. Great for iterating.
  • Copy Settings Link (link) — copies a browser-only URL fragment that loads the selected image's prompt, style, size, seed, and visible options for another signed-in user. Generations that depend on uploaded or reference images cannot be copied because those assets are not embedded.
  • Pin (bookmark) — keeps the image in the Pinned panel for quick access.
  • Download Batch — zips all images from a multi-image generation.
  • Delete (trash) — removes the generation, with a confirmation.
  • Info menu (⋮) — shows the full generation details (prompt, style, seed, size) and a Show API Code button that produces ready-to-run code for recreating the generation through the API.

Along the side of the canvas is the editing tool rail — inpainting, outpainting, background removal, and more. Those are covered in

Right: history and pins (10–11)

  • Every generation appears in History, newest first. Click one to load it onto the canvas.
  • The bookmark icon on a history item pins it to the Pinned panel above.
  • Drag and drop: history and pinned thumbnails can be dragged straight into the input image or reference image slots in the creation panel.
  • Upload Image (top of History) — bring your own images into the workflow to edit, pixelate, or use as references.
Animations and tilesets come with extra download options — sprite sheets, GIFs, and JSON metadata — under the Download extras menu in the canvas toolbar. Tileset results can also be exported directly to SpriteFusion.
04 Describe it, approve it

Generation Assistant

The chat bar at the bottom of the canvas is the Generation Assistant. Describe what you want in plain words and it picks the model, style, size, and settings for you, shows a plan with the exact price, and runs it once you approve. It makes 2D pixel art and Low-Poly 3D models.

How it works

  1. Ask.Type a request like "a knight sprite, then make it walk". Paste, drag, or attach images when you want it to work from your art.
  2. Review the plan.Every step shows its model, size, and price, plus the total. Nothing is charged until you approve.
  3. Approve, deny, or ask for changes.Replying with feedback gets you a revised plan.
  4. Watch it run.Steps go through the same queue as your own generations, and results appear in the chat, your history, and the canvas. The assistant checks every result and tells you honestly when something came out wrong.

What it can do

  • Multi-step work: a base sprite and then its animation, a set of matching items, variants of one image (seasons, palettes, outfits), and edits chained onto earlier results.
  • Editing: the canvas edit tools, plus pulling single sprites out of an uploaded sheet.
  • 3D, when you ask for it: build a Low-Poly model, revise it, animate it, or change one of its existing animations. Say "3D model" or "low poly"; otherwise it makes 2D art.
  • The model on your canvas: when a 3D model is open, "animate this" or "make it blue" works on it directly. 3D results in the chat have an Open in 3D view button.
2D is the default. Requests are made as 2D pixel art unless you ask for 3D, so "animate my knight" animates the sprite, and "make a 3D model of my knight" builds a model.

What it costs

Chatting is free. Approved plans bill at the normal price of each generation, edit, or 3D job, and failed steps are refunded automatically. After 20 messages without generating anything, chat pauses until something is generated. The same assistant is available to programs through the assistant API ($0.01 per message).

05 Getting what you asked for

Prompting

Prompts describe the subject. The pixel art styling — outlines, shading, resolution feel — is handled by your model and art style choice, so you never need to write "pixel art" in a prompt.

What works

  • Subject first, then details: "A raven standing on a branch, with Appalachian forests and mountains in the background."
  • Name concrete visual features: materials, colors, lighting, mood. "A hammer made of obsidian with a gold handle and a red gemstone."
  • Match the style's intent: asset styles (Game Asset, Top Down Item, MC Item) work best when you describe a single object and mention a plain background; scene styles (Environments, Top Down Map) want a full scene description.
  • Use the placeholder as a template. Every style shows an example prompt in the prompt box — it's written to match how that style was built.

What to avoid

  • Don't put sizes in the prompt ("32x32", "16 bit") — use the width and height settings instead. The prompt box will warn you if it spots this.
  • Don't describe motion in image styles — for walking, attacking, or effects, switch to the Animations tab.
  • Don't stack contradictions — "minimalist, extremely detailed" pulls the model in two directions.

Handy prompt tools

  • Expand Prompt (sparkles button) — turns a short idea into a detailed prompt, typed out live so you can watch and edit it after.
  • Clear prompt (trash button) — empties the box; Ctrl+Z brings the old text back.
  • Seeds — reuse the same seed with small prompt tweaks to iterate on a composition you like. Find a generation's seed in the canvas info menu (⋮).
06 Choosing the right engine

Models

Models are the generation engines; each has its own strengths, price range, and set of art styles. Tabs like Animations and Tilesets are specialized workflows that sit alongside them in the same panel.

RD ProHighest quality

The professional-grade model. Extremely detailed prompt following, the cleanest pixel work, and support for up to 9 reference images to guide style and content. Includes the Edit and Pixelate styles for transforming existing images. Best for hero assets, portfolio pieces, and matching an existing art style.

96–256 pxup to 4 per batchhighest cost
RD Pro output
256×256 · $0.18
RD PlusAll-rounder

The advanced general-purpose model with the largest style library — from Watercolor and Cartoon to Isometric, Top Down maps, Environments, and Minecraft textures. Great quality at moderate cost, with large batches for exploring variations.

64–384 px (styles vary)up to 16 per batchmoderate cost
RD Plus output
256×256 · $0.06
RD FastSpeed & volume

The standard model, tuned for speed and price. Ideal for brainstorming, iterating on prompts, and generating lots of options cheaply before refining the winners with a bigger model.

64–384 px (styles vary)up to 15–16 per batchlowest cost
RD Fast output
256×256 · $0.03
RD MiniTiny art

Optimized for genuinely low-resolution art — 16 to 192 pixels. Icons, items, Minecraft-style textures, and small assets where every pixel counts. Includes fast variants of its styles for quick drafts.

16–192 pxup to 16 per batchlow cost
RD Mini output
64×64 · from $0.03

Each card above ends with the same prompt and seed run on that model, so you can compare them directly.

Every scale, one site

From a 16×16 inventory item to a 384×384 scene — shown here at actual pixel size:

16 pixel potion item
16×16
48 pixel market stall
48×48
96 pixel shop interior
96×96
256 pixel storefront
256×256
384 pixel library scene
384×384

Specialized tabs

Advanced AnimationsMost powerful

The strongest animation workflow on the site. Upload any pixel art image as a starting frame — up to 256×256 — and it comes to life: Walking, Idle, Jump, Crouch, Attack, and Destroy actions for characters, Subtle Motion for living landscapes (drifting rain, rustling leaves), and Custom Action where you simply describe any animation you can imagine. Rotate skips the motion and instead generates the other directional views of your sprite as an 8 direction rotation sheet. Your art stays on-model; the motion is generated around it.

32–256 pxstarts from your image
Animations

Ready-made sprite animation formats: 4-direction walk cycles, walk + idle sets, battle sprites (idle/walk/jump/attack), visual effects like fire and explosions, 8 direction rotations, and free-form "Any Animation" / "Big Animation" styles. Great when you want a standard sprite sheet layout from just a prompt. Sizes are fixed per style (typically 32–128 px), with frame duration and loop controls.

Tilesets

Game-ready tile workflows: full "wang-style" tilesets from one prompt (or two textures with Tileset Advanced), single tiles, variations of an existing tile, and scene/tile objects to decorate maps. Tileset results include extra downloads and a SpriteFusion export.

My Styles

Your custom styles, built from your own reference images — plus any styles shared with you. Covered in depth below.

Low Poly 3D3D

Real low-poly 3D models with hand-painted pixel textures, from a prompt and/or reference images. Orbit them, revise them, animate them, and export them for your engine or modeling tool. Covered in its own section below.

16³–256³from $0.25

Advanced Animations in action — a still frame in, a living animation out:

Character start frame
Start frame (generated with RD Plus)
→
Walking animation result
Walking — "Confident, steady steps"
Landscape start frame
Start frame (any pixel art works)
→
Subtle motion animation result
Subtle Motion — breeze and ripples
Dragon start frame
Start frame
→
Custom action animation result
Custom Action — "Flapping its wings and breathing fire"

And from the regular Animations tab — full sprite formats from nothing but a prompt:

Battle sprites animation
Battle Sprites — idle, walk, jump, and attack in one generation
Four angle walk cycle
Four Angle Walking — a full 4-direction walk cycle
8 direction rotation
8 Direction Rotation — one prompt, eight facings
VFX explosion
Visual Effects — fire, explosions, magic
A simple decision rule: drafting? RD Fast. Producing? RD Plus. Perfecting, or matching an existing style? RD Pro with reference images. Tiny assets? RD Mini. Bringing finished art to life? Advanced Animations. Sprite sheets from a prompt? Animations. Terrain? Tilesets. A 3D model? Low-Poly.
07 Pixel art, now in 3D

Low-Poly 3D

The Low-Poly model builds real low-poly 3D models with hand-painted pixel-art textures. Every texture pixel is the same size on every face, so a model looks like pixel art from any angle, and it lives alongside your 2D work: same queue, same history, same canvas, same assistant.

Making a model

  1. Pick Low Poly 3D in the model selector, then a style: Detailed (free-form shapes) or Blocky (boxes only, like a Minecraft model; boxes can be tilted for slopes like a windshield or roof, and it is best for Blockbench and Minecraft exports). Their Lite versions make simpler models for $0.10 at any size, great for props and drafts; editing or animating a Lite model is $0.08.
  2. Describe the object (up to 250 characters), add up to 4 references, or both. Images guide the look (several views of the same object work best). Drag a 3D model from your history into References to use that exact model, textures and all: it is placed where your prompt puts it (a table in a tavern) or adapted to fit.
  3. Optionally add a Palette (the same palette input as for images): the model is built with only its colors, and revisions and animations keep them.
  4. In Settings, choose a Size, the model's largest dimension in texture pixels. Auto reads your prompt (a coin is small, a castle is big); image-only requests use 64³. Simple requests ("a crate", "remove the text", "spin slowly") are built in a quicker mode automatically; anything detailed gets the full treatment. The price is the same either way.
  5. Generate. 3D models take a few minutes (large sizes can take 10 or more). They wait in the queue like any generation, and the finished model opens in the canvas.

The 3D canvas

  • Drag to orbit, right-drag to pan, and scroll to zoom. The toolbar has reset, turntable, perspective/orthographic, X / Y / Z view snaps (click again for the opposite side), bones,wireframe, and copy (a square image of the current view, on your clipboard for sharing).
  • Switch between the 3D view and the texture atlas, the flat image every face is painted from.
  • Export for… Godot, Unity, Unreal, the web, or Blender (.glb), Blockbench (.bbmodel), other 3D apps (.obj), a Minecraft Java resource pack, the atlas, a turntable sprite sheet, or any animation as a GIF, sprite sheet, or high-res MP4 video. The .glb and Blockbench files carry every animation, ready to play in the engine.
  • Re-rig (in the tool sidebar, on rigged versions) rebuilds the skeleton: move a pivot, add bones, or leave the prompt empty for a fresh rig. Animations whose bones stay keep working.
  • Split (in the tool sidebar) breaks the model into separate models: a desk with things on it becomes the desk, the candle, each book, and so on, each its own history item facing the front, with its own textures and every animation it was in. Leave the prompt empty to split off every object, or say how ("only the books", "each drawer too").
  • Color Reducer, Palette Converter and Color Style Transfer (in the tool sidebar, the same tools as on the image canvas) recolor the model's textures: reduce the number of colors, convert to a palette, or take another image's color style. The result is a new version, and later revisions and animations keep the colors.

Revising and animating

  • Revise (left toolbar): describe what should change. The result is saved as a new version, and you can switch between versions at the bottom of the canvas.
  • Animate: describe a motion ("a bouncy walk cycle", "swing the sword"). It is added to the version you're viewing, and the first animation adds a skeleton for free. Every animation plays as a live preview in the list on the right of the canvas; click one to view it.
  • Changing an animation: pick it in the animation list on the right, then open Revise. The tool switches to animation editing (the banner says which animation), and only the motion changes.
SizeGood forGenerateReviseAnimate
16³coins, potions, keys$0.25$0.20$0.15
32³props: swords, chairs, chests$0.50$0.35$0.25
64³characters, creatures, vehicles$0.85$0.65$0.35
128³buildings, large vehicles$1.20$0.90$0.50
256³landmarks and scenes$3.00$1.50$1.00
Rigging is free, exports are free, and failed 3D jobs are refunded. A model's render works like any image: drag it from your history into an image box to use it as a reference.
08 The look of your art

Art Styles

Styles decide how your subject is drawn: the shading, outlines, perspective, and purpose of the output. Each model has its own style list, and each style adjusts the available settings — size limits, batch size, reference image support — to fit what it makes. Click any style to read its description, and press View Examples to see real output before you spend anything.

One prompt, one seed, four RD Plus styles:

Default style output
Default
Watercolor style output
Watercolor
Cartoon style output
Cartoon
Retro style output
Retro

Style families you'll see across models

FamilyExamplesWhat they make
General looksDefault, Simple, Detailed, Retro, Painterly, Watercolor, Cartoon, 1-bitFull images in a particular aesthetic — from minimalist shapes to heavy shading, classic arcade looks, or two-color black & white.
PerspectivesIsometric, Top Down, Platformer, Environments, Dungeon MapScenes and levels from a specific camera angle — 45° isometric, 3/4 top down, side-scroller, or connected dungeon rooms.
Game assetsGame Asset, Top Down Asset/Item, Isometric Asset, Skill Icon, UI Element, UI Panel, Inventory ItemsSingle objects on plain backgrounds, ready to cut out — items, icons, buttons, and props. Pair with the Remove Background setting.
Sheets & setsItem Sheet, Spritesheet, Character TurnaroundMultiple related assets in one image — item collections in a grid, or a character seen from front, side, and back.
TexturesTexture, MC Texture, MC Item, Low ResolutionFlat material textures and Minecraft-style blocks and items, at small sizes (16–128 px).
Image transformsEdit, Pixelate (RD Pro)Start from an uploaded image: Pixelate converts any image into pixel art; Edit changes an existing image based on your description, with up to 9 references.

Specialty styles go far beyond scenes — UI kits, weapons, sheets, levels, icons, and portraits:

UI panel style output
UI Panel (RD Pro) — full interface kits
FPS weapon style output
FPS Weapon (RD Pro) — first-person view
Spritesheet style output
Spritesheet (RD Pro) — matched asset collections
Item sheet style output
Item Sheet (RD Plus) — a whole set in one generation
Character turnaround output
Character Turnaround (RD Plus) — front, side, and back
Dungeon map style output
Dungeon Map (RD Pro) — connected game levels
Portrait style output
Portrait (RD Fast) — detailed character faces
Typography style output
Typography (RD Pro) — readable text, in pixels
Skill icon style output
Skill Icon — 64×64
MC item style output
MC Item — 32×32 with transparency
Styles are tuned with their own size ranges and prompt handling, so the same prompt can look wildly different across styles — that's the point. When starting a project, generate one test image in three or four candidate styles with RD Fast or RD Plus, then commit to the one that fits.
09 Every knob explained

Settings

Settings appear and disappear based on the selected style — you only see what applies. Here is the full list.

SettingWhat it does
Width / HeightOutput size in pixels, within the style's limits (16–384 px depending on style). This is the real pixel resolution — downloads can be upscaled, but the art is made at this size. Some styles snap to multiples or fix the aspect ratio; a Snap Size button appears for styles that can detect the pixel size of your input image.
SeedThe randomness source. Leave it blank for a random result every time, or set a number to make generations repeatable — same seed + same settings ≈ same image. The dice button clears it back to random.
Image CountHow many images to generate in one batch (up to 16 for most Fast/Plus/Mini styles, 4 for RD Pro, 1 for most animations). Cost scales with count.
Tiling (X-Axis / Y-Axis)Makes the image wrap seamlessly horizontally and/or vertically — for repeating textures and backgrounds. Not available in styles where it doesn't make sense (e.g. RD Pro, animations).
Remove BackgroundOutputs a transparent PNG with the background stripped — ideal for game assets. Disabled while tiling is on; some asset styles handle transparency automatically.
Input Image + Change sliderUpload (or drag from History) a starting image. The Change slider (1–100%) controls how much the model departs from it: low = subtle restyling, high = loose inspiration. Some styles require an input image (Pixelate, Tile Variation), others don't accept one.
Reference ImagesRD Pro styles and some animation styles accept up to 9 reference images. Unlike an input image, references guide style and content without being directly redrawn — perfect for keeping a consistent character or matching your game's existing art.
PaletteUpload an image containing your color palette and the output will be constrained to those colors. Use your game's palette to keep every generated asset consistent.
Duration / LoopAnimation styles only: frame count (4–16 frames) and whether the animation loops back to its first frame.

Some of these settings in action:

Tiling on: one 32×32 texture, repeated — no visible seams
Transparent game asset
Remove Background: transparent PNG, ready to drop into a game
Original lakeside scene
Input image
→
Winter version of the scene
img2img at 80% change: "the same scene in deep winter"
There is no negative prompt — describe what you want instead of what you don't. Positive, specific descriptions steer the models far more effectively.
10 Refine without regenerating

Editing Tools

The tool rail beside the canvas edits whatever generation is currently selected — including images you've uploaded. Each tool opens a small panel with its options and an Apply button that shows the exact cost. Several tools are completely free.

ToolCostWhat it does
Image Edit$0.18Describe a change and the whole image is redrawn to match.
Inpainting$0.18Paint a mask over part of the image and describe what should be there — only the masked area changes. Brush, eraser, and undo/redo included.
Outpainting$0.18Expand the canvas in any direction and let the model fill in the new space to match.
Seam Tiling$0.18Make an existing texture tile seamlessly, with a live scrolling tiled preview to verify it.
Background Remover$0.01Strip the background to transparency, with a threshold control and a solid pixels option.
Color Style Transfer$0.01Recolor the image using the palette and mood of a reference image.
Color ReducerFreeReduce the image to a set number of colors (2–256) with optional dithering — classic pixel art cleanup.
Palette ConverterFreeRemap the image's colors to a palette image you provide.
K-Centroid DownscaleFreeSmart-downscale an image to a target pixel size while keeping shapes crisp — great for turning big images into true low-res art.
Pixel Correction experimentalFreeClean up stray, isolated pixels automatically.
Rotate experimentalFreeRotate pixel art by any angle with edge-aware reconstruction instead of blurry resampling.
The exact price of every tool is shown on its Apply button before you run it. Free tools just need an account with a small positive balance. Experimental tools may not be visible on all accounts yet.

A typical asset pipeline: generate → Inpaint the details you want changed → Background Remover → Color Reducer or Palette Converter to match your game's palette → download at original size.

Fix enlarged or softened pixel art

The standalone Pixel Art Fixer detects the underlying grid in enlarged, softened, AI-rendered, or compression-damaged pixel art and reconstructs the native pixels. Processing runs locally in your browser with the Rust/WASM engine, so the image is not uploaded for processing. Download the repaired art at its native 1× size or a crisp 4× preview.

11 Your art style, on demand

My Styles

My Styles lets you build a custom style from your own artwork. It works with reference images — you supply examples, and generations follow their look. No training wait, no extra fee to create a style; you only pay for the generations you run with it.

Creating a style

  1. Go to My Styles and click Create New Style.
  2. Choose a template (RD Pro is the standard reference-image style) and give the style a name.
  3. Upload 1–4 reference images that clearly show the style you want — consistent examples work far better than a mixed bag.
  4. Optionally add a Prompt Modifier — extra text merged into every prompt. It must contain {prompt} where your per-generation prompt should be inserted.
  5. Optionally force a color palette so every generation sticks to your colors.
  6. Use Test Style inside the editor to run trial generations (charged like normal generations, results are temporary previews), tweak, and save.

Using and sharing

  • Your styles appear under the My Styles tab in the generator's model panel — select one and generate as usual, with up to 9 reference images per generation.
  • Choose who can use each style: Private (only you), Link (anyone with the link, kept out of Explore; make a new link any time to turn the old one off) or Public (listed in Explore with a cover image).
  • Styles you add from Explore or a link stay connected to the original and pick up its creator's updates. Change anything and save, and it becomes your own remix, credited back to the original.
Best results come from reference images that share one consistent resolution and technique. If your references mix 16px icons with 256px scenes, the style will be muddled.
12 See what the community is creating

Explore & Community

Explore is where community art lives: images people have shared and styles anyone can add to their own My Styles. Find something you like, then make your own with the same settings or style in one click.

Images

  • Browse, search and filter by model, style, size and shape; sort by trending, newest, likes, saves or copies.
  • Like what you enjoy, save it for later, or Use settings to open the generator with that image's prompt, style, model and size.
  • Share your own images with Share to Explore on the canvas. Shared images show your name and link to your collection; you can remove them any time. Images made with free usage are public.

Styles and remixes

  • Every community style has a cover and the images people made with it. Add style puts it in your My Styles.
  • Customize an added style and it becomes your remix, always credited to the original. Popular styles show their remix tree: every public remix, branching from the original.
13 Automate everything

API & Automation

Retro Diffusion is available over a simple HTTP API — generate images, run edit tools, repair softened pixel art, and manage custom styles from scripts, game engines, or build pipelines.

1. Get an API key

  • Go to Developer Tools and click the + button under API Keys. You can have up to 5 keys.
  • The full key (starting with rdpk-) is shown once at creation — store it somewhere safe. The page only ever shows the prefix afterwards.
  • API usage spends the same account balance as the website. Revoke a key any time from the same page.

2. Generate an image

Send a POST request to the inferences endpoint with your key in the X-RD-Token header:

generate.py
import base64
import time
import requests

url = "https://api.retrodiffusion.ai/v2/inferences"
headers = {"X-RD-Token": "YOUR_API_KEY"}
payload = {
    "prompt": "A wizard's tower on a floating island, waterfalls",
    "prompt_style": "rd_fast__default",
    "width": 128,
    "height": 128,
    "num_images": 1,
}

start = requests.post(url, headers=headers, json=payload)
start.raise_for_status()
task_id = start.json()["task_id"]

while True:
    response = requests.get(f"{url}/tasks/{task_id}", headers=headers)
    response.raise_for_status()
    task = response.json()
    if task["status"] in ("pending", "running"):
        time.sleep(2)
        continue
    if task["status"] == "failed":
        error = task["error"]
        raise RuntimeError(f"{error['code']} (request {error['request_id']})")
    data = task["result"]
    break

for i, image in enumerate(data["base64_images"]):
    with open(f"output_{i}.png", "wb") as f:
        f.write(base64.b64decode(image))

print(f"Remaining balance: ${data['remaining_balance']}")

What else the API can do

  • Every model, style, animation, and tileset workflow on the site — plus editing tools (from $0.001 per run) and the Pixel Fixer ($0.002 per call) — through a handful of endpoints.
  • Free cost checks before generating, async job queueing, style discovery, and programmatic custom style creation.
  • Low-Poly 3D models: generate, revise, animate, and export them from code.
  • Assistant sessions: the Generation Assistant as an API. Your program chats, gets priced plans, and approves them.
  • An MCP server so AI assistants and agents (Claude Code, Cursor, Codex, and others) can generate or repair pixel art directly — setup guides for every client live in the retro-diffusion-mcp repo on GitHub.

The full reference — every endpoint, every field, working examples, and a copy-paste context block for AI agents — lives on its own page:

Shortcut: generate something you like on the website, open the info menu (⋮) above the canvas, and click Show API Code — you get ready-to-run Python, JavaScript, cURL, or PHP that reproduces that exact generation.
14 What things cost

Costs & Balance

Retro Diffusion is pay-per-generation from a prepaid USD balance that never expires. New accounts start with $0.50 of balance, no card needed. Your balance is always visible in the top-right corner.

RD Fast$0.03/image
RD Plus$0.06/image
RD Pro$0.18/image
RD Minifrom$0.03/image
Animationsfrom$0.07/run
Advanced Animationsfrom$0.10/run
Tilesetsfrom$0.06/run
Low-Poly 3Dfrom$0.10/model
  • Every price is shown before you commit. The Generate button and every edit tool's Apply button display the exact cost of that action.
  • What affects price: the model and the image count. Images are a flat price at any size: RD Fast $0.03, RD Plus and RD Mini $0.06 (Mini's fast styles $0.03), RD Pro $0.18. Animations and tilesets have flat per-run prices. Low-Poly 3D models are priced by size (see Low-Poly 3D).
  • The Generation Assistant is free to chat with on the site; you pay only for the plans you approve.
  • Top up by clicking your balance or visiting the Top Up page — packages from $5, with a bonus on larger amounts, paid through Stripe.
  • Auto-refill can be configured under Payment Methods so long sessions and API workloads never stall.
  • Failed generations are refunded automatically.
  • Some free editing tools just require a small positive balance to use.
  • Monthly invoicing — teams and enterprise customers can skip prepaid top-ups entirely and receive an invoice each month based on actual spend. Reach out on Discord or email support@retrodiffusion.com to get that set up.
Balance never expires

Top up from $5, with a bonus on larger amounts. Use it next week or next year.

$0.50 to start

New accounts start with $0.50 of balance, no card needed. Enough for 16 RD Fast images or 2 RD Pro images.

Auto-reload

Set it up under Payment Methods and your balance tops itself up, so long sessions never stall.

Working on a budget? Draft with RD Fast ($0.03 an image at any size), then re-run only your winners at higher quality. The check_cost API flag lets automated workflows verify prices before running.