Aseprite MCP
Controls the Aseprite pixel art editor over its API so agents can create, edit, and export sprite sheets for games.
Delv Safety Grade: C
Score 58/100 · assessed 2026-04-28
Aseprite MCP is a community project by solo developer diivi that bridges Claude to the Aseprite pixel art editor via its scripting API. The server enables programmatic control of a desktop application, which inherently carries elevated risk: it can create, modify, and export files through Aseprite's capabilities. The maintainer appears to be a single developer with limited public profile, creating bus factor concerns. Installation requires cloning and running via uv, bypassing standard package registries and their review processes. The repository is open source with reasonable documentation, which aids transparency. No security incidents are known. The core risk is desktop application control: whilst scoped to Aseprite's API, this still grants filesystem write access and potential for unintended modifications to project files. Suitable for users who already trust Aseprite and understand the implications of programmatic editor control, but requires caution in production environments.
Lethal Trifecta (prompt-injection exposure)
CLEARLocal pixel art editor.
Green flags
- Open source with clear documentation of capabilities
- Scoped to Aseprite's API rather than arbitrary shell access
- No environment secrets required
- Specific use case (pixel art) limits attack surface
- No known security incidents
Red flags
- Solo maintainer with limited public track record
- Desktop application control enables broad filesystem manipulation
- No package registry distribution, clone-and-run install only
- Aseprite API access could modify or delete existing project files
Permissions requested
Install
uv --directory . run -m aseprite_mcp
Review
Install this if you're already using Aseprite for game dev and want to automate sprite tasks through Claude. Skip it if you don't work with pixel art or don't have Aseprite configured for API access. It's a solid bridge between two tools, not a standalone solution.
Good at
- Direct control of Aseprite's full feature set, including palettes, layers, and animation frames.
- Excellent for automating sprite sheet exports and batch operations without manual clicking.
- Works with Aseprite's native file formats, so you keep all metadata and editability.
- Tight integration for game dev workflows where pixel art is already part of the pipeline.
Watch out
- Requires Aseprite installed, running, and configured for API access, which adds setup friction.
- Useless if you don't work with pixel art or don't own an Aseprite license.
- Documentation assumes familiarity with Aseprite's scripting model and API structure.
- No fallback if Aseprite crashes or the API connection drops mid-task.
Use cases
- pixel art generation
- sprite sheet export
- palette editing
- game asset pipelines
Getting started
Works with
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