Forge the whole kit, not one model.
Kitsmith generates game assets that belong together: modular buildings on your grid, props, equipment, trim sheets and rigged characters, each one conditioned on the assets you have already approved.
A kit is a contract between pieces.
One good model is easy to find. Forty that share a style, a scale, a skeleton and a naming scheme is the part that takes a team weeks. That contract is what Kitsmith generates.
- Style lock
- Every job is conditioned on your pinned references, the approved assets closest to your kit's style, and a LoRA trained on your own approvals. Asset forty looks like asset one.
- 4 pinned + 3 nearest
- Modular grid
- Walls, floors, roofs, stairs and pillars are built procedurally to exact grid dimensions with corner pivots, so they snap together in the editor without nudging.
- 2.0 m unit, 3.0 m walls
- Shared skeleton
- Every character uses the same Mixamo-named humanoid rig. Animations, sockets and equipment move between characters instead of being rebuilt for each one.
- mixamorig:Hips
- Engine-ready packs
- Package the kit for Unity, Unreal or Godot: consistent names, folders per category, scale and up-axis already correct, PBR maps alongside.
- GLB, FBX, PNG maps
- Commercially clean models
- The pipeline uses models and base assets picked for licences that allow commercial use, and each package lists what produced it.
- LICENSE per package
- Disclosure ready
- Each package ships with AI-disclosure text you can paste into Steam, Fab or itch.io forms, describing exactly which parts were generated.
- AI_DISCLOSURE.md
From spec to zip in five steps
- 1
Write the kit spec
Art style, palette, things to avoid, grid unit, wall height, poly budgets and the engine you ship in.
- 2
Approve a style sheet
Four concept images in your style. Keep the ones that fit; they become the kit's pinned references.
- 3
Plan the kit
Describe your game. The planner proposes the textures, building pieces, props, gear and characters it needs.
- 4
Generate and review
Approve what fits and reject what doesn't. Approvals feed the style memory; rejections never do.
- 5
Package and ship
Pick assets and an engine. Download one zip with everything named, scaled and documented.
Style memory that learns from your approvals
Every finished asset is rendered from four fixed angles under the same studio light and embedded. The kit keeps a running centre of everything you approved.
New jobs take your pinned references plus the three approved assets nearest that centre, weighted by how close they are. After every 15 approvals, Kitsmith trains a fresh style LoRA on your own renders and uses it for the next jobs.
The style score on each asset tells you how far it sits from the kit. You can see drift before it ships.
Gallery
Public kits will appear here once their makers choose to share them. Yours can be one of the first.
Frontier outpost
Kit in progress
Sunken temple
Kit in progress
Neon noodle bar
Kit in progress
Toybox farm
Kit in progress
Pricing
Credits are charged when a job is queued and refunded automatically if it fails. A prop is 10 credits, a building piece 4, a texture 5, a rigged character 25. Packaging is free.
Free
$0
200 credits on sign-up
Enough to lock a style and forge a starter kit. No card needed.
- Style sheet + 15 props or ~40 building pieces
- Engine packages for Unity, Unreal, Godot
- Commercial use of what you generate
- Top up any time with credit packs
Creator
$15/mo
1,000 credits every month
For a solo dev shipping one game.
- Style LoRA retraining
- Credit packs on top when you need them
- Cancel any time; credits you have stay
Studio
$49/mo
4,000 credits every month
For small teams forging several kits.
- Everything in Creator
- Priority in the GPU queue
- Bulk planner runs
Need a top-up instead? Credit packs never expire.