rpg.actor — Build your character on rpg.actor and have fun playing in many worlds!
rpg.actor

Build your character on rpg.actor and have fun playing in many worlds!

Build your character on rpg.actor and have fun playing in many worlds!

Create roleplaying characters that work across many tabletop systems, video games, and more!

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Reviews
(2)
5.0

This is a delightful sprite character editor and so much more. I’m not much of a gamer, however it’s still a lot of fun to create a pixelated persona here. I have seen my little animated self pop up all over the atmosphere. Sometimes where I least expected it. 5 stars.

Jul 4, 2026

this app/tool/builder is so whimsical and imaginative. i've never made a character before but seeing the community create their versions made me want to join in. this app forced me to get creative and try a new artistic medium and for that im sincerely grateful. excited to keep learning pixel art & sprites and then incorporating my characters into games!

Apr 28, 2026
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Vibe Check: Effort, Risk, and Games in The Atmosphere
Vibe Check: Effort, Risk, and Games in The AtmosphereOver the past week we had the good fortune to visit a private gathering with some of our favourite world-class indie game developers and (amid much revelry) chat a bit about rpg.actor and The Atmosphere more broadly. Having been so focused on this space for the better part of our last year, it was a good opportunity to catch a vibe check with some prominent game developers working beyond our little AT-bubble. <u>The whiplash was sharp.</u> While we expected some need for returning to simpler explanations, we were unprepared for just how surface-level the broader understanding of this technology was. Trying to convey its value to successful game publishers (who have no need to change) was an invaluable, but eye-opening and humbling experience that has given us better understanding of where this ecosystem sits in the broader game-o-sphere and how to engage with its industry better. It's Still Bluesky For all our community's trumpets sounding for Atmosphere Accounts and the infrastructural distance we've developed, it was impossible to even start these conversations without reverting to the familiar, <mark>"So your Bluesky account is actually..."</mark> talking points that we've all felt so proud for growing beyond. It's unshakable still, but not wholly negative — a truly blursed motif. <u>Reality has a long way to go before the conversation decouples from that centralism.</u> As hard as we twisted inside, wanting to extol the details and nuances of our genuine freedom, that connection remains the easiest method of building understanding among those with no awareness of the protocol. We simply cannot escape its port of explanation, or the shield its scale provides against our irrelevance and obscurity. By far, the most bitter humble pie. Worse though, when time came to engage and showcase some experiences, many of them had to look up their handles, struggle passwords from dusty memory, and generally fumble through recall of an account they've never kept up with. For all the leverage in familiarity that we gained from the butterfly's touchstone, practical leverage was as fundamentally challenging as if we'd asked them to sign-up to an entirely new service. We might as well have. There was enough interest in data ownership, our cross-game interoperability, and the novelties we presented to mount the hurdle, but where we expected great ease to come from the preexistence of their universal login, we found a new stumbling block in its underuse. Despite their already having a functional account via Bluesky, we cannot presume it has any value to them. Incitement must vary based on the individual user's path of least resistance. Going forward we will be reviewing for means to make a one-touch registration easier through tweaks to our existing Creator Account hand-off systems, then some opportunity for ingesting the quickly made characters through a later account merge.  Trust In Games Once the handles were remembered, passwords reset, and the uncomfortable logins were through, things got much, much better. There was an almost immediate transition from the mild discomfort of a OAuth approval screen to the simple delight of their character generation, and the utter joy of seeing it launched from a cannon. While soft jokes about elaborate hacker schemes helped overcome the foreignness of genuine security, getting to actually play threw down all the guards. Go figure... people like games! More importantly, there is also trust in them. Perhaps more within our crowd of game developers than among others, there's an understanding of the effort required to produce a playable experience. Making good games is incredibly difficult, and has its own methods of reward. Scams by nature are lazy. It's much easier to phish via email than a game engine, and so there's an almost direct correlation between the quality of experiences offered and our trust in those providing it. This was unexpected, but now obvious in hindsight. While the games we've made for rpg.actor are at-best described as novelties, they do convey a small level of competence that sets the discerning eye at ease. Aware of this now, it encourages us to keep our standard of quality high, and to profess our technical competence more exactly. Big ups to our Beta Testers for all your past and future help in this matter. It Came From "The Atmosphere" Additionally, this trust in competency reflects in what we showcase. While we cannot (and don't want to) dictate quality, or control the open ecosystem of games developed using rpg.actor, we were made very aware of how the presence of our sprites and records within others' games shapes how we ourselves are perceived. While our own little amusements are strong ambassadors, our future is inescapably tied to whatever games rise from The Atmosphere and how these lexicons are adopted. This will factor heavily into the next evolution of our Experiences Portal. <u>There is an effort-risk for developers adopting this protocol</u>, and if we want them to take it seriously, then those of us deep within the space must take it as seriously. This does not mean some grim march toward respectability, or a rejection of the playful weirdness that got us this far. We adore our novelties, silly joyrides, and quickly built goofs. However, for developers to feel comfortable risking their years of work in association with the protocol, we need to begin the process of producing, and cooperating with "real" games. That status is a bit triggering to all of us with imposter syndrome, but our meaning is games crafted with deep design intention, higher production values, and the kind of sustained efforts that earn genuine cultural respect within the indie space. Fast-following a sloppy Candy Crush clone with an Atmosphere login, and touting it as revolutionary won't earn any respect from the broader (and less AT-pilled) gamedev community who are prone to stigmatize anything overstating its importance. The pretense that everything should become lexicons and personal data servers is a fast-track to the same <u>peripheral dustbin</u> that the Kinect and Power Glove currently occupy. Nothing is the FUTURE of gaming. <mark>AT Protocol is valuable for its interoperability and data ownership, but <u>it is not magical</u>.</mark> A Black Hole Called Algo One sobering reality from our conversations was realizing how little talented game developers need any of this. Building a successful indie game today requires more than "just" making a great experience, and now extends into the dark art of surviving the opaque social and storefront algorithms to court wishlists. Every thriving game developer has carved their own niche within the existing algos, or outsources it to a publisher. <u>There is no escaping it, and it is their livelihood.</u> When discussing the risk of adopting an unproven protocol — a genuine threat to those algorithms — none of the developers wanted things to change. The work they've put in to find some foothold and the fight to keep it has been as difficult as learning to create games in the first place. Those with success are entrenched in these machines and see no benefit for pivoting... so long as it continues working in their favor. Asking them to do more than sideline service is requesting they abandon the very mechanics of their survival. Interestingly, this is where the publishers got most interested. By their own accounts, their new talents are having a harder and harder time getting that same foothold in the old platforms. Revenues are increasingly coming from back catalogue rather than forward investments, and it's driving an expiry in their value as a pathway for fresh developers to find success. The latest crop of indies are increasingly wary of full-service publishers who dominated the seventh and eigth console generations and are now preferring lower-rate and lower-recoup investments from funding-only providers, since there's no guarantee the lifts from full-service marketing can get them any traction the way they once did back in the day when conventions, press articles, and ad buys were still relevant. Clever publishers realize this problem, and want to get ahead of it. We were stunned by the foresight of their questions, and their comprehension of the future AT Protocol presents. They want to figure out how developers can be willfully chosen for inclusion, in a world where everyone builds their own custom algorithm. The best answers our talks came to rested on the same tropes of personability, auteurship, and genuine connection that currently earn follows, but agreed that the mechanics of output and delivery may change dramatically if the freedoms of The Atmosphere become dominant with the publisher's role shifting away from megaphone and toward directory. Disappointingly, none of this felt like less work for the game developer. Our Community Obligation This begs the question: what is the actual value AT Protocol is offering games? Blunt truth says that a any lexiconal game data is just a .json which can already be owned via local save or cloud backup; no protocol required. Any developer worth their salt can already permiss data control, or leverage the interoperability promises we love touting. There's no escaping the necessity for co-operation, even in permissionless spaces. However, the true leverage of The Atmosphere lies entirely in transforming this co-operative interoperability into a known standard. Adopting these shared identities and opening their worlds to the wider community, developers are surrendering the tightly controlled (and very comfortable) silos of their creations. It is a sacrifice of constraint to the unknown, and invites an entire ecosystem to elevate, alter, or destroy the vision within their executable. NOT EVERY GAME IS SUITED FOR THIS. There is a reason that modding is a contentious topic among devs, and those who wish to protect the purity of their experiences don't do the legwork to support it. There's a world of QA headaches, tarnished artistry, and general ghastliness that openness... opens. This is a surrender to unknowns that most game devs who pour years into their work are simply (rightfully) unwilling to take. We cannot applaud the theory of open games without acknowledging the incredible risk that its adoption represents. <mark>If (not when) a "real" indie developer takes this heavy step, we must recognize what they have given up to support this ecosystem, and this community must be their cheerleading safety net for the risk to be seen as worthwhile to others.</mark> That means a real understanding of high vs low efforts, an appreciation for the nuances of this craft, and support within our feeds, networks, and social reach to offset the cost of their risk. These days, quantity is assured. What we need is an eye for quality, and then actually show up, play their games, and talk about them. More than that, we need to recognize the difference between novelty that flatters our ideals and serious work that leverages them. When (not if) we can manage that, we will see a modest success story emerge. There's no industry dominance awaiting The Atmosphere yet, but with strong social support we could see an integrated title holding an audience on Steam within a year, and its open data becoming the seed for a handful of connected web experiences alike those we're already enjoying. It will take a brave developer to make the jump, and we all need to be there keeping the social net ready to catch them. Jamming Forward Tremendous progress is being made. For all our hitches said in this blog post let's not lose sight of how well games in The Atmosphere are growing, compared to where we were last year. Our own project has only been around for <u>3 months</u> now, and there are already over a dozen games / experiences to enjoy with your rpg.actor sprite. Over 800 characters now live in the Compendium, as more developers are joining our Game J
Jun 24, 2026
The Parade Continues
The Parade ContinuesYour Fashion Royalty The end of the Fashion Jam is here, and while we had dozens of amazing participants walk The Runway, or customize their looks with our Sprite Painter, ultimately only a few can be crowned as Fashion Royalty. Let's give congratulations to our three winners @goose.art, @meson.ninja, and @heika.dog who each get Creator Accounts to expand their fashion empire, Jam Medals for their wardrobe, and all our adoration. In addition, the top 30 contestants have had their sprites immortalized in the Fashionista Archive and will soon be printed on real sticker sheets that we'll be mailing out to them. If you are among them, there will be a special announcement in your inbox, and you'll see a claim button on the Fashion Finale page to submit a mailing address to receive them at. Thank you everyone for participating in our second jam, we've got more on the way! Builders Jamming With more jams on the way, we've added a new Builder Jams portal which is designed to highlight our current events and keep a nice archive of all our prior ones. If you're new to jamming, it's got a nice breakdown of what they are and what to expect. There's also a new feature to add yourself to our Jammer List and get notified whenever there's a new one coming up! <mark>Expect another Jam in the end-half of June!</mark> New Profile Layouts One of the things that's slowly evolving without much fanfare is our UI, which has recently had some really nice changes (in particular on mobile). With all the new features the old layout just wasn't working anymore, so we've broken things into three distinct dropdowns for Experience (games, places), Creative (sprites, etc), and Toolkit (plugins, documents). It's a little more helpful organizing things, and should offer more extensibility as things contine to expand. Much more noticeably, on your profile there have been some big changes to the way things are laid out at first view. Now, rather than defaulting to a single character sheet, we're offering a card-based overview that showcases all of the games you have stats for. It even has a special "Other Games" card for including a list of all the more stat-oriented games (like Clun's Cannon, or Proto Hopper), as well as custom systems, which can continue extending quite easily. Now when others visit your profile, they'll be able to quickly know at-a-glance which games you play, and can more easily recognize what systems and genres you're fit for. A great way to find new party members! New Stats Structures <mark>Excuse while we get technical... if you only like rolling dice, feel free to skip!</mark> When first building out our .stats lexicons we were deep in the mindset of, "these are your stats, they're you!" and so built the schema oriented towards the /self reference with all of the different systems having different header keys within the singular record. At the time there were only 3 systems in play, and it made sense to our <u>dungeoneering brains</u>... but now that there are more than 20 systems, our <u>engineering brains</u> disagree. The obvious problem with this design is that as more games get added, the single record becomes unwieldy, and new games are required to ingest, modify, and republish the /self key as whole each time they update. This can run into clashes, or careless developers (which we must expect!) could accidentally wipe out your entire .stats record in one failed write attempt. <u>NOT GOOD!</u> So, we've begun the scary process of transitioning to a per-system rkey that functions almost identically to the existing /self oriented system, except now every stat system is broken out into its own individual record rather than split-by-heading under the singular. It's simpler to read, it's cleaner to write, and it's probably what we should have started with, but one of the beautiful things about AT Protocol is its forgiveness toward these kind of evolution. Thankfully, we're still pretty early in the game(s) and have good relationships with everyone currently producing these records, and we have the bandwidth to help them upgrade. For our own systems we've already implemented all the automation process to upgrade existing users; just by logging in you'll find your records instantly improved while the old /self stays preserved as a retrofit fallback. Any new records will still write both for the time being, but the Compendium will default to preferring the per-system rkey and even show a little checkmark next to the system title when it's happy with them. <u>Players won't have to think about this</u>, and pretty much everything is just seamless automatic. None of the .master records are affected by this change (only their interpreters), as they never pointed to keys and only referenced system names which transpose perfectly to the new rkey names. For the time being, all of our games will remain in a dual-write method until eventually we sunset the entirety of the /self key sometime in the near future. Pathfinder & Starfinder <mark>OKAY BACK TO THE FUN STUFF!!!</mark> Since we're talking stats, we might as well mention we've added 2 New Games to our supported list of TTRPG systems. Pathfinder 2e and Starfinder 2e are now fully compatible with the rpg.actor profiles with an easy-to-use sheet. !image.png We've wanted to add these for a long time, so giving a very big thanks to community member @dneaves.com for their work on the schema, it made things super easy to implement and we're very grateful for the uplift. Streampets Enhancements Streampets has quickly become one of the most popular ways folks are using their rpg.actor character, appearing on all sorts of stream.place broadcasts as a fun and interactive representation of themselves from the audience. So, we've done a little more work to keep improving it and help streamers get the most out of it. Now instead of having to enter your handle to generate an OBS URL, the service now automatically recognizes you from your login and keeps better track of the settings you've applied between sessions. This includes the command permissions you've applied, as well as the badge designations that you've assigned privileges to. We also fixed the way that the Badge Repos are recognized so they now (actually) work, and added a real easy one-touch button to add all the badges officially issued from @stream.place themselves! Also, as a viewer you can now visit the Streampets setup page and see this nifty little preview window of what your character looks like walking around, and try any of the !commands yourself just by clicking on them. There's been a few changes to some like !dance and !sleep, and some new secrets in !transform to explore, so go ahead and try them out. Cross-Compatible Cannoneering Now that there are a few experiences outside the walls of rpg.actor starting to offer their own Catalogue Items, our dear clown @clun.rpg.actor thought it was high time we gave some respect! Clun's Cannon will now recognize certain items you've earned from other games and give your character a little boost next time they're being launched. If you've been looking for an unfair advantage, and a way to climb the leaderboard, then it might be worth exploring The Atmosphere and playing some new games! Creator API Coming Soon! For a while our Creator Panel has been a bit of an eye-sore and very developer-oriented. We decided to give it a little facelift to help improve the flows for creating and editing items, along with a few other areas, as we continue striving to make it a fun and easy-to-use system for all your world-building and game extension needs! To help our mission of making it ultimately useful for creators, we've been hard at work at a new API which will enable game developers and app builders to leverage our server to compile or recolour sprites, alter .generator records, validate composition, check item references, and check / roll stats from your character sheets. It's a very robust system and we're still working out the finest details with the help of some beta testers, but it's coming along swimmingly and should be available to all before our next announcement. Improving the Creator Panel and offering more things to do with it remains one of our highest priorities. We want to make sure that those of you who support our ecosystem with your upgrade get as much value as we can offer! ...And It Never Stops! Okay, so... that's a lot... but, what's next?! Well, we're cooking up another Builder Jam for later in June and we're in the final stages of testing a <u>new game</u> coming soon to the Experiences tab. Those of you who enjoy daily challenges are in for a treat! We're also working on some more character sheet options, and continuing to expand the Sprite Generator with more of your requests... so keep 'em coming! But, that's enough to mention for now. Thanks for reading. HAVE FUN!!
Jun 2, 2026
Gearing Up for Adventure
Gearing Up for AdventureEquipping the Atmosphere for FUN Things have not slowed down one bit since our last update and the rpg.actor ecosystem continues to expand like some freaky alien organism that just loves making sprites and rolling dice. Let's get you caught up with all that's happened... Item Madness Although we've had items as a part of rpg.actor since the very first Popcorn was served in our Stream Theatre, there's been a recent explosion of new wearable items from different creators and a slew of interesting experiments in the ways they are unlocked. So, we built a whole Item Catalogue to help keep track of them all. Several were given away at in-person meetups like @atproto.nyc, @atproto.boston, @montreal.atproto.camp, @pdx.atproto.camp, and more. Some were unlocked just by using apps like @grain.social, @blento.app, @anisota.net, or @germnetwork.com. Others come exclusive, based on if your Atmosphere Account was residing on a specific server like @eurosky.social or @blacksky.app. Then, even more came by just interacting with posts, visiting on special days, or other strange and unusual methods. The new Item Claims Feed is definitely putting in some work! <mark>We also debut our first functional item that works across every one of our games, giving characters holding this Amplifying Megaphone bolder dialogue bubbles.</mark> Some unlocks were more popular than others, and some were purposed better than others, but our goal has been to test the robustness of the rpg.actor item bestowing systems and the breadth of all the things that we can create with our Sprite Painter and Creator Accounts. Overall, the systems worked very well and enable us to do a lot of cool things as we intended. Though, what we did not expect was to see the integration of item delivery into other sites so quickly! Two new projects by @laurenshof.online and @grishalr.protoimsg.app have already begun rewarding players with their own items created wholly on their own accord. One of the crazy, wonderful, scary, progressive things about building in an open ecosystem like The Atmosphere is that we (@rpg.actor) ultimately do not control or decide anything about who or how our lexicons are used. It's a total free-for-all in terms of utility and part of the point is that we'll see more developers taking advantage of everything we've offered them regardless of whether we like it or not. So far, developers have been making good fun. Silly games and novelties, connections to their D&D characters, and other cool integrations across different platforms, websites, and apps that showcase the rpg.actor characters and leverage them as extensions of player identity. This is the stuff we love to see most, as it brings new people to The Atmosphere and introduces them to all the fun the open web has to offer. We expect this to continue, and we'll support it wherever we can. Mega Wardrobe Updates Beyond the unlockable items, we've continued to expand the offerings in the Sprite Generator with <u>over 15 new additions</u> including some long-requested hairstyles, a handful of new tops, and some more wild items. Here's a full list of what's been added: Simple Purse • Bushy Tail • Wild Ears • Loose Bag • Bow Clip Simple Flats • Striped Shirt • Devil Horns • Cyborg Implant Crop Top • Buzz Cut • Big Curls • Tank Top • High Heels Flat Top • Cornrows • Safety Goggles • Full Jacket Additionally, every default handheld item in the Sprite Generator was added for both the left and right hand slots, letting you have a little more customization... ...<i>or dual wielding Flip Phones.</i> Clun Launches on Mobile! Clun's Cannon is a very simple game. You get in the cannon, then launch yourself as far as you can. It was built entirely to test and prove some essential features of rpg.actor and this week it's got another notch in its experimental belt as our first mobile compatible experience! Although there are still plenty of places throughout the site that need some mobile UI attention, this was a huge step forward in making the shared framework that backs all of our playable experiences functional on your phone. Now you can hop on, explore the compendium, and enjoy a few cannon blasts wherever you are. This is particularly exciting for future developments (new games), and the simple opportunity of showcasing how all this cool Atmosphere Account stuff works while you're hanging with your friends, out in the "real" world. <mark>Soon they will all <u>GET IN THE CANNON!</u></mark> Glamour on the Runway There's still a few days left in the Fashion Jam and we'll be announcing our glorious winners shortly, but for the meantime we've hired some folks with Fancy Cameras to set up on the Fashionista Runway and take some Glamour Shots of your character! They'll snap a photo of your character at request that you can download, or share on Bluesky for your friends. Just like real life, sometimes the shots aren't the best. Your rpg.actor can get distracted, or sometimes they're just too close, or the camera might even get blurry! Though, the photographers are always happy to help retake your shot, as many times as you like. Rolling With It Over the last month we noticed that a large majority of our newcomers were using the automatic "Roll For Me" function when going through the initial setup experience. This gave them stats generated from our first integrated system at Reverie House which served well providing both some basic characterization, and their first validated record. However, those who wanted to manually enter their own sheets were presented with a really plain looking dropdown menu and we thought it was time to liven it up. After adding character sheets for Vampire: The Masquerade, Mage: The Ascension, and Cyberpunk 2020, we felt it would make a nice gallery view. We also used the SRD documents to build a new "Roll For Me" option for Dungeons & Dragons which lets you pick a race and class and generate a complete 1st level character ready to play! Then, couldn't leave our fan-favourite Dungeon Crawl Classics behind so build another "Roll For Me" to create fresh 0-level characters from the Purple Sorcerer Games service, ready (to die) in your next funnel. <mark>We already see more characters loaded with stats... <u>which may come in handy soon!</u></mark> What's Next? As folks begin adopting the Creator Account systems, we've had requests for new tools and started building fresh features to help developers, game designers, and web tinkers get the most out of everything rpg.actor has to offer. Our next major advancement will come with an expension to the toolkit which already enables Creators to build and distribute both characters and items. Our free Sprite Generator has been expanding with new items almost daily, and we see no reason to slow down on that front. There's tons of requests in our backlog, and may more styles we can't wait to offer your characters. Specifically, we're looking at more outlandish and thematic sets to better fit a variety of new games. Finally, our Experiences page is due for a facelift. Although barely months old, it already feels woefully out of date, and we're working on systems to shift away from manual updates to let Creators self-define their own games, novelties, and experiences for players to enjoy while adding our own to the list! Thanks again for stopping by and playing with us. We hope you're having FUN!
May 21, 2026
Mentions

We're always taking suggestions for new items. Think we've added about 40+ new hair, clothing, and accessories since your sprite was created. You can also fully customize with rpg.actor/painter and even create your own fashions to share with others!

7/2/26, 12:52 PM

It's more pixel than paper doll, but makers from the 2000s like dolliepalace.com or gaiaonline.com are def inspiration. Also, happy to take fashion requests. Did you ever visit rpg.actor/runway?

7/2/26, 12:02 PM

We've got in-game Glamour Photos at rpg.actor/runway but we definitely gotta make a nicer shareable image showcase.

5/22/26, 4:45 AM