Hello everyone. Apologies for the radio silence. We've been busy building up some really exciting features that are in this build. Multiple features in this changelog are quite powerful and will require full videos to explain. We're excited to show them off, but we didn't want to make you wait any longer while we prepared art and videos.
With all the changes, expect some bugs. Spriter Two is now getting dogfooded by a team of artists and animators, and that process is helping us find bugs and enhance workflows rapidly. The dogfooding is helping throughout the pipeline, including workflows that move beyond the Spriter Two editor. More on that later.
We realize that some in-depth tutorials are sorely needed at this point, especially for the newer more novel features. The dogfooders are helping there as well, as we are learning where things are most unclear to new users.
More coming soon. In the meantime, please poke around and enjoy.
brashmonkey.com/forum/index.…
Spriter 2 Beta Release 2026.04.26:
brashmonkey.com/forum/index.…
Hey everyone. We need a couple more weeks to polish the next build, but here’s a quick teaser of the upcoming Sketch to Pose feature to hold you over.
The Construct 3 plugin for Spriter (1) is now ported to work with Addon SDK v2:
construct.net/en/make-games/…
Found a couple of needed changes shortly after release, so the same link now shows those as 2026.03.04 additions.
Spriter 2 Beta Release 2026.03.03
brashmonkey.com/forum/index.…
Spriter 2 Beta Release 2026.02.14
brashmonkey.com/forum/index.…
Spriter 2 Beta Release 2026.01.18
brashmonkey.com/forum/index.…
We were hoping to release this for you in time for the holidays, but here is a teaser of some of the stuff in the January build. Merry Christmas and Happy Holidays, everyone!
Hello everyone. Here is the changelog for today's release. We're now working with others to fix the issues that have been causing the delays.
brashmonkey.com/forum/index.…
Sorry we missed the usual scheduled updates, I had a chain of personal and family emergencies pop up which are luckily settling down so I should be able to get back to a regular update schedule soon.
Spriter 2 alpha version 0.9.7.9 release
brashmonkey.com/forum/index.…
Spriter 2 alpha version 0.9.7.8 release
brashmonkey.com/forum/index.…
BrashMonkey Spriter retweeted
Easy Spriter Pro animation tutorial! It's actually really easy to get started! I cover a basic item animation to give even your simple objects a little life! 😁
@Spriter2D
#gamedev #indiedev #animation
youtu.be/ilYsSEbBfoc
Hello everyone!
We've just released our latest build. This update completes the UI overhaul detailed in our previous announcement, with further refinements to window docking and general usability. We've also implemented significant backend improvements that will enable faster development moving forward, and these backend improvements also include the foundation for the new EntityPort animation system we'll be introducing in upcoming releases. In the meantime, some features are temporarily disabled and you may encounter bugs in this release.
We're returning to our bi-weekly release schedule, with the next build planned for January 11th (taking a brief pause for the holiday week).
Happy holidays everyone!
Hello everyone. Apologies for the extended silence. We're releasing our next update build on December 20th. The most visible change is the UI overhaul. As many of you have requested, we have moved from the previous minimalist UI with most features hidden in right-click menus, to a more standard UI where all available tools and functions are now always visible on screen. There's now hover hints for all icons, with an optional window for more detailed tooltips coming in a future update. Our focus moving forward is on making functionality immediately discoverable through the UI, but we will also be releasing documentation and tutorials when things are complete. We've also implemented a tighter window docking system.
Under the hood, we've completed major refactoring and implemented new debugging tools that are already significantly speeding up bug fixing. We also laid groundwork necessary for a much improved animation paradigm (more on this below), but it also means some features will be temporarily disabled in this release: multi-bone mesh attachments, mesh deformers (except contour mesh), manual vertex editing, and sprite switching. The Z-Order window may also be absent. Expect some bugs, especially with Undo/Redo system.
In the bottom left of the screenshot, you'll notice the EntityPorts window. While it will be disabled in this build, it represents the improved animation system that combines and expands upon features from the previous builds, the original Spriter Pro, and some previously teased capabilities. This system will enable you to swap not just individual sprites, but entire hierarchies of parts. It will also enable some powerful procedural animation features - we'll detail this system more in a future update.
The C# runtime and Unity plugins that work with the new framework are progressing well, and we expect to share a a more substantial update or a pre-release version of those within a few weeks after the upcoming build.
Following the December 20th release, we're returning to bi-weekly builds. These will focus on bug fixes, reintegrating disabled features, and quality of life features, but the primary task left is polishing the interface for the EntityPort framework and completing the documentation for it.
Thanks again for your continued patience.





