Edition
Table
Drawn with the game's own shaders, and only the looks the game gives this type are offered. Move the pointer over it to lean it.
This browser has no WebGL, so editions and the table cannot be shown. The base and its floating layer still are.
Colours already in use
The whole palette
Touch-ups sit on the character and stay put if you move the art afterwards, so do them last. B, E, I, R switch tools.
Pink hatching shows what is cut away, so you can brush it back. Edits follow the picture when you move or zoom it.
Lua for Steamodded
Asset type
What are you making
Each type uses Balatro's own outline and sits where the game expects it inside the sheet cell.
Game trim, drawn over everything, border included
Trim colours
Character
No art yet, so only the background and name show. A cut-out PNG with transparency works best, and a GIF brings its animation with it.
Colours
Accents found in the art as framed
Or make one up
Click the grid to set the outlined swatch
Built-in palette: 256 colours plus paper white.
Background
Pattern
Fades in from
Background picture
Optional. It stays inside the border, sits on the background colour, and gets the same pixel treatment as the character. GIFs animate here too.
See-through by
Blend
The pattern goes
Name
Where the name goes
Upside-down copy
Condition
Start from a story
Applied now
Mint condition. Pick anything above; each one gets its own amount and reroll.
Overlay
A second, see-through sprite the same size as the base. Balatro floats it above the base when you point soul_pos at it.
Foil
Foil colour
Animation
A GIF, animated WebP or sprite strip loaded as the character or background switches this on by itself. You can also add motion to a still picture below.
Move the character
Scroll the background pattern
Saved as one sheet with frames running left to right, ten to a row, which is what an animated atlas expects. Blind chips always save 21 frames. Touch-ups and condition stay the same on every frame.