Pixel art tiles & tilesets

1,088 sprites

Seamless pixel art tiles for 2D game maps. Grass, stone, dungeon floors, and walls, ready to drop into a Unity or Godot tilemap.

1,088 sprites

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Pixel art tiles for 2D game maps

Every sprite here is a single tile you can drop into a tilemap. Grass, stone, dungeon floors, wooden planks, water, and the wall pieces that go around them. They download as PNGs with the pixel grid intact, so nothing is resampled on the way into your project.

Tiles are the part of a 2D game you build most of, and the part that shows a mistake fastest. One tile with a slightly different green, repeated across a field, turns into a visible checkerboard the moment the camera moves.

Making a tile seamless

A tile is seamless when its left edge continues into its right edge and its top into its bottom. Get that wrong and you see a grid of hard lines across the whole map.

The Seamless tile editor does this to any image and shows you the junction zoomed in, before and after. It's the fastest way to check a tile actually wraps rather than assuming it does, and it works on tiles from here or your own.

Building a tileset, not just tiles

A usable tileset needs three things. A base tile, a second surface to meet it, and the transition pieces between them.

Most beginners draw the grass and the dirt and stop, then wonder why the map looks like it was assembled from stickers. The transitions are the set. Budget more of them than you expect, because grass-over-dirt and dirt-over-grass are two different tiles, and the corners are four more.

Keep one palette across the whole set. Shared shadow and outline colors are what make separate tiles read as one continuous world.

Sizes that work

Use 32x32 unless you have a reason not to. It's the default in every engine's tilemap, it divides cleanly into common screen sizes, and it holds enough pixels for texture without demanding a lot of them.

16x16 suits dense top-down maps where you want more tiles on screen. 64x64 is worth it when a tile carries real pattern detail, like tiled marble or brickwork with visible mortar.

FAQ

A tileset is a collection of small square images that repeat to build a game map. Each tile is usually 16x16 or 32x32, and a set shares one palette so the tiles look like one world when placed next to each other.

Many are, and you can make any of them seamless with the Seamless tile editor. It wraps the edges so the tile repeats with no visible join, and shows you the seam before and after.

32x32 is the safest default and works in every engine. Use 16x16 for dense top-down maps and 64x64 when a single tile carries real detail, like a patterned floor.

Download the PNG and import it as a sprite, then set the filter mode to Point or Nearest so the pixels stay sharp. Both engines have a built-in tilemap that takes the image directly.

A tile is one square image. A tileset is the whole group, including the transition pieces that let grass meet dirt without a hard edge. A map needs the set, not just the tile.

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