Ludo.ai
Developers

Ludo in your terminal

Every Ludo generator from the command line: sprites and animations, images, 3D models, video, sound effects, music and voices. For you, and the recommended way to give coding agents like Claude Code access to Ludo.

npm install -g @ludoai/cli
ludo login

Or run it without installing: npx @ludoai/cli

Included with the Pro and Studio plans. See what a generation costs

Log in with your browser

ludo login shows a short code and opens Ludo in your browser. Check that the code matches and click Authorize. No account yet? You can create one on the same page.

The CLI gets its own key, listed under API Keys in the web app, where you can revoke it; ludo logout revokes it too. Your existing API key and MCP setup keep working. On a CI runner or a machine without a browser, set LUDO_API_KEY or use ludo login --with-key.

ludo login in the terminal next to the Authorize page

Results on disk, and right in your terminal

The CLI waits for each job and saves every result to ./ludo-output (or wherever --out points). Files stay on your disk after the result links expire, and WebP results get a PNG copy too.

In iTerm2, Kitty, Ghostty and WezTerm the result shows up right under your command. Elsewhere, and inside tmux, the preview is skipped and --open shows the result instead. Each result also says what it cost, how many credits you have left and a good next step.

ludo image create --image-type sprite --art-style Chibi --prompt "a tiny knight with an oversized helmet and a wooden sword"
A chibi knight sprite previewed in the terminal

Spritesheets play in place

Animate a sprite and the spritesheet plays as a loop in the terminal; ludo preview <file> plays it again later. Making a Godot game? --engine godot also writes a Godot 4 SpriteFrames resource, ready for an AnimatedSprite2D.

(The CLI names files after the job; we renamed our sprite to knight.webp.)

ludo sprite animate --initial-image ludo-output/knight.webp --motion-prompt "walk cycle" --engine godot

Local files just work

Pass a path to any image, audio, video or model flag and the CLI uploads it: no hosting, no base64. That makes the tools easy to chain: a sprite, then its animation, then a 3D model with ludo model create, rigged with ludo model rig, and a sound with ludo audio sound-effect. --open opens a result, --play plays generated audio and --copy copies the saved paths.

ludo model create --image ludo-output/knight.webp
A 3D model made from the knight sprite

Projects and the asset log

ludo init sets a folder up as a Ludo project: a .ludo.json with the output folder, your game engine, a style image and default settings per command. Every generated file is recorded in ludo-assets.json with the command that made it. ludo assets lists them, and ludo assets redo remakes one with changes.

ludo init
ludo assets redo ludo-output/knight.webp --prompt "...in blue"

Variations and batches

--n 4 makes four variations of the same request, and at a terminal you pick the ones to keep. ludo batch runs a list of different generations side by side; a failed item does not stop the others. A batch or a set of variations that would spend more than 50 credits asks you to confirm first.

ludo batch jobs.json

Stay in control of credits

--dry-run shows what a command would cost without running it, and --max-credits refuses one that would cost more than you set. Give a project or a machine a spending budget (max_credits in .ludo.json, or LUDO_MAX_CREDITS) and ludo spend shows the tally. There is no limit unless you set one.

ludo model create --image ludo-output/knight.webp --dry-run

Made for coding agents

ludo skill install teaches Claude Code the CLI (add --project to share it through the repo), so you can ask for assets in plain words while it builds your game. ludo init adds the same instructions for other agents, and ludo agent-help prints a one-page guide.

When an agent runs it, ludo prints plain JSON with the saved file paths and no previews or colour. The agent looks up only the commands it needs through --help, so it spends far fewer tokens than with MCP, which loads the schema of every Ludo tool before the first request. That is why the CLI is the recommended way to give agents access to Ludo. ludo feedback lets you, or your agent, tell us about a bug, a limitation or a feature you want.

ludo skill install --project
Claude Code using ludo to make assets for a game

Always current

Commands, flags and prices come from the live Ludo API, so new models and features show up without an update. When a new version of the CLI itself is out, it tells you, and ludo update installs it.

CLI or MCP?

For AI agents, use the CLI: it uses far fewer tokens, and files go in by path instead of base64. MCP is for chat assistants that can't run commands. Set up MCP

Ludo CLIMCP server
Setupnpm install, then ludo login in the browserAdd the server and API key to each client
FilesPass local paths; results saved to diskURLs and base64; results expire after 7 days unless downloaded
Token useLow: reads only the commands it uses, and local files go in by pathHigh: loads every tool schema (30+) up front, and a local file has to be written out as base64 inside the tool call
Works inAny terminal, any agent that can run commands, scripts and CIMCP-enabled clients
Best forCoding agents (recommended), building a game in a repo, batch work, automationChat assistants that can't run commands

Build with Ludo from your terminal

Install it, log in, and make your first sprite.

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