What you get
Nineteen kinds of item: sword, dagger, axe, hammer, spear, bow, staff, shield, potion, gem, key, coin, food, chest, helmet, armour, book, scroll and ring. Each has four base shapes, and every roll also changes lengths, widths, guards, heads and emblems, so the random button rarely gives the same icon twice. Icons come at 16, 24, 32, 48 or 64 pixels. Each size is drawn again from the shapes at that size, not stretched, so a 16 px dagger is still a clean dagger.
The shading follows the usual pixel art rules. Light comes from the top left. Blades are split into a lit and a shaded half. Handles are shaded round and wrapped. Gems are cut into facets. The outline takes the darkest colour of the part next to it, and the soft outline lightens it on the lit side, so icons do not look like stickers.
Rarity, metal and colour
Rarity picks the trim metal, the gems and a glow in the usual tier colours: grey, green, blue, purple and orange. You can set the trim yourself, turn the glow off, and pick any colour for gems, potions, cloth and magic. The slot frame bakes an inventory slot behind the icon in the rarity colour.
Rolling a set
Mixed loot rolls twenty-four different items that share your metal, outline, size and palette, so they sit together in one inventory. All this type rolls twenty-four swords or potions, and one per rarity shows the same kind of item from common to legendary. Click an icon in the set to edit it. Pick a palette such as PICO-8 or Endesga 32 to snap every colour to it, so the icons also match art from other tools.
Using the files
The set sheet is one PNG with a JSON atlas that lists each icon's name, type, rarity and position. Send set to Inventory Database opens the Inventory and Item Database Builder with every icon added as an item, ready for stats and export to Unity or Godot. The animation sheet holds the shine, bob or spin frames in one row with their speed. Set the texture filter to nearest so pixels stay sharp.
Can I use the icons commercially?
Yes. The icons you make are yours to use in free and commercial games. They are drawn by code from simple shapes, not by an AI image model, and are not copies of any game's sprites.