GAME UI COLLECTION / SURVIVAL WASTELAND COLLECTION CONCEPT

Ashfall Outpost

Scavenge what remains. Make it last.

Chunky low-poly 3D interfaces for apocalypse and survival crafting games, with rusted metal plates, exposed rivets, taped details, and clear survival feedback.

In planningRelease date and pricing to be announced.
Explore planned contents Tell us what you need
Designed for
Post-apocalyptic survival games, crafting sandboxes, and wasteland adventures with scavenging, equipment wear, shelter building, and resource management.
Collection direction
20 proposed screen types + reusable components
Availability
Not yet available to purchase or download

DESIGNED AS A SYSTEM

More than a
collection of buttons.

Post-apocalyptic survival games, crafting sandboxes, and wasteland adventures with scavenging, equipment wear, shelter building, and resource management.

The plan is to carry one visual language through complete screens, individual controls, and the moments between them. Matching states and documented screen flows will help you adapt the interface to your game.

Layouts, components, and interaction guidance are proposed together. Final contents will be confirmed before release.

THE PROPOSED COLLECTION

What we’re planning.

01 / SCREENS

From first click to next step.

  • Main menu
  • World setup & difficulty
  • Survival gameplay HUD
  • Radial & bar survival gauges
  • Inventory, weight & item inspection
  • Loot containers & item transfer
  • Equipment, armor & durability
  • Crafting station & build queue
  • Recipe tree & material shortages
  • Repair, salvage & upgrade review
  • Base building & placement
  • Camp utilities & storage
  • Cooking, water & fuel queues
  • Wasteland map & route planning
  • Weather, radiation & status effects
  • Journal, objectives & discoveries
  • Barter & transaction review
  • Death, respawn & recovery
  • Pause, saves & accessibility
  • Loading, empty states & confirmations
02 / COMPONENTS

One consistent toolkit.

  • Weathered steel backplates with exposed rivets, tape, and hazard markings
  • Grid-based inventory matrices, stack counts, and item inspection panes
  • Weight capacity meters and overburdened feedback
  • Durability wear bars, equipment slots, and repair comparisons
  • Radial and bar gauges for hunger, thirst, stamina, radiation, and temperature
  • Crafting recipe trees, build queues, and required-material checklists
  • Loot transfer controls, split stacks, and container capacity indicators
  • Building placement frames, shelter utility cards, and storage meters
  • Map markers, weather alerts, status effects, and recovery prompts
  • Quickbars, radial selectors, input glyphs, and reusable interaction states
03 / HANDOFF

The details to build with.

  • Organized editable source files
  • Transparent image exports
  • Scalable frame / 9-slice guidance
  • Color, typography, and spacing notes
  • Component state reference
  • Quick start and file inventory

UI + UX, TOGETHER

Make the next action clear.

A proposed interaction flow for this collection, with focus, feedback, and a predictable way back.

  1. 01

    Scavenge supplies and inspect their weight, condition, and usefulness before taking them.

  2. 02

    Track food, water, stamina, exposure, and temperature while navigating back to shelter.

  3. 03

    Review material requirements, queue recipes, repair equipment, and prepare for the next expedition.

Built into the design brief

Readable labels over weathered materials, explicit weight and durability values, distinct reserve and exposure gauges, material shortages explained before crafting, and warnings that combine icons with text. Implemented navigation and accessibility still need testing inside your game.

BEFORE YOU BUILD

A clear handoff.

We’ll publish exact formats, supported versions, and dependencies with the finished pack.

Asset delivery
Editable source and transparent image exports are planned. Exact formats are not finalized.
Game engines
Engine packages have not been announced. Unity, Unreal, and Godot compatibility is not yet verified.
SliceForge
A customization workflow is planned. Native project delivery and one-click opening are not yet confirmed.
Game behavior
Visual assets and UX guidance are the initial scope. Game logic and engine integration are separate.
License & updates
Commercial-use terms, team scope, font dependencies, and update policy will be published before sale.

TAKE YOUR OWN DIRECTION

Meet SliceForge.

Explore editable screens, reusable components, and UI kit exports. Start shaping your interface while this collection takes form.

Explore SliceForge

A FEW DETAILS

Before the first release.

Can I buy or download this pack now?

Not yet. This page shares the planned direction and contents. Pricing, a sample, and purchase options will be added when the pack is ready.

Are the previews actual game screenshots?

These are visual concept mockups, not screenshots of finished assets or an engine integration. Release previews will show the actual delivered files.

Will I need a SliceForge subscription?

The proposed pack is a separate product. No paid SliceForge subscription requirement is planned. Any optional customization workflow and its requirements will be documented before release.

Can I request a screen or engine format?

Yes. Contact the studio with your game genre, engine, and the screens you need. Requests help prioritize the first releases.