GAME UI COLLECTION / PIRATE & HIGH SEAS COLLECTION CONCEPT

Brass & Tide

Chart a course. Make your fortune.

Chunky low-poly maritime interfaces for pirate adventures, sailing games, and naval strategy, with aged parchment, brass compass rings, rope trims, and weathered wooden panels.

In planningRelease date and pricing to be announced.
Explore planned contents Tell us what you need
Designed for
Pirate adventures, sailing simulators, naval strategy games, and ocean survival titles centered on ships, treasure, trade, and crew.
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.

Pirate adventures, sailing simulators, naval strategy games, and ocean survival titles centered on ships, treasure, trade, and crew.

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 & harbor hub
  • Captain, ship & voyage setup
  • Sailing HUD & ship status
  • Sails, wind & heading instruments
  • Cannon readiness & damage alerts
  • Treasure map & changing X-marks
  • Sea chart, routes & navigation
  • Bounty log & voyage objectives
  • Cargo hold, inventory & inspection
  • Shipyard upgrades & part comparison
  • Ship appearance & saved designs
  • Hire crew & contract review
  • Crew assignments, morale & wages
  • Repairs, supplies & crafting queue
  • Port market & buy/sell review
  • Fleet, docks & ship selection
  • Island journal & discoveries
  • Voyage results & treasure rewards
  • Pause, saves & accessibility
  • Loading, empty states & confirmations
02 / COMPONENTS

One consistent toolkit.

  • Aged parchment, brass compass rings, rope trims, and wooden planking panels
  • Ship hull integrity, sail angle meters, wind indicators, and cannon reload timers
  • Treasure map markers for active clues, changed clues, and discovered treasure
  • Sea chart coordinates, compass roses, routes, waypoints, and map legends
  • Bounty logs, voyage objectives, discoveries, and reward summaries
  • Shipyard part upgrades, comparisons, costs, and saved ship designs
  • Crew hiring cards, contract reviews, assignments, morale, and wages
  • Cargo grids, capacity meters, item inspection, and trade reviews
  • Repair material checklists, supply queues, and fleet management
  • Nautical icons, component states, quickbars, radial menus, and input prompts
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

    Choose a voyage, inspect ship condition, and prepare parts, supplies, and crew before leaving port.

  2. 02

    Read wind, heading, hull, and reload status while following sea charts and updating treasure clues.

  3. 03

    Return with cargo, review rewards and trade totals, then repair the ship and manage the crew for the next voyage.

Built into the design brief

Distinct heading and wind indicators, labeled hull and reload states, clear treasure marker changes, readable chart legends, explicit upgrade costs, and crew contracts that separate hiring fees from daily wages. 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.