GAME UI COLLECTION / COZY FARM & TOWN COLLECTION CONCEPT

Clover & Clay

Grow a little. Feel at home.

Chunky rounded low-poly 3D interfaces for cozy farming and town games, with warm wood, cream clay, pastel accents, and friendly character-led interactions.

In planningRelease date and pricing to be announced.
Explore planned contents Tell us what you need
Designed for
Farming simulators, cozy life games, and small-town adventures centered on growing crops, making friends, decorating homes, and shopping locally.
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.

Farming simulators, cozy life games, and small-town adventures centered on growing crops, making friends, decorating homes, and shopping locally.

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
  • Farmer & farm setup
  • Farm gameplay HUD
  • Dialogue, portraits & emotions
  • Calendar, seasons & weather
  • Backpack, storage & item details
  • Shopkeeper buy & multi-tab inventory
  • Sell basket & transaction review
  • Crop planner & growth stages
  • Crafting bench & material checklist
  • Kitchen, recipes & cooking queue
  • Animal care & barn roster
  • Friendship, gifts & villager profiles
  • Journal, errands & rewards
  • Town map & opening hours
  • Home decorating & placement
  • Town projects & community progress
  • Fishing, collections & discoveries
  • Pause, saves & accessibility
  • Day summary, loading & confirmations
02 / COMPONENTS

One consistent toolkit.

  • Rounded wood, clay, and pastel panels with soft beveled controls
  • Oversized dialogue boxes, character portraits, and labeled emotion badges
  • Calendar, season, time-of-day, and weather widgets
  • Shopkeeper buy and sell screens with inventory tabs and gold counters
  • Quantity selectors, transaction totals, and protected favorite items
  • Backpack grids, storage transfer controls, and item inspection
  • Crop growth stages, watering states, and seasonal planting information
  • Animal care checklists, friendship hearts, and gift previews
  • Crafting recipes, material checklists, queues, and community donations
  • Quickbars, radial selectors, touch controls, and matching 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

    Check the season and forecast, tend crops and animals, and choose a relaxed plan for the day.

  2. 02

    Talk with neighbors, track errands, and review item quantities and gold totals before buying or selling.

  3. 03

    Decorate your home, contribute to town projects, and review the day before saving and sleeping.

Built into the design brief

Large dialogue text, labeled emotions, readable seasonal dates and shop hours, explicit buy and sell totals, protected favorite items, and gentle reminders that pair icons with words. 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.