GAME UI COLLECTION / MOBILE COLLECTION CONCEPT

Duskbound Raiders

Dark dungeons. Bold heroes. One more run.

Chunky low-poly 3D style meets a touch-first interface for casual mobile action RPGs: battle, collect, upgrade, and return stronger.

In planningRelease date and pricing to be announced.
Explore planned contents Tell us what you need
Designed for
Portrait mobile action RPGs, casual dungeon crawlers, and loot-driven adventures with stylized dark fantasy worlds.
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.

Portrait mobile action RPGs, casual dungeon crawlers, and loot-driven adventures with stylized dark fantasy worlds.

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 & continue
  • Hero selection & progression
  • Inventory & item details
  • Equipment & comparison
  • Campaign & stage selection
  • Combat HUD & touch controls
  • Boss encounter & attack warnings
  • Skills & upgrade choices
  • Victory & loot collection
  • Defeat & checkpoint retry
  • Camp home hub
  • Shop & purchase review
  • Quests & achievements
  • Daily rewards
  • Forge & gear upgrades
  • Pause & return flow
  • Audio & gameplay settings
  • Accessibility & touch layout
  • Loading & empty states
  • Confirmations & recovery
02 / COMPONENTS

One consistent toolkit.

  • Chunky beveled buttons and touch interaction states
  • Thumb joystick, attack, dodge, and skill controls
  • Cooldown, ready, selected, and disabled feedback
  • Hero cards, gear slots, item details, and comparison panels
  • Campaign nodes, boss bars, and ground attack warnings
  • Currency counters, reward cards, and purchase review dialogs
  • Quest progress, achievement badges, and daily reward tiles
  • Sliders, toggles, bottom navigation, and notifications
  • Low-poly loot illustrations and navigation icon references
  • Rarity labels with distinct frames and color treatments
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 stage, review the challenge, and enter with one clear Play action.

  2. 02

    Move, attack, and dodge using large controls within thumb reach; read boss warnings before committing.

  3. 03

    Collect rewards, compare gear, and upgrade at camp before the next run.

Built into the design brief

Large touch targets, thumb-friendly controls, mirrored left-handed layouts, safe-area spacing, visible pressed states, readable labels, and indicators that combine icons with color. 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.