GAME UI COLLECTION / COLLECTION CONCEPT

Fantasy Adventurer

Every item has a story. Every screen has a purpose.

A cohesive direction for inventories, equipment, quest logs, and player HUDs.

In planningRelease date and pricing to be announced.
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Designed for
Fantasy RPGs and adventure games with equipment, character progression, and quest-driven exploration.
Collection direction
6 proposed screen types + reusable components
Availability
Not yet available to purchase or download

DESIGNED AS A SYSTEM

More than a
collection of buttons.

Fantasy RPGs and adventure games with equipment, character progression, and quest-driven exploration.

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.

  • Inventory
  • Equipment
  • Item comparison
  • Quest journal
  • Player HUD
  • Reward dialog
02 / COMPONENTS

One consistent toolkit.

  • Inventory slots and category tabs
  • Equipment frames and item cards
  • Rarity treatments with text labels
  • Stat rows and comparison tooltips
  • Quest markers and progress states
  • Health, resource, and experience bars
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

    Browse items by category with a visible current selection.

  2. 02

    Compare an item against equipped gear before committing.

  3. 03

    Equip or cancel, then return to the same inventory slot.

Built into the design brief

Visible focus, readable labels, states that do not rely on color alone, room for longer text, and layouts reviewed at different screen sizes. 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.