GAME UI COLLECTION / STRATEGY & SIMULATION COLLECTION CONCEPT

Havenworks

Plan a little. Build something thriving.

Chunky low-poly 3D interfaces for strategy, simulation, and management games: plan settlements, guide production, balance resources, and help communities grow.

In planningRelease date and pricing to be announced.
Explore planned contents Tell us what you need
Designed for
City builders, colony simulators, tycoon games, and resource-management strategy games with detailed systems and an approachable visual style.
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.

City builders, colony simulators, tycoon games, and resource-management strategy games with detailed systems and an approachable visual style.

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
  • Scenario & world setup
  • Settlement HUD & time controls
  • Build catalog & placement
  • Roads, zoning & service coverage
  • Building details & upgrades
  • Production chains & bottlenecks
  • Storage, logistics & trade routes
  • Workforce & job priorities
  • Citizens, needs & happiness
  • Economy, budget & taxes
  • Research tree & unlocks
  • Market & trade review
  • Region map & expansion
  • Objectives, milestones & rewards
  • Events, alerts & decisions
  • Analytics & map overlays
  • Pause, save & load
  • Settings, accessibility & controls
  • Loading, empty states & recovery
02 / COMPONENTS

One consistent toolkit.

  • Beveled buttons with hover, focus, pressed, selected, and disabled states
  • Resource counters, capacity meters, population, and happiness indicators
  • Build catalogs, placement footprints, zoning tools, and service overlays
  • Building detail cards, upgrade comparisons, and worker steppers
  • Production nodes, flow connectors, bottleneck warnings, and queues
  • Warehouse capacity bars, cargo cards, and trade route markers
  • Worker assignment rows, priority selectors, and citizen need meters
  • Budget charts, tax sliders, trade reviews, and transaction summaries
  • Research nodes, region boundaries, milestone cards, and decision dialogs
  • Time controls, camera prompts, map legends, and chunky resource icons
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 scenario, inspect resources, and place buildings with clear costs and connection requirements.

  2. 02

    Spot bottlenecks, assign workers, and adjust production or logistics without losing the settlement view.

  3. 03

    Review budgets and citizen needs, unlock research, and expand when the settlement can support it.

Built into the design brief

Readable resource totals, explicit costs and capacity limits, labeled chart axes, map legends with patterns and icons, visible pause and speed states, and predictable ways to cancel placement or return to the settlement. 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.