GAME UI COLLECTION / FIRST PLANNED RELEASE

Modern Essentials

A clearer path from main menu to play.

A complete visual direction for contemporary menus, expedition HUDs, inventory, maps, and accessible settings.

In planningRelease date and pricing to be announced.
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Designed for
Indie games, prototypes, and contemporary worlds that need a restrained, adaptable interface.
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.

Indie games, prototypes, and contemporary worlds that need a restrained, adaptable interface.

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
  • Pause menu
  • Audio settings
  • Video & display
  • Accessibility settings
  • Controls & rebinding
  • Save / load & empty slots
  • Loading & progress
  • Difficulty selection
  • Inventory
  • Equipment & comparison
  • Journal & objectives
  • Gameplay HUD
  • Rewards & progression
  • World map
  • Expedition home hub
  • Radial quick menu
  • Store & currency
  • Confirmations & errors
  • Death & retry
02 / COMPONENTS

One consistent toolkit.

  • Primary, secondary, and icon buttons in six interaction states
  • Tabs, navigation rows, and radial wedges
  • Toggles, checkboxes, sliders, dropdowns, and steppers
  • Modal frames, tooltips, notifications, and error feedback
  • Inventory slots, item cards, comparisons, and save slots
  • Health, stamina, experience, and loading indicators
  • Navigation glyphs and expedition item icons
  • Keyboard, mouse, and controller prompts
  • Text scale, contrast, subtitles, and motion preferences
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

    Open the pause menu with a predictable initial selection.

  2. 02

    Move into settings without losing the previous selection.

  3. 03

    Confirm or cancel changes, then return focus to the launching control.

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.