UI Packs

Basalt Quest Log

13 low-poly quest log and objective widgets for dark interfaces — ash grey with magma orange accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • quest
  • journal
  • objective
  • mission
  • log
  • lowpoly
  • low-poly
  • low poly
  • stone
  • survival
  • dark ui
Sheet showing 13 low-poly quest log and objective widgets from the Basalt family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×739 previewtransparency shown as checkerboard

About this pack

Basalt Quest Log is a set of 13 quest log and objective widgets drawn in the low-poly style, where the silhouette is an angular polygon and the face is split into flat triangles. It contains four journal entry states, three objective row states, a reward preview strip, an active and an idle journal tab and three countable difficulty marks.

A quest log is a list where every row means something different from its neighbour, and the difference is almost always drawn as a colour: green for done, grey for failed, gold for tracked. Three greys and a gold later the log reads as a gradient rather than as a list, and a player scanning it for the one quest they are actually on has to read every line.

Four triangles meet off-centre and each carries its own flat tone, which is exactly how a faceted mesh shades. There are no curves anywhere in the kit and no gradient on any facet.

Inside that style this is the Basalt reading of it: a dark interface on a ash grey palette with magma orange accents, built around a single bordered frame, square-cornered buttons at 120x44, banded bars divided into 7 segments, and solid icons on a 24px grid. Those measurements are why two families can share an art style without being interchangeable: the style decides how an edge is drawn, the numbers decide what the interface is for.

All four states carry their mark in the same left-hand column, which is what lets a long log be scanned down one line rather than read: active takes a bar down the whole edge, tracked a wedge, done a tick and failed a cross. Done and failed therefore differ from each other by mark rather than by hue, and the column stays legible at any row height. The objective rows are a size down from the entries and share their left margin, which is what makes a nested objective read as belonging to the quest above it rather than as another quest.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x, so you can drop the PNGs straight into an engine or open the vector and change a colour. Built to the same measurements as the rest of the Basalt family, which means this kit and the Basalt panel kit line up without either being resized. A good fit for low-poly games.

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Download ZIP97 kB

Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP97 kB Get →
Quest journal entry, active, editable SVGSVG837 B Get →

How to use it

  1. Nine-slice the entries horizontally only; the left edge carries the tracked marker and stretching across it would stretch the marker with it.
  2. Indent objective rows to the entry margin they are drawn for rather than adding your own indent, and the nesting lines up.
  3. Use the difficulty marks by count. They are drawn as a countable series so a four-pip quest is comparable to a one-pip quest at a glance.
  4. Keep the reward strip below the objectives rather than in the entry header: it is drawn at full entry width and expects to be the last row of an expanded quest.

License

Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Basalt Quest Log" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/basalt-quest-log