UI Packs
Blocks Quest Log
13 voxel quest log and objective widgets for dark interfaces — cool stone with signal orange accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Blocks Quest Log is a set of 13 quest log and objective widgets drawn in the voxel style, where each surface is the front face of a cube with a lit top face and a shaded right face. 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.
The extrusion is real geometry rather than a shadow: the light angle never changes, there are exactly three tones per block, and the front face is inset so the cube stays inside its own sprite bounds.
Inside that style this is the Blocks reading of it: a dark interface on a cool stone palette with signal orange accents, built around a single bordered frame, square-cornered buttons at 132x48, tick-marked bars divided into 8 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 Blocks family, which means this kit and the Blocks panel kit line up without either being resized. A good fit for voxel and blocky games.
Download
Direct link · no sign-up · no wait pageComplete set — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- Nine-slice the entries horizontally only; the left edge carries the tracked marker and stretching across it would stretch the marker with it.
- Indent objective rows to the entry margin they are drawn for rather than adding your own indent, and the nesting lines up.
- 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.
- 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 Zero 1.0 — Public domain. No credit required. Full terms · What this means in practice



