UI Packs

Blocks Status Effects

12 voxel status effect frames and duration indicators for dark interfaces — cool stone with signal orange accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • buff
  • debuff
  • status effect
  • cooldown
  • voxel
  • voxel
  • voxel
  • blocky
  • isometric
  • cube
Sheet showing 12 voxel status effect frames and duration indicators from the Blocks family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×1091 previewtransparency shown as checkerboard

About this pack

Blocks Status Effects is a set of 12 status effect frames and duration indicators 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 buff, debuff and neutral frames, permanent and expiring frames, five duration ring steps, a duration bar and a stack count badge.

A buff icon sits on screen for three seconds and the player never looks straight at it — they catch it in the corner of their eye. That rules out the usual solution: a green border for good and a red one for bad collapses in colourblind modes, and it collides with whatever colours the game itself is already using on that HUD.

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.

Buff and debuff are separated by shape instead. The buff frame pushes its corners outward and the debuff frame folds them inward: one grows, the other eats. Both survive a greyscale screenshot. Duration is a ring around the icon rather than a bar beneath it, because a bar pushes every icon down a few pixels and breaks the row. The rings ship as five steps rather than one sprite because most engines cannot clip an SVG at runtime — a filling ring is either a shader or a step atlas, and the atlas works everywhere. The frames ship empty: your own effect icon goes in the middle.

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.

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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 readmeZIP28 kB Get →
Buff frame, outward corners, editable SVGSVG916 B Get →

How to use it

  1. Put your effect icon in the recessed centre at about 60% of the frame width; the recess is drawn with that margin.
  2. Swap the whole frame between buff and debuff rather than tinting one, because the difference is in the corners.
  3. Play the duration rings as an ordered sequence from full to empty, or use the ring at 50 percent as the single frame when the exact remainder does not matter.
  4. Anchor the stack badge to the top-right corner of the frame and draw the count with your own font — no digits are drawn here.

License

Creative Commons Zero 1.0 — Public domain. No credit required. Full terms · What this means in practice