UI Packs

Carbon Cursors

12 realistic mouse cursors for dark interfaces — near black with warning amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

  • ui
  • svg
  • transparent png
  • cursor
  • pointer
  • crosshair
  • mouse
  • realistic
  • realistic
  • realistic
  • cockpit
  • simulation
  • racing
Sheet showing 12 realistic mouse cursors from the Carbon family, arranged on a transparency checkerboard with their pixel sizes printed underneath
1600×739 previewtransparency shown as checkerboard

About this pack

Carbon Cursors is a set of 12 mouse cursors drawn in the realistic style, where a five-stop specular gradient runs down a brushed metal face with rivets at the corners. It contains an arrow and an arrow with a wait ring, a pointing hand and a move cursor, a crosshair and a target lock, attack, talk and loot cursors, busy, blocked and text cursors and a resize cursor.

A game that draws its own interface and then leaves the operating system cursor on top of it has a hole in the middle of the screen, and it is the part the player looks at constantly. Cursors are also the one sprite that has no control over its background: it passes over sky, stone, fire and inventory in the same second.

The brush texture is a 3px line pattern rather than real noise: noise triples the PNG weight for a texture nobody can see at 1x. The shadow is layered rather than blurred so it holds up at 4x.

Inside that style this is the Carbon reading of it: a dark interface on a near black palette with warning amber accents, built around four corner brackets in place of a closed border, chamfered buttons at 152x44, hollow-cored bars divided into 14 segments, and two-tone icons on a 32px 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.

Every cursor carries an outline in the opposite end of the palette from its body, which is what keeps it readable over a background the kit knows nothing about — a dark cursor over a dark cave disappears, and no amount of styling fixes that. The hotspot is named in the file title of each sprite rather than left for you to guess: the arrow clicks at 0,0 and the crosshair at its centre, and a hotspot that is off by three pixels is a game where the player misses what they aimed at.

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 Carbon family, which means this kit and the Carbon panel kit line up without either being resized. A good fit for realistic and simulation interfaces.

Download

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Download ZIP51 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 readmeZIP51 kB Get →
Arrow cursor, hotspot 0,0, editable SVGSVG409 B Get →

How to use it

  1. Set the hotspot from the sprite title when you register the cursor — arrow and hand click near their tip, crosshair and target at the centre of the sprite.
  2. Use the 32 px PNG for a hardware cursor and keep it to whole-number scaling; a hardware cursor is composited by the OS and a fractional scale is where the outline goes soft.
  3. Swap to the attack, talk and loot cursors from your interaction raycast rather than tinting one cursor, because the silhouette is what a player reads at a glance, not the colour.
  4. The blocked cursor is for a refused action, not for a disabled control — a disabled button already says that with its own sprite, and using both at once says it twice.

License

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

Copy-paste credit line
"Carbon Cursors" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/carbon-cursors