UI Packs
Dusk Panel UI Kit — title-barred panels and buttons
Title-barred nine-slice dusk purple window panels, inset list frames and four square button states, as SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
A hard-edged kit for pixel games that still want a real menu, with the title bar built into the panel rather than bolted on. There are no rounded corners and no anti-aliasing anywhere: every border is a single flat pixel row, which is the only way a panel keeps its shape when a player runs the game at 3x on a 4K monitor. The violets are cool enough that amber reads as an alert without needing red.
Two nine-slice panels — a title-barred window frame with 16 px corners and a recessed inset frame with 12 px corners — cover almost every box a menu needs: dialogs, inventory grids, list backgrounds, tooltips and stat panels. A title band is built into the top of the panel, so a dialog header needs no second sprite and no manual alignment. Both stretch cleanly to any size because the corners never scale and the centre is a flat fill.
On top of the panels sit four square button states: default, hover, pressed and disabled. They are drawn on the same 96×32 base with 8 px corners, so you can swap the texture on a single button widget and get the whole interaction loop without moving a rectangle. The pressed state drops its face two pixels and removes the top highlight rather than just darkening, which is what makes a button feel clicked rather than merely recoloured.
Everything ships twice. The SVG sources are the files the kit was drawn in — open them, change the six night-violet tones or the single amber accent, and re-export. The PNG exports are flat, transparent and pre-scaled at 1x, 2x and 4x for engines that want bitmaps, with no premultiplied alpha and no baked-in shadow outside the sprite bounds.
Download
Direct link · no sign-up · no wait pageComplete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- In Unity, import the PNGs, set Texture Type to Sprite (2D and UI), and set the border to 16, 16, 16, 16 for the window panel and 8, 8, 8, 8 for the buttons; then set Image Type to Sliced on the UI component.
- In Godot 4, use a NinePatchRect and set the patch margins to the same numbers, or drop the SVG straight in and let Godot rasterise it at the scale you set in the import options.
- In Unreal, import as a Texture2D, create a Slate Brush with Draw As set to Box, and enter the margin as a fraction of the texture size — 0.2 for the 80 px panel and 0.08333 for the 96 px button.
- For crisp results at non-integer UI scales, use the 2x or 4x PNG rather than upscaling the 1x, or point your engine at the SVG source and let it rasterise at the final size.
- Every edge lands on a whole pixel and nothing is anti-aliased, so import the 1x PNG with filtering set to Point (Unity), Nearest (Godot) or Nearest-Neighbour (Unreal) and scale by whole numbers only.
License
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Dusk Panel UI Kit — title-barred panels and buttons" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/dusk-panel-ui-kit


