UI Packs
Nightcity Loading
20 cyberpunk loading and waiting indicators for dark interfaces — midnight blue with hot magenta accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Nightcity Loading is a set of 20 loading and waiting indicators drawn in the cyberpunk style, where every frame has its own asymmetric outline — a notch on one corner, a rail down one edge. It contains an eight-frame spinner, a three-frame dot cycle, a loading bar frame with four fill steps, an indeterminate striped bar, two skeleton text lines and a skeleton image block.
The loading screen is the screen a player looks at longest and the one nobody makes art for. It is also the one place where a bar means something different from everywhere else: a resource bar shows a value, a loading bar shows a process, and using the same sprite for both is how a health bar ends up on a loading screen.
The silhouette is composed rather than scaled: each of the four corners and four edges takes its own treatment, so no two frames in the set share an outline. The neon glow is a stack of strokes at falling opacity, not a blur filter — a filter is applied differently by some SVG rasterisers and turns the halo into a smear at 4x.
Inside that style this is the Nightcity reading of it: a dark interface on a midnight blue palette with hot magenta accents, built around a single bordered frame, chamfered buttons at 176x44, hollow-cored bars divided into 16 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.
The spinner ships as eight frames rather than one sprite to rotate. Rotation exists in every engine, but the number of frames does not — and in a pixel style a spinner that rotates smoothly is wrong, it should step. An eight-frame atlas is correct in both cases and works everywhere. The skeleton placeholders are here for the same reason the spinner is: an empty screen while content loads reads as broken, and a grey block that has the shape of the thing arriving reads as waiting.
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 Nightcity family, which means this kit and the Nightcity panel kit line up without either being resized. A good fit for cyberpunk, sci-fi and near-future interfaces.
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
- Play the spinner frames in order at about 12 frames per second; slower reads as stuck and faster reads as noise.
- Use the indeterminate bar when you cannot report a percentage, and switch to the stepped fills the moment you can — a fake percentage is worse than none.
- Lay the skeleton line and block in the same positions as the real content so nothing jumps when it arrives.
- Keep the loading bar in the accent colour rather than a resource colour; a loading bar that looks like a health bar is read as one.
License
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Nightcity Loading" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/nightcity-loading


