UI Packs
Recon Quest Log
13 field kit quest log and objective widgets for dark interfaces — gunmetal with flare orange accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Recon Quest Log is a set of 13 quest log and objective widgets drawn in the field kit style, where stencilled panels with squared corners, a bone trace and exactly one signal colour. 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.
No glow and no gradient anywhere: a painted crate does not glow, and the restraint is the whole look. The silhouettes stay close to the rectangle and earn their difference from stepped shoulders and edge rails rather than from cuts, which is how stencilled field markings actually behave.
Inside that style this is the Recon reading of it: a dark interface on a gunmetal palette with flare orange accents, built around a single bordered frame, chamfered buttons at 116x32, hollow-cored bars divided into 20 segments, and two-tone icons on a 16px 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 Recon family, which means this kit and the Recon panel kit line up without either being resized. A good fit for tactical, survival and military 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
- 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 Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Recon Quest Log" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/recon-quest-log


