UI Packs

Slate Status Effects

12 realistic status effect frames and duration indicators for dark interfaces — neutral slate with warm gold accents. SVG plus transparent PNG at 1x, 2x and 4x.

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

About this pack

Slate Status Effects is a set of 12 status effect frames and duration indicators drawn in the realistic style, where a five-stop specular gradient runs down a brushed metal face with rivets at the corners. 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 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 Slate reading of it: a dark interface on a neutral slate palette with warm gold accents, built around a single bordered frame, square-cornered buttons at 128x40, banded bars divided into 10 segments, and outlined 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 Slate family, which means this kit and the Slate panel kit line up without either being resized. A good fit for realistic and simulation interfaces.

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Download ZIP102 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 readmeZIP102 kB Get →
Buff frame, outward corners, editable SVGSVG1.2 kB 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 Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice

Copy-paste credit line
"Slate Status Effects" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/ui/slate-status-effects