Hit Effects
Voidrunner Hit Effects
12 cyberpunk impact and effect sprites for dark interfaces — deep violet with toxic mint accents. SVG plus transparent PNG at 1x, 2x and 4x.

About this pack
Voidrunner Hit Effects is a set of 12 impact and effect sprites 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 a hit spark and a critical burst, an impact ring and a ground shockwave, a slash arc, a glow orb and a sparkle, a heal mark and a shield bubble and a dust puff, a lightning bolt and rising embers.
Every other kit in this catalogue draws the interface. None of them draw the moment one thing hits another, which is the first thing a combat system needs and the last thing a solo developer gets to. An effect sprite also has no outline to hide behind: it lives on top of the game for a few frames and then it is gone.
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 Voidrunner reading of it: a dark interface on a deep violet palette with toxic mint accents, built around a single bordered frame, chamfered buttons at 168x40, hollow-cored bars divided into 14 segments, and two-tone 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.
Every sprite is centred in a square canvas and symmetric about that centre, so the engine only has to scale and fade — an effect anchored off-centre drifts sideways as it grows, and that reads as a bug rather than a burst. The bodies are single-colour with no outline, because an outlined spark reads as a piece of interface rather than as light. The glow orb is built from stacked discs at falling opacity rather than a blur filter: a filter is rasterised differently across engines and turns to mush at 4x.
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 Voidrunner family, which means this kit and the Voidrunner 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
- Anchor every effect at the centre of its sprite and scale from there; these are drawn symmetric so that scale and fade is the whole animation.
- Play the hit spark for two or three frames at most. An impact that lingers stops reading as an impact.
- Tint by multiplying rather than replacing the colour — the sprites carry their own light-to-dark falloff, and a flat colour replace throws it away.
- Use additive blending for the spark, burst, glow and sparkle, and normal blending for the dust puff and embers, which are matter rather than light.
License
Creative Commons Attribution 4.0 — Free for commercial use. Credit required. Full terms · What this means in practice
"Voidrunner Hit Effects" by Oğuzhan Girgin, licensed under CC BY 4.0 — https://www.colorosse.com/assets/2d/vfx/voidrunner-hit-effects


