ShowcaseThe Last Hunt UI Kit

A complete game UI in one file.

Twenty console-style screens for a fictional dark-fantasy hunting game, from the title screen to the leaderboard. Built in Envy and drawn here by the web runtime. Names, numbers and dialogue are example data.

Screens
20
Plus 4 component sheets: foundations, controls, HUD, items.
Components
180
In 30 variant sets, with text, toggle and swap properties.
Layers
6,106
0 errors and 0 warnings from envy validate.
Languages
5
English, German, French, Spanish and Brazilian Portuguese on the title screen.

Front end

01 TitlePress any button over the moonlit ruins. The title, lore and prompt settle in with an intro animation, and the prompt breathes.31 layers
02 Main menuSix menu items in an auto-layout column, the hunter’s coin and level, and the last save. Anchored, so it holds at 21:9 and 4:3.65 layers
03 Character selectFour hunters with stats, a signature ability and a starting kit. One stays locked until a later chapter.210 layers
04 Settings · AccessibilitySubtitles, color filters, interface scale and camera shake, with a live preview of the focused setting.160 layers

Preparing the hunt

05 Hunt boardSix contracts with threat pips and grades, and the Antlered King’s contract open with rewards.188 layers
06 Hunter · EquipmentWeapons and gear, combat stats with a green delta for the previewed change, and a set bonus.186 layers
07 Skill treeThree branches of five skills with learned, available and locked states and a hold-to-learn button.202 layers
08 LoadingThe next destination, the contract checklist and a hunter’s tip. The bar is bound to loading progress.59 layers

In the hunt

09 HUD · Boss fightBoss bar with phase markers, damage numbers, the hunter’s health and stamina, and four abilities. Bound to data.139 layers
10 HUD · Bow aimAiming slows time. Quiver count, weak points, a compass and the breath meter.73 layers
11 DialogueThe Bonecaller speaks, with three replies and the tracked choice marked.60 layers
12 PauseResume, camp, map and settings, with the current contract and the run so far. Opens over the HUD as an overlay.94 layers

Camp and trade

13 InventoryItem slots by rarity, a tooltip with stat changes against what’s equipped, and pack weight.185 layers
14 CraftingFire arrows from broadheads, lantern oil and dry kindling, with a hold-to-craft button.196 layers
15 MerchantBrann’s Stores: buy and sell lists, stock, prices and a comparison card.197 layers
16 World mapThe Northern Reach with the tracked route, discovered places and a legend.180 layers

Records and endings

17 BestiaryThe hunter’s journal: beasts and wardens, weak points, trophies and research progress.179 layers
18 Hunt completeThe King has fallen: time, accuracy, damage, spoils, XP and a level-up.76 layers
19 FallenYou were hunted: the last hits taken, a tip, and a hold-to-rise-again button.72 layers
20 LeaderboardFastest hunts for the contract, with friends and global tabs and your own row pinned.308 layers

The look: Moonlit Bone

Quiet by default, readable from the couch.

Bone on near-black

Titles and values in bone, body text a step dimmer, panels in four ink steps. The art leads.

Ember is the player

Focus, the tracked target, your place on the map and progress fills. Never decoration, never a status color.

Never color alone

Rarity also has pips, stat changes have ▲ ▼ and states have words or glyphs.

Three typefaces

Jaini for titles, Archivo at two widths for the interface, Spectral Italic for lore. All embedded in the document.

Built for 1920 × 1080

A 96 px title-safe margin. Anchors keep each group in place at other aspect ratios.

Behaves like a game

Intro animations, a breathing prompt, data-bound bars, scenarios, focus rings and named events for every menu item.

Take it apart. It ships with the editor.

Alpha testers find it under New project, then Showcase projects › The Last Hunt · UI kit v2.