Game UI
Every menu a game needs
Data driven systems with keyboard, mouse, touch and gamepad, in swappable skins.
- Game menu kit (React)Title, modes, options, pause and results with keyboard, pad and touch.
- Game menu kit (vanilla)The same menus in plain TypeScript for canvas games, with real controller glyphs.
- Skins kitchen sinkEvery game UI part in four swappable skins: parchment, tome, cathedral tech and clean.
- Wizard library atmosphereCandle light, dust motes and a calm ambient soundscape that starts only when you ask.
- InventoryGrid with item sizes, equipment slots, stacking, drag and drop and a pad move mode.
- CraftingRecipes from data, have and need counts, and crafting that consumes.
- ShopBuy and sell with confirm dialogs and clear can not afford states.
- MapsMinimap with fog of war, and a world map with pan, zoom, regions and fast travel.
- Skill treeNode graph from data with prerequisites, costs, respec and spatial pad navigation.
- Quests, dialogue and moreQuest log, dialogue with choices, stats, loadouts, achievements and save slots.
- 3D showcaseShader hero, particles, floating objects and pinned story behind a device tier gate.