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Relics of the Abyss — Feedback on a Dark-Fantasy RPG UI Art Collection

Started by Nexa Visuals Jul 30 at 8:55 PM 0 replies 600+ views
Original Post
Nexa Visuals
Nexa Visuals

Hi everyone!

Relics of the Abyss — Interactive Showcase

I’d like to share Relics of the Abyss, a coordinated dark-fantasy UI art collection created for RPGs, action RPGs, roguelikes and dungeon crawlers.

The visual direction combines aged metal, carved stone, gothic ornamentation and violet arcane lighting. The goal was to create a consistent interface language across inventory, equipment, crafting, magic and combat systems.

Collection overview

The Complete Edition includes:

  • 10 coordinated UI art packs

  • 1,101 modular interface designs

  • 18 full-screen UI concepts

  • 8,911 PNG files

  • Production resolutions from 64×64 to 1024×1024

  • Transparent modular interface elements

  • Icons, frames, panels, buttons, HUD elements and inventory components

The collection covers:

  • Weapons, armor, potions and spells

  • Inventory and equipment interfaces

  • Crafting, alchemy, trading and loot systems

  • Character screens and grimoires

  • Resource bars, minimaps and combat HUD elements

  • Gothic panels, frames and decorative controls

Interactive showcase

The browser-based showcase presents the artwork in interface-style compositions:

https://nexavisuals.itch.io/relics-of-the-abyss-interactive-showcase

Technical notes

This is primarily a visual UI asset collection. It does not include gameplay systems, interface logic, custom shaders or native Unity UI prefabs.

Packs 01–09 contain modular interface assets. Pack 10 contains flattened full-screen concept images intended for visual direction, prototypes, mockups and presentation.

The artwork is AI-assisted. Every included asset was manually reviewed, corrected, cleaned, resized, organized and technically prepared by Nexa Visuals.

The Complete Edition is also available on the Unity Asset Store:

https://assetstore.unity.com/packages/2d/gui/relics-of-the-abyss-complete-edition-394180

I’d appreciate feedback on the visual hierarchy, readability and overall consistency. Which interface direction would you like to see explored further: inventory, equipment, crafting, grimoire or combat HUD?

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