Bitrush Status Effects
======================

12 Y2K status effect frames and duration indicators for dark interfaces — ink
black with signal yellow accents. SVG plus transparent PNG at 1x, 2x and 4x.

Bitrush Status Effects is a set of 12 status effect frames and duration
indicators drawn in the Y2K style, where everything is flat and printed —
thick straight outlines, solid blocks, no glow anywhere. 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.

No gradient and no halo: the whole set is flat colour with a heavy straight
outline, which is what separates the Y2K poster look from the neon one. The
silhouettes are composed corner by corner rather than scaled from one
rectangle, so a badge and a banner in the same set do not share an outline.

Inside that style this is the Bitrush reading of it: a dark interface on a ink
black palette with signal yellow accents, built around a header band across
the top of the frame, tab-shaped buttons at 148x52, banded bars divided into 8
segments, and solid icons on a 16px 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 Bitrush family,
which means this kit and the Bitrush panel kit line up without either being
resized. A good fit for retro-futuristic menus and poster-styled interfaces.

HOW TO USE

  - Put your effect icon in the recessed centre at about 60% of the frame
    width; the recess is drawn with that margin.
  - Swap the whole frame between buff and debuff rather than tinting one,
    because the difference is in the corners.
  - 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.
  - 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: CC0-1.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/bitrush-status-effects
More free assets: https://www.colorosse.com
