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Horror Main Menu UI preview
Unity

Horror Main Menu UI

By Chiguero

$10.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $10.99. The latest store price is $10.99, matching the lowest recorded price shown here.

Recorded prices for Horror Main Menu UI 3 price observations from Sep 28, 2026 to Nov 2, 2026. Lowest recorded price $10.99. Exact dates and prices are listed below. $0.00 $7.00 $13.99 Sep 28, 2026: $13.99. Unity First Price 2026-09-28 2026-09-28 Oct 19, 2026: $10.99. Unity Permanent Decrease 2026-10-19 2026-10-26 Nov 2, 2026: $10.99. Latest store price Sep 28, 2026 Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 3 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$10.99Latest store price
$10.99Unity Permanent Decrease 2026-10-19 2026-10-26
$13.99Unity First Price 2026-09-28 2026-09-28

Sale and bundle history

The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Horror Main Menu UI

  • Theme > Horror & Gothic
  • Theme > Realistic
  • Art & Visuals > UI & GUI
Horror Main Menu UI is a complete, ready-to-ship front end for horror and survival games. It is a finished main menu you drop into your project and use, not a set of UI sprites you still have to assemble and wire up yourself.

The main menu is the first thing every player sees and the last thing most developers get to. Building one properly costs weeks that have nothing to do with your actual game: a settings screen where every slider genuinely changes something and remembers it next launch, a rebinding screen that will not let a player bind two actions to the same key, and then a second copy of that entire settings UI for the in-game pause menu to keep in sync forever. Most menu packages hand you the layout and leave the wiring to you, so the sliders move but nothing happens behind them. This one is the opposite: every control is connected to working code, so you ship the menu on day one and spend your time on your game.

Play, Continue, Settings, Credits and Quit over an atmospheric background, fully navigable with mouse, keyboard or gamepad. An animated marker slides an outline box and chevron onto the highlighted item. Escape steps back one panel at a time, and each panel remembers which control to select first, so gamepad players are never left with nothing highlighted. Continue greys out automatically until a save exists. Play fades to black, holds a beat for pacing, then loads your scene asynchronously with an optional loading panel and progress bar.

The backdrop is a photographic corridor lit by failing fixtures. Two plates, one lit and one blacked out, cross-fade so the highlights the ceiling lamps cast die away while emissive detail keeps burning - it reads as dying bulbs, not a dimmer. Blackout frequency, duration, stutter count and recovery speed are all yours to retune. Slow drift wanders the image without ever repeating in a way the eye locks onto, and floating dust motes keep the frame alive. Swapping in your own artwork takes two images and one click, and the background resizes itself to fill the camera at any aspect ratio, so it looks right on ultrawide and 4:3 alike.

Thirty-two working settings across four tabs, each backed by real code and saved between sessions.

Gameplay - mouse sensitivity, UI scale, HUD toggle, HUD scale, quick swap, tutorial toggle, developer console toggle, radar style, notification position, language.

Audio - master, music, SFX and voice-chat volume, subtitles, voice chat toggle, output device, microphone device.

Visuals - resolution, window mode, VSync, brightness, gamma, field of view, draw distance, texture quality, texture filtering, shadow quality, shadows, soft particles, reflections, motion blur.

Controls - full rebinding, below.

Adding a setting of your own follows a pattern you copy in minutes, so the menu grows with your game instead of being replaced by it.

Rebinding happens on interactive diagrams rather than a wall of text: a keyboard and mouse layout, and a gamepad layout with labelled callouts. Players click the key or button they want and press a new one. Binding a control already in use is rejected with a warning flash instead of silently stealing it from the other action - the most common source of broken-controls support tickets. Custom bindings persist between sessions, and Reset Controls restores your defaults behind a confirmation prompt.

On Windows, the Audio Device row lists the machine's actual output devices and switches the system default when the player picks one, so headset-and-speakers players can change output without leaving your game. Microphone selection is populated from the connected devices.

Escape during gameplay opens Resume, Settings and Main Menu over a dimmed screen, freezes time and releases the cursor. It reuses the exact same Settings panel as the main menu, so audio, graphics and rebinds are adjustable mid-game with no duplicate UI to maintain or restyle. Your gameplay scripts check one flag to suspend their input while it is open.

A three-slot save system writes readable JSON, tracks which slot is newest so Continue always resumes the player's latest progress, and drives the Continue button's state. Your own game state slots in without modifying the system. A demo gameplay scene is included so you can watch the entire save, pause and continue loop work before writing any code.

English, Spanish, French, German and Japanese included. Every built-in label is already localized through a table asset you edit, and adding your own strings or another language is a one-line call, not a refactor.

A confirmation dialog callable from anywhere, already wired into Quit, Reset Controls and Exit To Main Menu. Animated toggle switches, cycling arrow selectors with option dots, tabbed panels, styled sliders and dropdowns are all reusable on your own screens. Hover and click sounds are pre-attached to every button with volume already driven by the SFX slider, so adding audio means dropping in two clips.

Every scene, panel and wired reference here was generated by a heavily commented editor tool that ships with the package. Nothing is hand-placed and buried in the Inspector, so you can read exactly how any piece was built, rebuild any single part after editing it, and re-theme the whole menu without reverse-engineering someone else's prefab hierarchy. All scripts are commented, and the included documentation covers customizing, re-theming and integrating the menu with your own scenes and save data.

Unity price last checked .

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