About Survival Crafting Icons - 175 Resource Items
- Theme > Stylized
- Theme > Nature & Countryside
- Art & Visuals > 2D
- Art & Visuals > UI & GUI
175 icons for everything a survivor chops, mines, gathers and packs.
Logs, planks, branches, bark, bamboo and firewood bundles. Boulders, pebbles, flint, sandstone, slate and coal. Raw ores and cut gems — copper, iron, gold, cobalt, emerald, topaz, aquamarine and more — plus iron and silver ingots, nuts, bolts, springs, plates and glass. Plant fibers, straw sheaves, vines, palm fronds and rope. Cloth scraps, canvas, burlap, rawhide and leather. Furs, feathers, bones, horns, antlers, tusks and skulls. Forage from the wild: nuts, seeds, pine cones, berries and six kinds of mushroom. Shells, pearls, sponge and coral from the shoreline. Food for the campfire — meat, fish, eggs, butter, cheese, honey — and the gear that keeps it: canteens, waterskins, flasks, tonics, sacks, baskets, bedrolls, crates, canned fish, hardtack and a leather backpack. Every icon shares the same soft lighting, bold colours and rounded shapes, so any two of them sit together in an inventory grid.
Built for survival, crafting and gathering loops. The set is organised by resource family — wood, stone, ores & gems, metal & glass, plants & fibers, cloth & leather, animal parts, forage, shoreline, food, drinks, provisions — so gathering nodes, crafting recipes, material tiers and camp storage need no extra art.
Two states of every icon, same name, same folder.
Color — the default state
Grayscale — a ready "locked / not yet gathered / missing ingredient" state
Switching a whole UI between states is a folder-name change in your path string.
Scroll through everything before you buy. The demo scene shows all 175 icons in one grid with buttons that switch the grid between Color and Grayscale.
No pipeline lock-in. Plain sprites with an alpha channel. Built-in, URP and HDRP all work, and so do uGUI and UI Toolkit. Nothing to configure.
Logs, planks, branches, bark, bamboo and firewood bundles. Boulders, pebbles, flint, sandstone, slate and coal. Raw ores and cut gems — copper, iron, gold, cobalt, emerald, topaz, aquamarine and more — plus iron and silver ingots, nuts, bolts, springs, plates and glass. Plant fibers, straw sheaves, vines, palm fronds and rope. Cloth scraps, canvas, burlap, rawhide and leather. Furs, feathers, bones, horns, antlers, tusks and skulls. Forage from the wild: nuts, seeds, pine cones, berries and six kinds of mushroom. Shells, pearls, sponge and coral from the shoreline. Food for the campfire — meat, fish, eggs, butter, cheese, honey — and the gear that keeps it: canteens, waterskins, flasks, tonics, sacks, baskets, bedrolls, crates, canned fish, hardtack and a leather backpack. Every icon shares the same soft lighting, bold colours and rounded shapes, so any two of them sit together in an inventory grid.
Built for survival, crafting and gathering loops. The set is organised by resource family — wood, stone, ores & gems, metal & glass, plants & fibers, cloth & leather, animal parts, forage, shoreline, food, drinks, provisions — so gathering nodes, crafting recipes, material tiers and camp storage need no extra art.
Two states of every icon, same name, same folder.
Color — the default state
Grayscale — a ready "locked / not yet gathered / missing ingredient" state
Switching a whole UI between states is a folder-name change in your path string.
Scroll through everything before you buy. The demo scene shows all 175 icons in one grid with buttons that switch the grid between Color and Grayscale.
No pipeline lock-in. Plain sprites with an alpha channel. Built-in, URP and HDRP all work, and so do uGUI and UI Toolkit. Nothing to configure.