Kit sheet — every element together, in this kit
Real sprites at 2×, composed by the engine. The lettering is placeholder text drawn by the browser and is not part of any export (§13) — your engine supplies the font.
Export — download a pack
Every sprite pack is a complete archive: its own kit.json,
palette.hex and README.txt, so one can be dropped into a project
without the others. Sizes are measured, not guessed — they settle as each pack is weighed.
KDE global theme is a different kind of thing: the same kit pointed at a
desktop instead of a game. Six layers — an Aurorae window decoration, a Plasma desktop theme,
a Kvantum application style, a partial icon theme, a color scheme, and the Look and Feel
package that selects them together — with an install.sh, a
crunchy-theme switcher and a README. It is a pixel theme, so run
integer display scaling: at 100% and 200% it is crisp and at 125% it is not.
Installer (.sh) is those same six layers as one self-extracting file,
for when you would rather not unzip anything: sh <file> installs it. It is
a shell script with the archive appended, so sh <file> --extract unpacks
the tree and stops if you would rather read it first — and the zip remains the version you
can simply open. Neither reaches the network; both were generated here.
To experience the full theme, install Kvantum
(the kvantum package on most distributions). Without it you still get the
window decorations, the panel, popups, tooltips, icons and the whole palette — five of the
six layers ride on mechanisms KDE ships. Kvantum is what carries the kit's frames
inside Qt applications like Dolphin and Kate, whose own style is compiled and can only take
colors. install.sh checks for it and skips that layer if it is absent.
Icon sheet (§8.2) — the whole kit, in the kit's palette
Click any icon for its detail and downloads. Every one of these is drawn from the ramp and the treatment on the left, so the sheet recolors as a set — an icon that stops matching its neighbours is visible without opening anything. ± marks one with settings of its own: a star's points, a cog's teeth, an arrow's direction.
Preview (§8.1) — the sprite, and the sprite working
States (§5) — modifiers over one description, not four drawings
The engine's own stretch (§4) — 9-sliced from the sprite
Both are what an ENGINE does with the sprite, which is why they share a tab: four states out of one description (§5), and a 9-slice reconstruction that must not smear (§4). Neither is a separate drawing — if the stretch looks wrong here it will look wrong in your game.
Overrides — what departs from the kit
Crunch strip (§8.3) — authored at the size it ships
Legibility — can these be told apart?
Facts
Slice sidecars (§6)
Export
The archive carries kit.json (insets, minimum size, stretch axis and
repeat mode per element), palette.hex, and a README.txt with
the Unity, Godot and CSS values spelled out. PNG scales by integer nearest-neighbour — never
let an importer resample them. If the kit moves (Edge flow, under FRAME), anything
animated also ships a -strip.png: the whole loop side by side, with the frame
count and frame size in kit.json. The still PNG stays and is frame 0.
SVG ships as Curves or Pixels: curves keep the vector, so an icon stays a smooth
outline at any size; pixels emit the sprite as the PNG’s own rectangles, so a round
button blown up to poster size still has the steps a low-resolution console would have drawn.
The preview follows whichever you pick.