Boss HUD: four disciples, four small bars

Phantom Blade Zero · HUD & Gameplay UI

Art style Realistic 3D

Phantom Blade Zero - Boss HUD: four disciples, four small bars

About this game

Developer: S-GAME Studio · Publisher: S-GAME Publishing · Platform: PC (Steam) · Art style: Realistic 3D · Screen type: HUD & Gameplay UI

More Phantom Blade Zero screens in the Gallery

What to study

The same HUD under group pressure: the boss summons four white-clad disciples, and the interface answers by cloning its own boss bar at miniature scale over each add's head - silver over gold, no names, no numbers. The two scales never compete, because the grammar is positional: a named plate at top-centre is the boss, a small bar over a body is a disciple, and the player's own state never leaves the bottom-left medallion cluster. It is the Souls-like bar language pushed toward calligraphy - two hairline tiers doing all the work that health pips, portraits and target frames do in busier action games. Frame at about 1:10 in the Year of the Snake Gameplay Trailer video (Steam), manually extracted from the pipeline-fetched video - the trailer's boss fight is one continuous take the scene-change pass did not sample. Pre-release footage (the game launches Oct 29, 2026).

Patterns

How the screen is arranged.

minimal-hud status-row

Components

Parts on screen.

Illustration Progress bar

Screen inventory

  • the boss plate persists at top-centre, its silver bar now chipped to roughly three-quarters with the gold sub-bar showing beneath - damage read as two layers wearing at different rates
  • four disciple adds each carry the same two-tier bar miniaturised over their heads: one bar vocabulary at two scales, and only the boss ever gets a name
  • bottom-left: the flask medallion (5 / 3) and the white-over-gold twin bars, unchanged in position and size from the opening frame
  • bottom-right: the two tilted weapon diamonds, one tile's artwork now lit in purple-red - the only saturated colour in the entire HUD
  • the camera has pulled wide over the burning village arena, and every HUD element stays pinned to its corner - the adds' bars are the only interface that moves with the world

Top 3 colors

#1f1b19 24%#664c38 20%#795e45 19%

Top three palette colors by share. The remaining colors make up the rest.

Source and credit

© S-GAME Studio / S-GAME Publishing, Phantom Blade Zero screenshot: Year of the Snake Gameplay Trailer video (Steam), shown for design study and commentary. PlayCraft is an unofficial fan project, not affiliated with or endorsed by S-GAME Publishing.

Source tier 2 (publisher-released) · screenshot: Steam store page · Steam page

Source details

Fetched 2026-10-22. verified 2026-10-22: frame manually extracted at 70s from the pipeline-fetched Year of the Snake Gameplay Trailer video (Steam) and inspected visually at full resolution (1920x1080 native) - settled group-fight frame, boss plate, four overhead disciple bars and corner clusters sharp and legible

no published policy found (checked 2026-10-22); fair-use study use, takedown honored within 48h

Rights holders: see Copyright & takedown.