title: Menu systems (main menu, pause, inventory, settings, store) applies_to: [game-ui, menus, navigation] version: 1.0.0 last_updated: 2026-05 stability: stable
Menu systems¶
Menus in games are full-screen interfaces players navigate to (not glanced at like HUD). Different rules: density, depth, visual hierarchy.
Read game-ui-fundamentals.md first.
Menu types¶
| Menu | When |
|---|---|
| Main menu | Game launch; before play |
| Pause menu | During gameplay; suspended state |
| Inventory | Open via key; manage items |
| Character / stats | Manage character build |
| Settings | Audio / video / control / a11y options |
| Store | Buy items / unlock content |
| Social / friends | Online play |
| Leaderboards | Compare with others |
| Achievements | Unlocked progress |
| Tutorial / help | Learn mechanics |
Each has conventions players expect.
Main menu¶
The first thing players see. Sets tone.
Common items¶
┌──────────────────────────┐
│ │
│ [GAME LOGO] │
│ │
│ │
│ ▶ Continue │ ← if save exists
│ New Game │
│ Load Game │
│ Multiplayer │ (if applicable)
│ Store │ (if applicable)
│ Settings │
│ Credits │
│ Quit │
│ │
│ │
│ [news / version info] │
└──────────────────────────┘
Hierarchy¶
- Continue / Play is the most-used; top.
- New Game is rare (most sessions resume); below.
- Settings is necessary but not primary.
- Quit at bottom (lowest priority on desktop / console; sometimes hidden on mobile).
For mobile / always-online games: "Quit" is rarely shown (just close app); main menu often skipped entirely (auto-progress to lobby / character select).
Background¶
- Cinematic: animated background, ambient music. Premium feel.
- Static: single beautiful frame. Cheaper.
- Live render: in-game character on idle animation.
- Procedural: shifts each session.
For Korean MMOs: often shows the player's character with all gear visible (motivates investment).
Pause menu¶
┌──────────────────────────┐
│ │
│ PAUSED │
│ │
│ Resume │
│ Restart │
│ Settings │
│ Quit to main menu │
│ │
└──────────────────────────┘
Or modern variant — show pause options + map / progress / inventory tabs:
┌──────────────────────────────────────┐
│ [Resume] [Map] [Inventory] [Settings]│
│ │
│ [active tab content] │
│ │
└──────────────────────────────────────┘
Pause menu rules: - Pause is a single key (Esc / Start / Menu button). - Confirmation for destructive actions (Quit → "Are you sure? Unsaved progress will be lost.") - In multiplayer: doesn't actually pause game; instead opens menu while game continues. Show this clearly.
Inventory¶
The most-iterated game menu. Many design patterns:
Grid¶
┌─────────────────────────────┐
│ [Item slot grid 8×6 ] │
│ [Tabs: Weapons | Armor | ] │
└─────────────────────────────┘
Most common. Drag-and-drop on PC; tap on mobile.
List¶
┌─────────────────────────────┐
│ ▶ [icon] Iron Sword +5 ATK│
│ [icon] Wooden Bow +3 ATK│
│ [icon] Leather Armor +2 │
│ ... │
└─────────────────────────────┘
For fewer items / mobile / simpler UX.
Tetris (Resident Evil 4 / Escape from Tarkov)¶
Items have shapes; rotate / pack into limited grid. Adds gameplay; expensive UI.
Stacked panel (Korean MMO style)¶
Multi-tab inventory: - Main bag (primary stash). - Crafting materials tab. - Quest items tab. - Consumables tab. - Currency tab. - Premium / paid items tab.
Each tab is its own grid. Tab switching is fast; common Korean MMO UX.
Item detail¶
Hover (PC) or tap (mobile) shows full item info:
┌──────────────────────┐
│ [item icon, large] │
│ │
│ Iron Sword │
│ Common Weapon │
│ │
│ + 5 Attack │
│ + 1 Crit Chance │
│ Durability: 40/40 │
│ │
│ "A simple iron blade │
│ forged in ..." │
│ │
│ [Equip] [Drop] [Sell]│
└──────────────────────┘
For comparison (equip new vs current): show side-by-side.
Inventory rules¶
- Sort options: by type, by rarity, by recently acquired.
- Search / filter: as inventory grows.
- Auto-equip / loadout: save preset configurations.
- Stack identical items (potions × 5).
- Limit stack size (gameplay constraint, often 99 or 999).
- Highlight new items (unviewed badge).
For Korean MMOs: inventory is large (often 100+ slots). Sorting + filtering critical.
Settings menu¶
Sections (common):
| Section | Settings |
|---|---|
| Video / Display | Resolution, refresh, FOV, V-Sync, fullscreen mode, brightness, gamma |
| Audio | Master volume, music, SFX, voice chat, dialogue, subtitle volume |
| Controls | Remap keys / buttons, sensitivity, invert axis, deadzone |
| Gameplay | Difficulty, HUD options, tutorial toggles, language |
| Network | Region, NAT, ping limit |
| Accessibility | Subtitles, color-blind, screen reader, motion reduction, contrast |
| Account | Username, profile, link to social |
| Credits / About | Game info, version, legal |
Settings UX¶
- Apply / Cancel: changes preview but require confirm.
- Reset to defaults: per-section button.
- Search: large settings menus benefit from search ("subtitle" → finds it).
- Tooltips / explanations: especially for technical settings (anti-aliasing levels).
Korean MMO settings¶
Korean MMOs often have hundreds of settings: - HUD scale per element. - Combat number visibility. - Specific notification toggles. - Performance presets. - Multiple input mappings (PC + controller + mobile-controller hybrid).
Search becomes essential.
Store / shop¶
For games with monetization:
┌──────────────────────────────────────────┐
│ [Tabs: Featured | Bundles | Cosmetics ] │
│ │
│ [Featured promotion banner] │
│ │
│ [Item card] [Item card] [Item card] │
│ [Item card] [Item card] [Item card] │
│ │
│ [Currency: 💎 1240] [Buy gems] │
└──────────────────────────────────────────┘
Store UX: - Hero promotion at top. - Currency balance always visible. - Buy currency path always 1-2 taps from anywhere in store. - Item card shows: image, name, price (in real currency or premium currency). - Limited time banners with countdown. - Confirmation before purchase (especially expensive items).
Korean gacha store¶
Korean mobile gacha specifics: - 확률 표시 (probability disclosure) — REQUIRED by 게임산업진흥에관한법률 (Game Industry Promotion Act). - 누적 보상 (pity / cumulative rewards) — UI showing how many more pulls until guaranteed item. - 이벤트 타이머 — limited-time banners with prominent countdown. - 첫 결제 보상 (first-purchase bonuses). - VIP / 출석 — daily login + VIP tier rewards.
See korean-gaming-conventions.md for regulatory details.
Quest / mission menu¶
┌──────────────────────────────────────┐
│ [Tabs: Active | Available | Done ] │
│ │
│ ▶ Defeat the dragon │
│ Talk to elder afterward │
│ ───────────── │
│ Reward: 500 gold, Sword │
│ [Track] [Abandon] │
│ │
│ Find 5 rare herbs │
│ 3/5 collected │
│ ... │
└──────────────────────────────────────┘
Tracking: one quest can be "tracked" — its waypoint and HUD reminder show.
For story-heavy games: chronological / chapter-organized; player can replay completed.
Character / stats¶
┌──────────────────────────────────────┐
│ [Character render] │
│ Level 24 │
│ ─────────── │
│ HP 1450 INT 120 │
│ MP 540 WIS 85 │
│ STR 145 LUK 20 │
│ │
│ [Equipment slots] │
│ Weapon: [Iron Sword] │
│ Helmet: [empty] │
│ ... │
│ │
│ [Skill tree] │
└──────────────────────────────────────┘
For RPGs / MMOs: very dense. Often multi-tab (Stats / Equipment / Skills / Talents / Loadouts).
Tutorial / help¶
Modern games avoid traditional tutorial menus; integrate teaching into gameplay. But some still have: - First-run tutorial — initial sequence. - Help / how-to-play — reference accessed from main menu. - Tooltips — hover-triggered hints. - Codex / journal — lore + game systems explained.
Allow skip.
Navigation patterns¶
PC mouse + keyboard¶
- Click to navigate.
- Tab / arrows for keyboard.
- Esc to back / close.
- Enter to confirm.
Console (controller)¶
- D-pad / left stick to navigate.
- A / X to confirm.
- B / O to back / cancel.
- Y / △ for context action (often).
- Triggers / shoulders for tab switching.
- Back button toggles overlay (map, inventory).
Show button prompts at all times: bottom of screen "[A] Confirm [B] Back".
Mobile (touch)¶
- Tap to select / activate.
- Long-press for context menu.
- Swipe between tabs.
- Pinch to zoom (if applicable, like world maps).
- Bottom-bar always thumb-reachable.
Transitions between menus¶
Smooth transitions reduce jarring: - Cross-fade (200-300ms). - Slide (left / right for tab nav, up / down for hierarchy). - Zoom (entering submenu = zoom in). - Stack (modals over current screen, dim background).
Don't transition longer than 400ms — feels slow when navigating quickly.
Modal interrupts¶
Some events demand attention even outside menus: - Achievement popup — center of screen, dismissable. - Reward unlock — celebratory, dismissable after viewing. - Login bonus — daily, requires acknowledgment. - Network disconnection — full overlay until reconnected or accepted. - Update available — patch notes / download prompt.
Allow dismissing; don't trap player.
Korean MMO menu density¶
Korean MMOs tend to have many concurrent sub-windows on screen:
Players reposition / dock / hide. Customization is heavy. Western players can find this overwhelming; Korean players accept.
Don't¶
- Don't make settings menus 200 items deep without search.
- Don't put "Quit" before "Continue" in main menu.
- Don't skip confirmation on destructive actions.
- Don't disable "skip cinematic" — let players skip after first watch.
- Don't make inventories that take 30 seconds to navigate.
- Don't hide critical settings (subtitle toggle, color-blind) deep in menus.
- Don't break the back button (Esc, B button) — should always work.
- Don't auto-pop store on every launch.
Cross-reference¶
knowledge/game-ui/game-ui-fundamentals.md— categoriesknowledge/game-ui/hud-design.md— HUD vs menuknowledge/game-ui/korean-gaming-conventions.md— KR marketknowledge/game-ui/game-accessibility.md— settings / a11yexamples/component-game-menu.md— menu spec