Ruiner is a brutal run and gun top-down shooter developed by Reikon Games and published by Devolver Digital. It's an interesting game similar to Hotline Miami but you have abilities you can activate during combat. I really enjoyed this game, especially since the developers have been diligently updating it based on player feedback. Props to Reikon for always listening!
The theme of Ruiner's UI is supposed to reflect the world that it's set in. A futuristic sci-fi world with aspects of grunge and glitches. Rengkok is a rich world full of interesting characters that I found to be engaging and fun. This is definitely shown throughout the UI. Another interesting aspect of the UI is the writing, because the character Her is feeding you information, a lot of the writing is set in her tone. For instance, if you look at her bio it says "that's me!".
There's a couple different typefaces in Ruiner. The main 2 being 2 different sans-serif fonts. The title and header font is fairly wide with rounded corners while the content font is a bit more narrow and looks almost blocky. The content font, however, still has those rounded corners. Both of these fonts are fairly heavy to help with legibility and keep with the bold, in-your-face theme. The last font that sometimes crops up is the "rating" font. This shows up whenever Her is rating you on your performance or you get a kill combo. This type is a grungy display text that really works in these situations to make it feel like you just got down and dirty in Rengkok.
Red. I don't really need to say more than that. You can see it immediately when looking at the UI that everything is red. In some screens the background is black but Reikon tries really hard to use red and only red. This might be a reinforcement of the deadly and bold feel of the game. This is actually my favorite aspect of Ruiner's UI. I normally don't design with a single color but this works really well.
A lot of the motion is meant to feel fast and glitchy. A lot of the UI, like the quit confirmation, swooshes in from the side of the screen while others, like when Her is talking, kind of glitch into place flashing a couple times before stabilizing. The fast swooshes reinforce the game's fast-paced nature. Having long, drawn out, animations would go against the game's nature of "get in, kill the person, retry". The glitches do a really good job of visually showing you that maybe Her's connection with you isn't fantastic. With no voice over in the game, Reikon has to show you that the visuals that Her is feeding you isn't a solid connection and might not be native to your helmet.
The biggest UX problem I found with Ruiner is actually in the controls. Ruiner's controls beg to be played with a controller with your middle fingers being the triggers, your index fingers bring bumpers, and thumbs where they normally are. I could not play this way and, instead, I had to play strategically so I wouldn't really have to press the bumpers too much. Other than that, the UI flow was pretty solid. There was information (like the Hexagrams) that I didn't really need but people might find interesting if they're exploring the lore of Rengkok.