A collection of recreations of fonts from classic video/computer games, all built brick-by-brick on FontStruct.
This collection is curated by FontStructors Patrick Lauke (redux) and goatmeal. Please contact either of them (sign in required!) if you find, or have fontstructed, a candidate for this set.
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Main text font for numerous Sierra SCI games. The version from Space Quest I VGA includes several copy protection symbols and the Roman numeral I. The version from Space Quest IV includes Roman numerals IV and XII, plus a horizontal ™. These glyphs are located in the More Latin area. Circumflex Accent ^ by Goatmeal. Sierra Resource File Tags: "font.004" ; "4.fon" ; "1107.fon" ; "1207.fon"
Please note that "font.004" in the early Hoyle games contain a bold variant of this font.
A recreation of a pixel font used in Rise of the Triad, Duke Nukem 3D, Shadow Warrior, and other mid-late-90s MS-DOS games and installers by 3D Realms. Contains basic latin characters. Works best at 6px and multiples thereof with no anti-aliasing.
Font used on the LINC terminal screens, inside LINC-Space, and for player-named saved games in the DOS version of Beneath A Steel Sky, (C) 1994 Revolution Software.
Oddities found within this font's design:
• The j is missing its tittle (corrected here)
• The stem of the k is 1 pixel shy of the full cap height (corrected here)
• There is an extra pixel width of space after the i, the lowercase L (l), the period (.), the colon (:), and the apostrophe ('), likely for increased legibility (retained here)
• The apostrophe (') is one pixel higher than the cap height (retained here)
There are also a few design differences between the glyphs for the player's saved games versus the font used for interacting with LINC (above):
• The saved game capital i (I) and number one (1) both have the same design, which is the same as the LINC lowercase L (l) above
• The saved game lowecase L (l) is actually 1 pixel taller than the cap height
• The saved game exclamation point (!) is 1 pixel shorter than the cap height
The original design oddities and the saved game variants are found in the More Latin section.
This is a clone of Beneath A Steel Sky - LINCFont used on the LINC terminal screens, inside LINC-Space, and for player-named saved games in the DOS version of Beneath A Steel Sky, (C) 1994 Revolution Software.
Oddities found within this font's design:
• The j is missing its tittle (corrected here)
• The stem of the k is 1 pixel shy of the full cap height (corrected here)
• There is an extra pixel width of space after the i, the lowercase L (l), the period (.), the colon (:), and the apostrophe ('), likely for increased legibility (retained here)
• The apostrophe (') is one pixel higher than the cap height (retained here)
There are also a few design differences between the glyphs for the player's saved games versus the font used for interacting with LINC (above):
• The saved game capital i (I) and number one (1) both have the same design, which is the same as the LINC lowercase L (l) above
• The saved game lowecase L (l) is actually 1 pixel taller than the cap height
• The saved game exclamation point (!) is 1 pixel shorter than the cap height
The original design oddities and the saved game variants are found in the More Latin section.
Clone of Beneath A Steel Sky. Inset for the main text font used in the DOS version of Beneath A Steel Sky, (C) 1994 Revolution Software.
While Damien Guard (DamienG) couldn't find the numerals 3 5 6 and 8 (see the comments section for his 2017 FontStruction "BeneathASteelSky"), I was able to find at least two instances where the number 3 was used; however, I couldn't find a 7. So, to complete the set of numerals, I'm using his designs for 5 6 7 and 8 (which fit the aesthetics of the other numbers). Thanks, Damien!
This is a clone of Beneath A Steel SkyFont used as the main text font in the DOS version of Beneath A Steel Sky, (C) 1994 Revolution Software.
While Damien Guard (DamienG) couldn't find the numerals 3 5 6 and 8 (see the comments section for his 2017 FontStruction "BeneathASteelSky"), I was able to find at least two instances where the number 3 was used; however, I couldn't find a 7. So, to complete the set of numerals, I'm using his designs for 5 6 7 and 8 (which fit the aesthetics of the other numbers). Thanks, Damien!
Font used in the menu screens, Kyle Katarn's PDA, and subtitles from Star Wars: Dark Forces, (C) 1995 LucasArts.
While there have been at least 2 previous recreations of this design (Peter 'The Hutt' Klassen's "DFFonts 1.5" FON fonts and James 'Burning Gundam' Milne's "Katarns PDF"(sic) TTF font) -- as well as a FontStruction from 2008 (Magic_Al's "Rebel Agent PDA Classic," based on Klassen's FON fonts) -- this is a wholly original version based on recent screencaptures and an FNT export.
The PDA / menu font used in the game isn't generated from a file within the game's resources; they are actually pre-rendered static images in the game's art assets. As a result, the spacing between words and after punctuation is highly variable in these pictures. Most of the spaces appear to be either 3 or 4 pixels wide (or combinations thereof for doublespaces); the width of 3 pixels was chosen in this font because 3-pixel spaces occur more frequently in the images than 4-pixel spaces do.
(And in a pre-rendered video cutscene used for Jabba the Hutt's speech subtitles, the spacing widths of the PDA font vary anywhere from 3 to 6(!) pixels.)
The numerals 1–3 used in the PDA screens were also located in an FNT font file containing 0–9. They are used with the game's mapping system, along with a 'standard' S for maps containing 'sub-levels' (which I have placed in the $ position). So, the numerals are now finally screen accurate for the first time in any version. While the apostrophe (') was reversed in-game, it has been corrected here; the original apostrophe can be found in the grave accent (`) position. The mission task's bullet point (a hollow circle) is located in the @ position.
The exclamation point (!) is found only once, in a single line of Jabba's subtitles (previously mentioned above). However, the dot of the ! dips _below_ the baseline in the video. I have corrected it to rest upon the baseline, matching the other punctuation; for sake of completeness, I've included the original 'lower-dotted' version in the More Latin section.
Clone of Sierra Font 1605 fon. Bold version of the text font from "Space Quest V: Roger Wilco - The Next Mutation", (C) 1993 Dynamix / Sierra. Because (1.) Sierra fonts were aligned along the Cap Height instead of the Baseline, and (2.) this game often used the regular font (1605) and the lowercase bold (5220) within in the same lines of text, this font replicates the same alignment. Modified L S W l and s by Goatmeal; originals located in the More Latin area. Sierra Resource File Tag: "5220.fon"
This is a clone of Sierra Font 1605 fonLock Chest font from Betrayal At Krondor, (C) 1993 Dynamix / Sierra On-Line. Bitmap typeface of the Human translation of the Moredhel Lock Chests found throughout the greatest computer RPG of all time, "Betrayal At Krondor".
For the Moredhel version, please see Blu3vib3's excellent recreation:
Moredhel
https://fontstruct.com/fontstructions/show/623524/moredhel_1
(Sorry, the direct link function isn't working at the moment.)
Capitals taken from the Tumblers and Hints. Lowercase and Punctuation taken from the Hints. Numerals are taken from the Cheat Chest Tumblers (Alt + Rt. Shift + ~ on the overhead map screen).
Revisiting a font I made over 10 years ago as a request: A solid version of the large font used in numerous Atari video arcade games, 1984-1987. By removing the three-colored font-smoothing effect, the typeface definitely loses its elegance; some glyphs (especially the #) are reduced to mere "blobs" of pixels. Hopefully the requester finds some use for it. Best below 20 pt.
This is a clone of Atari SerifAn filled version of Atari Serif that has # modified, some glyphs added like . and ,, and single colored. *Looks perfect at 12pt and certain sizes above 12.* And before you ask, there's no t slash on the Et-like &, which makes it look wonky.
This is a clone of Atari SerifFont from Xenophobe, (C)1987 Bally Midway Mfg Co. Uppercase and numerals are the same design found in Discs of TRON, (C) 1983 Bally Midway Mfg Co. Lowercase contains the small lettering used within the game, with alternates found in the More Latin section. Letter "q" created by Goatmeal.
Fairchild Channel F - PROPORTIONAL (font edition)
Video Entertainment System (VES - original name)
https://en.wikipedia.org/wiki/Fairchild_Channel_F
Collection of text characters, 1976-1981 Fairchild
5x5 / 4x5 / 3x5 US-ASCII valid fonts, 2018-04 dpla
Fairchild derived from the old 7-segment numerics.
Breakthroughs of this 2nd-gen video game console:
. first artificial intelligence (AI) in game,
. first programmable game cartridges (27),
. '8 colors' (in 102x58 out of 128x64 px),
. hold button menu, joystick/paddle controllers.
Today's young home players cannot understand this.
2018
0424
dpla.fr/fonts/channel-f-ves
Fairchild Channel F - PROPORTIONAL (font edition)
Video Entertainment System (VES - original name)
https://en.wikipedia.org/wiki/Fairchild_Channel_F
Collection of text characters, 1976-1981 Fairchild
5x5 / 4x5 / 3x5 US-ASCII valid fonts, 2018-04 dpla
Fairchild derived from the old 7-segment numerics.
Breakthroughs of this 2nd-gen video game console:
. first artificial intelligence (AI) in game,
. first programmable game cartridges (27),
. '8 colors' (in 102x58 out of 128x64 px),
. hold button menu, joystick/paddle controllers.
Today's young home players cannot understand this.
2018
0424
dpla.fr/fonts/channel-f-ves
Fairchild Channel F - PROPORTIONAL (font edition)
Video Entertainment System (VES - original name)
https://en.wikipedia.org/wiki/Fairchild_Channel_F
Collection of text characters, 1976-1981 Fairchild
5x5 / 4x5 / 3x5 US-ASCII valid fonts, 2018-04 dpla
Fairchild derived from the old 7-segment numerics.
Breakthroughs of this 2nd-gen video game console:
. first artificial intelligence (AI) in game,
. first programmable game cartridges (27),
. '8 colors' (in 102x58 out of 128x64 px),
. hold button menu, joystick/paddle controllers.
Today's young home players cannot understand this.
2018
0424
dpla.fr/fonts/channel-f-ves
Megaten 20XX is a monospaced sans-serif pixel font recreation based on the original typeface appearing in the Super Famicom video game Shin Megami Tensei II, developed and released by Atlus in 1994.
The character set of this font was notably expanded with many additional special characters, diacritic variants, unique glyphs, and the like, each one of them designed to match the spirit and style of the original font design. Also included is the full original set of Japanese characters.
To recreate the original in-game appearance of this font, I recommend to choose font sizes that are multiples of 7pt and avoid any anti-aliasing or other font smoothing methods.
~ Megaten 20XX by Caveras - a pixel font recreation based on an original font from the SNES video game Shin Megami Tensei II ~
Please contact me if you wish to license this font for commercial purposes!
© Copyright & created by Caveras.
Typeface used for the opening credits of Hero's Quest: So You Want To Be A Hero (EGA) & Quest For Glory: So You Want To Be A Hero (EGA), (C) 1989 Sierra On-Line. The words and names were not generated using an in-game font; they were actually pre-rendered static images within the game's art assets. Letters Q & Z created by Goatmeal.
Because the flourishes/sparkles present in the center of several letters could not be recreated effectively in FontStruct, they are NOT included in this font recreation.
This is far from the first recreation of the original Nintendo DS system font, but it certainly is one of the most comprehensive variants, including about 800 characters.
NDS12 features a vast array of diacritics, common foreign characters, full Japanese hiragana and katakana character sets, buttons, arrows, unique glyphs, and many, many more.
The font is a 1:1 rebuild based on various games, expanded with many characters that couldn't be found in any game.
The base font size and recommended setting for NDS12 is 10pt and multiples of that. Use metric kerning and no additional smoothing effects for the ultimate handheld pixel experience.
~ NDS12 - created by Caveras after the original system font of the Nintendo DS. ~
Filgaia is a monospaced sans-serif pixel font recreation based on the original font appearing in the Sony PlayStation video game Wild Arms, developed by Media Vision and released by Sony in 1996.
The character set of this font was notably expanded with many additional special characters, diacritic variants, unique glyphs, and the like, each one of them designed to match the spirit and style of the original font design.
To recreate the original in-game appearance of this font, I recommend to choose font sizes that are multiples of 11pt and avoid any anti-aliasing or other font smoothing methods. The font is named after the world that Wild Arms takes place in.
~ Filgaia by Caveras - a pixel font recreation based on an original font from the SNES video game Tales of Phantasia ~
This is a cloneThis stylish pixel font is a combined recreation of the original font appearing in the SNES brawler Kouryuu no Mimi and the font used for the inofficial English fan translation. Both fonts are very different in style, shape and measurements, but I mixed them together as there are no overlaps on any glyphs.
The character set of Kouryuu includes a vast array of additional diacritic variants (which do not appear in-game), number variations, bonus characters, unique glyphs, and also full sets of the Japanese hiragana and katakana alphabets and other Asian glyphs from the original Japanese version of the game. Every character that doesn't pop up in the game has been designed to match the look and feel of the base characters.
I recommend to use this one with font sizes that are multiple of 11pt and avoid any font smoothing or anti aliasing methods.
~ Kouryuu by Caveras - a font recreation based on original fonts from the SNES game Kouryuu no Mimi, developed and released by VAP in 1995. ~
This is a clonePhantalia is a monospaced sans-serif pixel font recreation based on an original font appearing in the SNES video game Tales of Phantasia, developed by Wolf Team and released by Namco in 1995.
The character set of this font was notably expanded with many additional special characters, diacritic variants, unique glyphs, and the like, each one of them designed to match the spirit and style of the original font design. Also included are the full hiragana and katakana character sets from the original Japanese version of the game.
To recreate the original in-game appearance of this font, I recommend to choose font sizes that are multiples of 6pt and avoid any anti-aliasing or other font smoothing methods.
~ Phantalia by Caveras - a pixel font recreation based on an original font from the SNES video game Tales of Phantasia ~
This is a cloneThis beautiful font is a recreation of an original font appearing in the SNES strategy game Romance of The Three Kingdoms IV: Wall of Fire, released as Sangokushi IV in Japan. It's my second Koei font recreation after Ishmeria (from the game Gemfire) and I think it's a very pretty and stylish font.
The character set of Sangoku4 includes a vast array of additional diacritic variants, number variations, bonus characters, unique glyphs, and also full sets of the Japanese hiragana and katakana alphabets from the original Japanese version of the game.
I recommend to use this one with font sizes that are multiple of 16pt and avoid any font smoothing or anti aliasing methods.
~ Sangoku4 by Caveras - a font recreation based on an original font from the SNES game Romance of The Three Kingdoms IV: Wall of Fire, developed and released by Koei in 1994. ~
This is a clone