
Seven Fifteen (7x15) - A Modern Monospace Multilingual Pixel Font
A downloadable font
Seven Fifteen is a pixel-style multilingual monospace* True Type font for use in video games and pixel art. It contains over 25,000 characters, and has OpenType feature support. Accents are properly placed, Arabic characters join properly, and Devanagari conjuncts work!
Characters
Version 0.013: Improved Arabic Support
This font has support for Arabic, Chinese*, Hindi, Japanese*, Korean, Thai, Cyrillic and Latin scripts, and a bunch more.
*See detailed information on included characters here: https://itch.io/t/3414523/currently-supported-characters
Prototype
This font is a prototype in active development. Individual characters may be subject to change. New characters will be added over time.
Any feedback on how to improve this font is greatly appreciated! Feedback includes but is not limited to: - Corrections (when something is wrong) - Adjustment Suggestions or one or a group of glyphs (when something doesn't look right) - Usage notes (when the font is difficult to use) - Roadmap Direction
Feedback can be given in any language. Please use full sentences so Google Translate can understand you correctly! 피드백은 한국어라도 괜찮습니다! 日本語でもいいです!
Roadmap
Next steps are to add the following Unicode Blocks. There is currently no timeline for this. If you have any requests, please post them in the request post in the forum.
- More CJK Unified Ideographs (A portion at a time, based on character frequency)
- More South & South East Asian Languages
License
Attribution 4.0 International (CC BY 4.0). You can use this font in both personal and commercial products, and also make modifications as long as you attribute Douglas Vautour (Burpy Fresh). Please let me know if you decide to use this font in your project! I'd love to see it! Please post screenshots in the comments!
*This font will always be free, but I may ask for donations in the future. At that point, if you have found this font useful, please feel free to donate. :)
Recommended Attribution
"Seven Fifteen Font" by Douglas Vautour (Burpy Fresh) is licensed under CC-BY 4.0.
| Status | In development |
| Category | Assets |
| Release date | Jan 04, 2024 |
| Rating | Rated 5.0 out of 5 stars (4 total ratings) |
| Author | Burpy Fresh |
| Made with | Unity, Unreal Engine, Godot, Adobe Photoshop, Adobe After Effects, Adobe Illustrator |
| Tags | arabic, chinese, Fonts, free, Indie, japanese, korean, otf, Pixel Art, ttf |
| Asset license | Creative Commons Attribution v4.0 International |
| Average session | A few seconds |
| Languages | Arabic, Czech, Danish, German, Greek Modern, English, Spanish; Latin America, Estonian, Persian, Finnish, French, Hebrew (modern), Hindi, Croatian, Hungarian, Armenian, Indonesian, Italian, Japanese, Georgian, Korean, Latin, Latvian, Malay, Dutch, Polish, Portuguese (Brazil), Romanian Moldavian Moldovan, Russian, Albanian, Swedish, Tajik, Thai, Turkmen, Turkish, Ukrainian, Urdu, Vietnamese, Chinese (Simplified), Chinese (Traditional) |
| Content | No generative AI was used |
Download
Install instructions
Use as any other TTF file.
Windows - Double click on the file to open the font viewer. Click on the Install button to Install font. Note that most Windows software doesn't support OpenType features, meaning things like mark placement may not render correctly in a lot of programs. (LibreOffice, Figma, and Photoshop seem to work without issue.)
Mac - Drag font file into the ~/Fonts folder.
Unity Usage Notes
Working with GPOS/GSUB for Kerning, Mark Placement & Glyph Substitution
Unity & Text Mesh Pro may not have support for GPOS/GSUB in the current production version, meaning that this font likely won't display correctly. However, the 3.2.0-pre.X (not 4.x) preview version of Text Mesh Pro does have this support.
This page may help: https://docs.unity3d.com/Packages/com.unity.textmeshpro@3.2/manual/index.html
As this is a monospace font, other versions of TextMesh pro will likely be fine for most cases, but custom accented characters may not display correctly.
Accurately Representing a Pixel Font
In the Font Asset Creator in TextMeshPro, using a Sample Size (Point Size) of 20, padding to 1px, setting Render Mode to RASTER, and turning on "Get Font Features" will give the best results.
Using the entire font will require a large mesh size (2048 x 2048 or higher), and will take hours to process on "Optimum" settings.
After creating the Font Asset, tap the arrow on its icon to expand, go to the Atlas, and set the filter mode to "Point". This will stop any rounding and keep your font looking crisp!
This font displays properly at point sizes that are multiples of 20. Using any other point sizes isn't recommended unless you're going for a super jank style. (Maybe a horror game?)
Arabic & Devanagari Support
This font has support for modern Arabic & Devanagari, but Unity and TextMesh Pro currently don't. (Devanagari requires access to non-unicode glyphs in the font, and TextMeshPro doesn't seem to support this.) According to the Unity Forums, there are plugins available for Arabic, but I haven't tested them yet. If I find a working solution I'll post it here.
Godot Usage Notes
I've been told that there may be rounding errors when importing this font. If you experience this, set Subpixel Positioning to disabled and Keep Rounding Remainders to false and reimport the font.
(HT RobertShane, Thank you!) Reddit Post Link: https://www.reddit.com/r/godot/comments/1np22qb/any_idea_why_a_pixel_font_might_...
Development log
- Version 0.013 Improved Arabic SupportDec 18, 2024
- Version 0.012 More CJK, Mathematical Symbols, Hangul JamoDec 01, 2024
- Version 0.011 - EthiopicOct 09, 2024
- Version 0.010 - 25000+ Characters & Basic Japanese SupportJul 12, 2024
- Version 0.009 Latin fixes and more CJKJun 16, 2024
- Version 0.007/8 - Braille and more CJK CharactersApr 23, 2024
- Version 0.006 - More CJK CharactersApr 10, 2024
- Version 0.005 - 20,000+ Characters!Apr 01, 2024





Comments
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To get your pixel font to work perfectly in Godot 4.5, I had set Subpixel Positioning to Disabled and Keep Rounding Remainders to false. Otherwise, the text gets shifted by about half a pixel every 18 or so characters. I posted about it on Reddit but I'm not sure if links are allowed. It's in r/godot
Thank you so much! I haven't used Godot much myself, so this is really good to know! I had been told by friends that it just worked! (I was so jealous because Unity is a real pain at times.)
Did you have any other issues at all? Please feel free to let me know! :)
No problem. I haven't noticed anything else, but I'll let you know if I do.