I released Rukyltronic on September 19, 2012. It was my take on the lettering I remembered from 1980s British video games, especially titles for the Sinclair and Spectrum systems. The design wasn’t based on a single typeface but on the broader tendency of those games to use angled, futuristic forms drawn within coarse bitmap grids. I wanted to capture that low-resolution, makeshift look in a contemporary digital font.
Rukyltronic was always intended as a display typeface for retro-inspired graphics. The family has never had weights, but from the start I offered a set of effect styles. Regular is built of solid square pixels without gaps. Grid, Lattice, Mesh, and Network all use square pixels with varying amounts of space between them. Dot swaps the pixels for circles, Star replaces them with stars, and Screen simulates a CRT scanline effect. To keep the bitmap character authentic, I limited kerning to full pixel increments.
It has always been a paid font, and I’ve never issued any updates. Rukyltronic remains part of my library as a fixed snapshot of the era it was meant to evoke.