It's intended for video game UI, where kerning is unavailable; hence such angular letters' design and tabular numbers by default.
I've been fighting with it for a long time now; trying out different global widths, individual widths, trackings, x-heights, optical adjustments, overshoots but something still bugs me. It looks passable if viewed on its own but compare it to a proper text font and it falls apart. This font isn't for textbooks, but still... A fresh pair of eyes might help it.
I want to keep it fairly wide (for a medium width) for that sci-fi feel. I have two masters with currently 4 weights, this is Regular for now.
Descenders could perhaps go a little lower. Got to see it in a computer game to give an actually appropriate opinion. You are using common type designer proofs to check a font that will never be used outside of computer games and UI, hence the issue with comparison.
Keep in mind straight columns like in k, l look heavier than the column of a same width in a letter like t and the like. They stand out and that's not OK.
Gaming fonts are one of the types where numbers matter as much or more than letters.
Can see it now.
>v, w, x – why are there ink traps in a desktop font?
Those aren't ink traps, they're "crossbars" to allow for more vertical diagonals while maintaining uniform width.
>straight columns like in k, l look heavier than the column of a same width in a letter like t and the like
I'm not following. In the file they're the same width. Or do you have rounded letters' sides in mind?
(The time this becomes really interesting is with E in a bold and relatively monoline sans.)
It is adjusted for that, I guess not enough?