Sans Other Hiva 3 is a very bold, normal width, low contrast, reverse italic, normal x-height font visually similar to 'DR Krapka Square' by Dmitry Rastvortsev (names referenced only for comparison).
Keywords: headlines, posters, gaming, album covers, sports branding, techno, industrial, glitchy, aggressive, retro arcade, impact, motion, digital edge, texture, angular, blocky, chiseled, jagged, slanted.
A heavy, angular display sans built from faceted, polygonal strokes with frequent stepped cut-ins and sharp corners. The entire design is slanted, producing a strong forward-leaning rhythm while keeping the letterforms compact and tightly packed. Counters are small and often squared-off, with some glyphs showing notched or serrated edges that read as deliberate “glitch” or pixel-chop detailing. The construction stays consistent across caps, lowercase, and numerals, emphasizing chunky diagonals and flattened terminals over smooth curves.
Best suited to short, high-impact settings such as headlines, posters, event flyers, esports or game UI titles, and punchy brand marks where its jagged texture can be part of the identity. It can also work for packaging or merch graphics that benefit from a rugged, techno-industrial feel, but is less ideal for long passages or small text.
The font projects a hard-edged, mechanical attitude with a distinctly digital, arcade-like bite. Its jagged facets and skewed stance create a sense of motion and disruption, giving it an intense, high-energy tone suited to bold, confrontational messaging.
The design appears intended to deliver maximum impact through a forward-leaning stance and aggressively faceted geometry, blending a sans foundation with stylized, digital-like cuts. Its consistent chiseled details suggest a purposeful display face aimed at energetic, tech-forward visual themes rather than neutrality.
The slant and broken edges create a strong texture line-to-line, and the tight internal spaces can visually close up at smaller sizes or in dense settings. Distinguishing shapes rely on cuts and angles rather than open counters, so it reads best when given room and contrast.