Skip to content
Gaming Accessibility
  • Home
  • Resources
  • Submit
  • About
  • Posts
  • Web Accessibility
Striped

How Colorblind Accessible Undertale Adds Patterns to Colour-Coded Information

Colour can serve several different purposes in a game. It may establish mood, separate a character from the background, or simply decorate an environment. In

Read More »
A botanical strategy board is covered by a translucent cyan frozen-time field that suspends mechanical pests

How PvZA11y’s Freeze Mode Makes Plants vs. Zombies Interactive Without Time Pressure

Plants vs. Zombies combines strategic planning with continuous real-time demands. Players choose plants, collect falling sun, place defences into lanes, monitor recharge states, respond to

Read More »
Four objects in a dark industrial courtyard emit differently spaced coloured sound rings

How the BO3 Zombies Accessibility Mod Uses Spatial Beacons to Locate Interactables

Progression in Call of Duty: Black Ops III Zombies depends on finding and identifying objects throughout each map. Players purchase weapons from walls, open blocked

Read More »
A diagonal row of evenly spaced industrial machines crosses a glowing plane of cyan and amber sound waves on a dark tile grid

How Factorio Access Uses an Audio Ruler to Align Factory Construction

Building efficiently in Factorio depends on spatial relationships. Transport belts need to follow useful routes, machines must be positioned at suitable intervals, and long rows

Read More »
A fan of abstract fantasy cards feeds glowing sound waves into a branching network of combat

How Say the Spire 2 Turns Card Information and Map Routes Into Screen-Reader Navigation

Slay the Spire 2 is built around decisions that are normally communicated through densely layered visual information. During combat, players compare cards, energy costs, damage

Read More »
A person sits before a stopped glowing hourglass as three equally illuminated paths lead through separate open doorways

Choice Timer Off in As Dusk Falls: More Time Without Automatic Decisions

As Dusk Falls is an interactive drama in which decisions can alter relationships, events, and later story outcomes. During many scenes, the player selects from

Read More »
Overhead night view of a teal race car approaching a hairpin

How Deceleration Cues Communicate Braking in Forza Motorsport

Knowing when to slow down is central to driving a racing circuit. A sighted driver can look ahead at the shape of a turn, watch

Read More »
Circular science-fiction lock surrounded by matching amber and cyan timing nodes

Three Ways Star Wars Outlaws Makes Rhythm Lockpicking More Accessible

Lockpicking in Star Wars Outlaws is built as a rhythm minigame. Instead of manually rotating a conventional lockpick, the player uses a data spike and

Read More »
Sharp amber sound rings dissolve against a translucent acoustic field while broader teal and violet waves continue across a damaged city landscape

Battlefield 6’s Tinnitus Sound Effects Control Is More Than a Volume Setting

Military shooters frequently use temporary ringing, muffled sound, or high-pitched tones to represent the aftermath of an explosion or other overwhelming event. These effects communicate

Read More »
Two elevated city chase paths contrast a rapidly widening gap along a broken amber route with a closer pursuit guided by a broad cyan corridor and curved connection to the target.

How Chase Assist Changes Pursuit Sequences in Marvel’s Spider-Man 2

Chase sequences in Marvel’s Spider-Man 2 combine high-speed movement, route reading, camera management, and the pressure of a target who can escape. Chase Assist is

Read More »
A hand reaches toward a belt pouch as expanding timing rings give way to a clear diamond-shaped success marker

Guaranteed Pickpocket in Assassin’s Creed Mirage: Removing One Precise Timing Check

Pickpocketing in Assassin’s Creed Mirage is more than an incidental animation. It is a recurring interaction connected to Basim’s identity as a thief, the acquisition

Read More »
An unbranded coastal cannon points toward a visible vessel while blue and violet sound waves tighten toward alignment

How Sea of Thieves Turns Weapon Aiming Into Directional Sound

Aiming in a first-person game is normally presented as a visual alignment task. The player moves a weapon or cannon until its centre points toward

Read More »
Page1 Page2 Page3 Page4 Page5 Page6 Page7 Page8 Page9

Welcome to the Gaming Accessibility Database

The largest searchable database of video game accessibility features, accessibility mods, and accessibility resources.

Latest Posts

  • How Valheim’s Accessibility Mod Builds Directional Awareness from Threats, Sound, and Silhouettes
  • How Stardew Valley’s Misophonia Accessibility Mod Separates Eating, Drinking, and Keg Sounds
  • How AccessibilityHighlight Turns Meccha Chameleon’s Whistles into Visual Character Markers
  • How H3VR’s Accessibility Options Mod Supports One-Handed Weapon Manipulation
  • How Subnautica’s MotionSickness Mod Separates Camera Bob, Tilt, Shake, and Surface Waves
© 2026 Gaming Accessibility • Built with GeneratePress