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August 1, 2026

Audiogames.net Monthly Digest - July 2026

Welcome to a hot summer edition of the audiogames.net monthly digest! This issue has been the longest one by quite a margin in the history of these digests coming out, and oh man where do we begin. Some of the things you can expect this month include Nintendo's first ever fully accessible game, many new mods including for Cyberpunk 2077, Football Manager 26, Dragon Ball Kakarot and Life is strange, a very novel game where you can learn how computers work from their most basic logical components, an accessible bus simulator, many new mobile, browser and PC audio games including the first ever audio twin stick shooter, and as always a sizable updates section. I guess it's fitting the longest digest would also have the longest description huh?

Know anyone else who'd find these digests interesting? Don't forget to tell them!

New Releases

Rhythm Heaven Groove (Nintendo Switch/Switch 2)

Get ready to use your ears! Time your button presses to the beat across a splashy collection of games that will challenge your rhythm. Catch flying veggies, bounce fruit off your biceps, swing sledgehammers, and more. Feast your ears on catchy original music while you focus, including tracks by renowned Japanese musician Tsunku♂.

Find the beat across absurd games Listen for each game’s beat, button-press actions, and cues that show the tempo. Some games might try to trick your eyes, so keep an ear perked!

From flapping umbrellas to tossing frogs, you’ll find all kinds of ways to put your tempo to the test across over 80 single-player games.

Gather up to 3 friends* around a single system and stir up a chaotic cadence in over 30 multiplayer games! Join forces towards mutual victory or strive for the best timing.

Rhythm Tweezers

Take turns plucking a very hairy onion. Use both hands and stay sharp—it's game over if the team fails!

Tennis Quest

This isn't your usual friendly tennis match. Work together to defeat the monsters. It's the start of an epic journey!

Cake Wait

It's snack time and there won't be seconds, so grab your share just as the clock strikes 3. Oh, I'm hungry!

Battle monsters with the magic of rhythm in Beatspell Progress in the game to unlock Beatspell, a single-player mode where you take on monsters with rhythm-based spells.

Time your spells Tap buttons to the right beat to cast a spell. Hurl fire at your enemies, heal yourself, and more. What spells will strike a chord when you face down your foes?

Bits and Chips: a computer-science logic puzzle game (Windows)

Currently available: the full power of the editor and simulator, the first 8 of 30+ campaign levels, and the full sandbox mode. New levels get added weekly. Bits and Chips is a computer-science puzzle game / logic circuit simulator hybrid. Place chips on a grid, wire them together, simulate them, and watch signals propagate. You start with a single primitive given to you: the NAND gate. From it, you eventually build a computer. The campaign is a fully planned tree of thirty-plus levels partially inspired by the popular "NAND to Tetris". Each level has you build new components that you can use to build the next and climb the abstraction ladder! You’ll eventually make a functioning CPU, memory, and more, all out of the NAND gate. If you like puzzle games where every solution becomes a tool for the next one, this game is for you. There is also a sandbox mode where you can build whatever you want, save your circuits as reusable chips, and experiment freely. Along the way, you will understand a lot about hardware, software, and if you wish to go down that path, optimization. If you manage to go through the eventual full progression, you may gain a new level of appreciation for your technology! The core engine is the result of months of research and work that I enjoyed as much as I hope you will enjoy the game itself. It’s optimized to give you the ability to run massive circuits at Kilohertz and megahertz speed, which will pay off when we have the culmination levels down the line, and for your sandbox experimentation. If you're unsure if this game is for you, feel free to download the free demo, featuring the first level. Bits and Chips is in early access, and updates will come regularly as more levels are written and tested. Buying now directly funds development, and you get to buy the game for the lowest price it will ever be. Thank you! The game is currently 40% off the planned 1.0 price. The price will increase gradually when the campaign reaches certain points, and again at full release. You can learn more, download the demo, or lock in the current price here: byte-bender.itch.io/bac Thank you!

Hollowcross (Windows, Web)

Bind the risen. Hold back the Hollowing. The dead do not rest at the crossroad. Gather a collection of cursed souls, master the five strains of the Cross, and prove yourself across four complete ways to play — from lightning auto-battles to real-time castle sieges. One collection. Four games. Endless dark.

Hollowcross is a gothic-horror collectible card game where every card you own plays in every mode — so the deity you forge in one becomes a weapon in all of them.

🔎 Four games, one cursed collection ⚔️ Battler — Walk the Saga Bind a warband of five and let them fight. Battles auto-resolve in a cinematic clash you can watch in 2D or 3D. March through the Warden's Saga — a sprawling story campaign of rising foes and dark truths — then test your warband against other Wardens on the Ranked ladder. 🎲 Gauntlet — Break the House A roguelike draft. Pull cards from a shifting shop, merge duplicates into starred powerhouses, and out-survive an eight-warband lobby. Climb the purgatorial death-casino known as The House — all the way to its grinning croupier god. 👻 Souls — Duel of the Damned Take the field yourself in a turn-based 1v1 of summons, strikes, and blocks. Spend your souls, hold the line with guardians, heal, hex, and pierce — and climb 26 tiers of the Gallows Spire to face the gentleman-ghost who waits at the summit. 🏰 Siege — Storm the Keeps Real-time, three-lane castle warfare. Spend gold to deploy your host, push down the lanes, and raze the enemy keep before they raze yours. Guardians raise shields, mages hurl fireballs, hexers slow the advance — and whole castles get up and walk.

🔎 Master the Cross Five strains devour one another — SPIRIT ▸ FLESH ▸ BLOOD ▸ STORM ▸ VOID ▸ SPIRIT. Strike into a strain you beat and hit 50% harder. Every card also carries a battlefield role — Guardian, Mender, Hexer, Mage, or Bruiser — so who you field matters as much as what.

🔎 Collect. Forge. Ascend. 1,700+ cards across six rarities, from Common to the mighty Deity. Fuse and evolve — feed duplicates to level your cards and evolve them into higher stars. Earn the deities — complete each mode's story to claim its unique god card. They can't be bought or dropped — only earned. Every mode levels on its own — its own progression, climb, and story — while your cards, shop, upgrades, and guild are shared across all four. Play your way Free to play. 2D or 3D — swap the battlefield renderer any time. Cross-platform — play on Steam or in your browser; your Warden follows you. Guilds & community — found a guild, wear a tag, and climb together. 64 achievements to hunt across the four modes.

The crossroad is open, Warden. What will you bind?

Pokémon TCG Live accessibility - (Windows)

This has been an absolute joy to work on, and I am very happy with the results. This is a mod for Pokémon Trading Card Game Live that adds full keyboard support and screen reader output to the PC client. Here is a small part of the official game description: Pokémon TCG Live makes it easy to learn new skills and new strategies, all while enjoying the heat of battle online. You can battle in the Standard format featuring cards released over the last couple of years, fun Trainer Trials with varying rulesets to keep you on your toes, and Build and Battle to emulate the experience of an in-person prerelease event. You can enjoy these game modes by using online matchmaking to battle against players across the world or challenge your friends at a whim in private battles. Mod Features This mod adds full keyboard support and screen reader output, allowing blind players to play the game entirely without using a mouse. The client becomes fully keyboard-driven. General Controls - Arrow Keys - Move around the different screens in the game. - Enter - Confirm or activate the selected item. - Backspace / Escape - Go back to the previous menu or screen when possible. - Tab - Switch between element groups and screen groups. Battle Controls The following keys are available during battles. All of the general controls still work, with one exception: the Up and Down Arrow keys move between the lines of a card instead of moving focus. This behavior applies to any screen where you are navigating cards. Menu and action navigation remains unchanged. - C - Move focus to the first card in your hand. - B - Move focus to the first Pokémon on your Bench. Press Shift+B to view your opponent's Bench. - A - Move focus to your Active Pokémon. Press Shift+A to view your opponent's Active Pokémon. - X - Move focus to your discarded cards. - E - End your turn. - S - Move focus to the Stadium. - I - Open the card viewer. Special Keys These keys perform specific actions on certain screens throughout the game. - P - Speak your Crystal and Credit counts while in the Shop. - N - Copy your username to the clipboard while on your Profile or Friends screen. - Number keys 1-6 (top row or numpad) - Instantly switch between the main categories on screens that use the main tab strip. Installation This mod can be installed using my Accessibility Mod Manager: github.com/RealAmethyst/Accessi … -Setup.exe The Mod Manager will automatically download Pokémon TCG Live the first time you install the mod. If you run into any issues or have questions, feel free to join the Discord server: discord.gg/ftWEJ7YDx8

Non-Visual Calculus - A new mod for Disco Elysium (Windows)

Welcome to Disco Elysium Game description Disco Elysium - The Final Cut is the definitive edition of the groundbreaking role playing game. You're a detective with a unique skill system at your disposal and a whole city block to carve your path across. Interrogate unforgettable characters, crack murders, or take bribes. Become a hero or an absolute disaster of a human being. Full voice acting. All of the city's beautiful people are brought to life with full English voiceover. Play characters against each other, try to help them, or fall hopelessly in love as each word is spoken to you with the appropriate accent and emotion. New political vision quests. Face the reality of your worldview as your political compass leads you down new paths. Discover more citizens, a whole extra area, and monumental sights as you leave an even bigger mark on the world by chasing your dreams. Unprecedented freedom of choice. Intimidate, sweet-talk, resort to violence, write poetry, sing karaoke, dance like a beast, or solve the meaning of life. Disco Elysium - The Final Cut is the most faithful representation of desktop role playing ever attempted in video games. Countless tools for role playing. Mix and match from 24 wildly different skills. Develop a personal style with over 80 clothing items. Wield 14 tools from guns to flashlights to a boombox, or pour yourself a cocktail of 6 different psychoactive substances. Develop your character even further with 60 wild thoughts to think – with the detective's Thought Cabinet. A revolutionary dialogue system with unforgettable characters. The world is alive with real people, not extras. Ask probing questions, make insightful observations, or express your wildest desires as you play cop or something completely different. Disco Elysium's revolutionary dialogue system lets you do almost anything. Carve your unique path across the city. Explore, manipulate, collect tare, or become a millionaire in an open world unlike anything you've seen before. The city of Revachol is yours for the taking, one small piece at a time. From the streets to the beaches – and beyond. Hard boiled, hard core. Death, sex, taxes, and disco – nothing is off the table. Revachol is a real place with real challenges. Solve a massive murder investigation, or relax and kick back with sprawling side-cases. The detective decides, the citizens abide. About the mod If you'll remember, the first ever AI mod for a Unity game was made by Zack for this game. He did a great job, but AI has advanced a lot in a year, and I figured more could be possible now. He deserves full credit for introducing me to this game, and to modding in general. This mod allows you to explore the world using a cursor. It adds wall tones and a sonar to the game, allowing you to build a mental map of some areas, rather than relying entirely on auto walk. An item finder exists, and allows you to auto walk to and interact with items within a few meters of the character. It should be noted that many of the game's maps are quite complex, it is a fully 3d game that I am presenting to you as a flattened 2d surface, so there will be some unavoidable oddities because of that. Feel free to report the weirdest of them. The mod is now also playable entirely with a keyboard, localised into all 13 languages the game supports, and better at reading tooltips and descriptions. Disco Elysium is the best RPG out there, as long as you don't care about combat, which it does not have. It is one of my favorite games of all time and I highly recommend it. Read the read me here Download the mod installer here Join the Discord to discuss the mod Donations I don't currently accept donations for my work, but I'd like to take the opportunity to plug the Patreon of my friend Chaosbringer, who inspired the vast majority of this mod. Please check it out and consider supporting, he does great work and has some amazing projects in the pipeline. Find Chaosbringer's Patreon here

Blindfold, Accessibility Mod for Balatro (Windows)

Welcome to my accessibility mod for Balatro. About Balatro Balatro is a poker-inspired roguelike deck builder all about creating powerful synergies and winning big. Combine valid poker hands with unique Joker cards in order to create varied synergies and builds. Earn enough chips to beat devious blinds, all while uncovering hidden bonus hands and decks as you progress. You’re going to need every edge you can get in order to reach the boss blind, beat the final ante and secure victory. - The definitive poker roguelike experience. - Endless possibilities - every pick-up, discard and joker can dramatically alter the course of your run. - In-depth campaign mode complete with 8 difficulties, as well as challenge and seeded runs. - Deftly deploy an array of potent tools: different Decks, Jokers, Tarot cards, Planet cards, Spectral cards, and Vouchers. Use these versatile instruments to ignite a combo frenzy and turbocharge your poker hands, crafting electrifying, adrenaline-fueled synergies. - 150 Jokers, each with their own unique abilities - 15 Decks with distinct modifiers to choose from for each run - 5 potential variants of each Joker which add further abilities - 22 Tarot cards variants that can enhance your regular playing cards - 11 Planet cards that help level up your possible poker hands - 32 Voucher cards to help provide permanent buffs for your current run Immerse yourself in Balatro’s distinctive psychedelic world. Let the synthwave soundtrack wash over you - wind down, escape the daily grind and prepare to enter the ultimate roguelike flow state. - Improve your collection and discover new cards and secrets with every single run. - Make use of the in-depth stats screen to study your best hands, most used Jokers, and more! - Immerse yourself in the CRT fuzz and enjoy detailed, hand-crafted pixel art. About Blindfold Blindfold provides full screenreader support for the game. As far as I can tell all screens and game events are properly supported, so I'm confident in declaring this a full 1.0 release. The mod has full keyboard and controller support. Only the Steam version of the game is supported. I expect that other versions will work, however I can't test them myself to verify. There is no way I can make the phone versions work. The mod is translated into all languages the game supports. These are machine translated, so there may be errors or odd phrasing. Please report any that are incorrect. Links I now have a Discord server, where all of my mods can be discussed. I also have a Patreon to help support Blindfold and future projects. Patreon membership allows you to post suggestions for future projects I work on, as well as to vote on the next project I work on. If you would like to join either, they are linked below. - Balatro Steam - Latest Mod Release - Documentation and GitHub - Discord - Patreon

Words of Power: RW3 (tactical roguelike Windows)

Hi folks. I'm here to announce Words of Power: RW3, the successor to the original Words of Power for Rift Wizard 2. The mod's in a stable, playable state, and though I'd personally classify it a beta, it's fully functional, with very few bugs. So what is Rift Wizard 3? It's the sequel to Rift Wizard 2 (covered here previously, and on Steam). But rather than throw a bunch of links at you, I'll try to describe it succinctly. Rift Wizard 3 is a tactical, turn-based roguelike. You play as a wizard, and your goal is to defeat twenty-one realms of increasing difficulty. And boy is it ever difficult. Each level is procedurally generated, so you never play the same game twice. You assemble your character build from a staggering number of spells (186 right now, with more to come), each of which has several upgrades. You can pick two upgrades per spell, but spells have more than that, so you'll have to choose wisely. Take Lightning Bolt, one of the first spells you can buy: a simple beam attack. One upgrade, Stormbolt, leaves storm clouds crackling along the beam's path. Another, Electric Ink, summons a living scroll whenever the bolt kills something — a scroll that casts your Lightning Bolt once before it dies. Stack both, and every kill spawns another caster of your cloud-seeding bolt: one starter spell has become a self-propagating storm. Or go necromancer. Summon Bone Knights raises a pair of skeletal soldiers, and its upgrades can add a rank of archers behind them, or forge the whole retinue out of steel, making your knights metallic and immune to lightning. Remember that, it's about to matter. Beyond spells, there's equipment, crafted from components you find scattered through the levels. Crafting is new to RW3: recipes are paid in component types rather than specific items. Each piece of gear adds passive persistent buffs to your character, and those buffs stack on top of the upgrades you've chosen for your spells. Craft the Necrostatic Staff, and every undead ally you control adds damage to your lightning spells — those bone knights are now a power plant. Add The North Pole, and every metallic unit you summon is magnetized the moment it arrives, dragging nearby enemies a tile closer every turn while lightning arcs into anything that reaches them. Enemies pulled helplessly into the swords of skeletons they cannot shock, feeding a staff that makes your bolts hit harder. That's one synergy. The game is full of them. The game is highly deterministic. You always know exactly how any enemy will act, and what your spells do, though as your character grows in power and the synergies grow more complex, it gets pretty hectic. The point is, Rift Wizard is a complex game made up of predictable pieces. It's almost a puzzle game as much as it is a tactical roguelike. I am a tremendous fan of difficult and obscure games. Rift Wizard 3 is both of those. It'll kick your teeth in no matter how broken you think your build is. It's a true hidden gem in every sense. Even among sighted players, it's not well known. To give you a sense of its immense difficulty, the last time I checked Steam stats for the second game, only 17% or so of players had even beaten it once. In my opinion, this one's harder. I made the mod because once upon a time, games like this were in ASCII and could be played in the terminal. Nowadays, everyone demands graphics, so this style of game has become less accessible, even though there's no reason it should be. It's very playable for a blind person, and I just wanted the opportunity to keep playing my favorite genre. Hence, the mod. And because of that, you can trust that the mod is well-crafted. I play it myself, and I have very high standards for what I'll accept in a mod. People who played the prior incarnation can attest to that, and this mod is even better than RW2's was. I don't say that to brag. I say it because it's true, and because this mod has been obsessively crafted with the utmost attention to its ease of use and feature coverage. What about the mod? For those who played the RW2 mod, you'll notice some things are quite different, all for the better. The quick version is that scans and cursor movement are unified now, so you can go from reviewing what's around you to seeing its stats and details in a snap. Combat speech has been vastly improved from a line-by-line readout to compressed summaries that don't sacrifice detail. For the line-by-line, you can review the game's included combat log. Pins and pathfinding have been majorly overhauled. Mark as many pins as you'd like, with pathfinding to the chosen pin on command, pins split by category for quick review. Those are the big changes, but the full feature list is below. - Pathing and pins. Mark enemies, pickups, spawners, or even just a given tile, and you have a persistent bookmark you can then pull up to navigate there. You can have as many pins as you want. - Auto removal of pins when they are no longer relevant. - Scanners and review. Scan for enemies, pickups, hazards, spawners, and anything else in a level, with a quick keypress to review data about any given item. - Quick status queries: one key each for your vitals (HP, shields, and buffs and debuffs with durations), an overview of all your allies, and your spell charges. - Automated warnings when you're at low health or your spells are low on charges. - Get a fast summary of who's in your LoS with a single keypress. Same for whether you are threatened. - Latch your line of sight or threat regions to the screen and review them by hand to track exactly what you can and cannot see. Latch threat for a specific scary unit so you can avoid its attacks. Latch line of sight from a perspective tile so you can know how a move will affect your LoS. - Notifications immediately when new units enter or leave your view. - Adjacency tracker for when enemies come into melee with you. This is very dangerous. - AoE tracking so you can inflict maximum pain on maximum enemies with your biggest spells. Differentiates and itemizes allies and enemies by count (specific enumeration is a planned feature) so you always know what your spells do. - Walkable tiles in all eight directions with one keypress. - Quick movement keys to review long stretches of map in a single jump. Designed to quickly skip over stretches of wall or floor and get to the next interesting item. - Diagonal movement with arrow pairs. Press two arrows together to move diagonally, so no numpad is required, though the numpad works too. - Full support for the placement phase before each level: a quadrant overview of enemies, spawners, and loot, plus cycling through pickups, spawners, and shops right from the placement cursor. - Goes without saying, but full coverage of all text in the game. - Full keyboard and speech support for the new crafting system: browse blueprints, filter by tag, pick components, and hear recipe progress as you build. - Speech history. Walk back through everything the mod has said, repeat the current line, or cancel speech mid-sentence. - The mod's full reference spoken in-game. One keypress from any screen reads all the mod's keybinds and tips, so you don't have to memorize a readme before playing. - While you play by keyboard, the game ignores the physical mouse. Desk bumps and screen reader pointer routing can't hijack your cursor. - And more. A couple quick notes about what the mod does and does not do: This mod will not compute your tactics. It will not suggest optimal play. It will not ever have an opinion. It is built to accurately represent a very difficult game. I called it Words of Power for a reason. It's meant to empower blind people to succeed at something that most gamers will never manage. I built it, largely, because I got very tired of the sighted presumption that blind people can't succeed at immensely difficult games, and I take a very hard-line stance on never letting accessibility stand in as a cheat. I need to clarify that now, because people should know what kind of experience they're in for. What about RW2? I plan to backport all the features of this mod to that game, eventually. I'd begun a refactor on the RW2 mod just before I switched lanes to another project, one that's still ongoing. RW3 released into early access on 6/23/26, and I took that opportunity to tune up the mod for the new game, but eventually, both mods will have identical feature sets. For now, RW3 is the better mod, and will be for the near future. The game is in early access, but is already complete from a gameplay standpoint. It's expected to remain in EA for a year for balancing and content additions, but you can fully beat it today, with or without the mod. A few practical notes. The mod is currently at version 0.6.0. It speaks through NVDA or JAWS — output goes via Tolk, so any reader Tolk supports should work. The game is Windows-only, on Steam. The mod may be impacted temporarily by feature adds and content changes, but I don't expect much trouble from there. Start your screen reader before you launch the game, or the mod can't connect. You can get the mod at its GitHub. Full install instructions and requirements are in the readme there. An installer and Steam Workshop upload are both planned by 1.0.

Citizen Sleeper: Narrative game with tabletop RPG mechanics (Windows)

Hey there folks. I'm here to announce an accessibility mod for Citizen Sleeper, a 2022 sci-fi indie narrative game inspired by tabletop role playing games. I've called it Citizen Speaker because it was just too easy. What is Citizen Sleeper? From the Steam page: One of 2022's most acclaimed indies, the Game Awards-nominated Citizen Sleeper is a Tabletop-inspired narrative RPG set on Erlin's Eye, a ruined space station that is home to thousands of people trying to survive on the edges of an interstellar capitalist society. But really, what is it? It's a hybrid of survival game, dice game, and visual novel. I don't like the term visual novel for it though, because that doesn't really describe it correctly. The game takes place in cycles. Each cycle, you're given a set number of dice, determined by your condition meter. The better your condition, the more dice you get. You can spend a die on any of many, many actions across The Eye, where the game is set. Be a barfly. Work as a shipwright. Steal stuff. Make friends and enemies. Hack things. All the while, The Eye runs onward without you, powered by clocks. Clocks exist to apply pressure to you. They are events, positive or negative, that will happen in a set amount of cycles, with or without your input. Some of them are typical things, merchant freighters docking with stuff to buy or sell, and some are more sinister. You'll have to play to find out more. What makes it awesome? The game's cool factor comes from a couple particular standout aspects. First off, you play as a synthetic person with an emulated mind. You, for reasons unknown, sold your body to a corporation, realized you made a bad deal, and escaped. But your body is rigged with planned obsolescence. Stop taking the drugs you need to stay alive, and your body destroys itself. This is reflected in your condition, which degrades with every cycle, and your energy, which likewise degrades per cycle. No drugs? Condition drops. Condition drops? Less dice. Less dice? Less actions per cycle. Less actions means less progress. The game applies steady pressure and it really does a treat to help you feel like you are the character the game says you are. But it's not just the mechanics that are good. The writing is stellar. I think any disabled person will find a lot to love about the game. What are you capable of? What limits you? Why are you treated differently and uneasily by those around you? The game tackles these topics delicately and intelligently. It's a very humane, thoughtful experience. And the writing quality is head and shoulders above most game writing. I think this is a beautiful, stunning, miracle of a game. I have some mechanical quibbles with it, but most of them have been remedied in its sequel, which I also plan to mod. How The Mod Works Mod operation is very straightforward. Locations are rendered as tables and navigated by the arrow keys. The things you need to know will just speak, and any stuff that is not readily apparent will become so just by playing. Check the readme for keybinds, or press F1 in game for a contextual readout of pertinent keys. Frankly, I don't think most people will need even that. It's a simple game to operate. Nothing like Rift Wizard 2 or 3, if y'all have played my mods for those. Why this game? I make mods because I want to bring novel experiences to blind people like myself. I think it's a crying shame we've been locked out of the industry for as long as we have, and I'm grateful to have the opportunity and privilege to make the mods I make for you guys. Every single one of them is a labor of love. I think of myself less as a mod developer, and more as a curator of distinct and singular games. This one isn't as obscure as Rift Wizard is, but it is nonetheless one of a kind. I hope you guys enjoy exploring The Eye. Feel free to reach out here or on the Accessibility Disco server, where I'm most easily reached. Get The Game and Mod Get the game here. Get the mod here. Before you run off to play... I wouldn't be doing what I do now if it weren't for Chaosbringer216, who's an incredible, dedicated, hard-working-ass mod developer in his own right. I got his STS1 mod back during the pandemic, and it opened my eyes to what was possible. He inspired me to do this, and continues to inspire me on the daily. Please check out his Patreon. He'll always do right by his audience, and if he made a mod, you know it'll be well-built and cared for. Plus, dude just has great taste. Support him right here. We mod developers do this for the love, and while I don't run a Patreon myself, I think any support put toward a good author lets them keep doing what they do, and what he does is very good indeed.

Before the Storm Access: screenreader mod for Life Is Strange (Windows)

Ahoy! I'm proud to release my fourth screenreader mod for a game that is very near and dear to my heart: Life is Strange, Before the Storm. You can download it from my github: github.com/ObjectInSpace/BeforeTheStormAccess If that's all you need, then you're off to the races! For folks who need a little more background, here are some FAQ's (frequently anticipated questions) from my good friends Q and A. Q: What is Life Is Strange? A: Life Is Strange is an episodic choice-based narative adventure series. Each one usually has a different setting, protagonist or both, but are part of a connected universe. The story is usually a Bildungsroman, which is a fancy German word I just learned for coming-of-age story. And also you have some sort of superpower, though in this one it is "backtalk" which... is not much of a power. Q: Cool! So, is this the first one? A: Sort of. Q: Sort of? Don't get cute with me, A. Just answer the question. Q: It's the first chronologically, but not the first one that came out. Q: Oh, so its the Magician's Nephew of video games? A: Uh... I guess? It's about a character from the original Life is Strange, Chloe Price, she's feeling lost 'cause she lost her dad, the mom's seeing this new guy who she doesn't like and-- Q: I hate the Magicians Nephew! Terrible "book," if you can even call it that. So many retcons. More like a-- A: You're getting distracted. Q: You're distracting me! Why did you pick this one before the first one? You're stupid. This is stupid. I'm outta here. A: Calm down, don't make me call security. I picked this one for two reasons. The first is practical: it's made in the Unity engine. Most of the mods that have come out recently--Disco Elysium, Doki Doki Literature Club, Phoenix Wright, all three of my other mods, etc--are for Unity games. The rest of the series uses Unreal engine. Modding those games would therefore require different tools. I'm sure it's doable, but there are more unknowns involved. This brings me to my second reason: I don't care about those other games. Well, that's not true, I liked True Colors. But LIS1 is just okay, 2 I didn't like much and the current series direction doesn't interest me. This game, however, is a rare gem, so I have endeavored to bring it to you, the blind community, in hopes you will find it as enjoyable as I did. Q: Fine, I get you. So does that mean you won't be doing any of those other games? A: Correct. I have no plans to mod the rest of the series. If someone else wants to pick it up, they're more than welcome to! Q: Fraud. A: I didn't hear a question there, Q. Q: Alright smart guy, have two questions! Which version can I play, and how much does it cost? A: The original, on windows. It's available for about $16. Q: What about consoles? A: no. Q: What about the remaster? A: No. Q: Why not? A: The remaster is only sold as part of the Life Is Strange remastered collection, which includes Life is Strange. Since I'm not working on Life Is Strange, it doesn't seem right to direct people towards a thing you can only play half of. The remaster also adds no tangible benefit for blind people; the only differences are engine upgrades, higher quality assets and lighting changes. I don't know if they even touched the audio. Additionally the reviews of the master are not very positive. Most seem to prefer the original for its greater attention to detail (details which, I reiterate, are entirely visual). Thus I didn't spend any time on it. If there are people who, for whatever reason, already own the remaster and would like a talking version without having to buy it again, I'm happy to put out a patch for you! Otherwise, you can buy the original on steam, or DRM-free on GOG. You can also get it on humble but it is a steam key, so, not much point really. Q: What about Linux? MacOS? A: I haven't tested it. The mod uses mellonloader and tolk. I could probably rig up something with speech dispatcher to replace the tolk bit, so it's probably fairly straightforward to make it work for the other OS's. I just lack a mac or Linux machine to test with. If someone would like to play it on one of those platforms, get in touch with me, I'm happy to put out a version that works for you and release it once it works well. But it will unfortunately require some rounds of troubleshooting.

The rest of the FAQ was cut since the digest is already getting long, but if you want to read about the mod's controls and how to support the author, be sure to check out the linked GitHub repo or forum thread!

Zafehouse: Access - An Accessibility Mod for Zafehouse: Diaries (Windows)

Hello and welcome to Zafehouse Access. This mod adds full keyboard and screen-reader support to Zafehouse: Diaries, making the game 100% playable without sight. Zafehouse: Diaries, is a turn-based strategy role-playing game set during the zombie apocalypse, where you control a group of up to five survivors. You will need to assign them tasks, manage their relationships by sewing rumors, and find clues to help your group to evacuate to safety. More info and a link to the Steam page can be found below. This is my very first project. I'm happy with how it turned out and believe it to be feature complete for now, but I am actively trying to learn and improve. If you have any feedback/suggestions or encounter any bugs, let me know here in this thread or on my Discord, which is linked at the end of this post. About the game Quoted from the steam page: Stuck in a remote, abandoned town, you must lead five survivors with conflicting motivations, fragile relationships and fiery prejudices to safety from the roving undead. A sophisticated engine generates new survivors, towns and content so every adventure is a different experience, and you can use built-in editors to add yourself and others to the game. Features • Deal with the volatile relationships of your survivors by strategically assigning them to tasks, siding with them on difficult decisions or seeding rumours about their past • The undead aren't the only threat - negotiate, bargain, trade with or fight merciless lynch mobs, zombie hunters and bitten survivors • Experience a fresh story each time you play as the procedural engine crafts new survivors, towns and content • Built-in editors make it easy to add yourself and your friends to the game. Create your own survival horror story in your hometown • Unique diary interface records each action, choice and disaster. Save your heroic story and share it with others About the mod Zafehouse Access adds keyboard navigation support to all components in-game with spoken announcements using Tolk. It has been tested and confirmed with NVDA, JAWS, and Narrator; and it falls back to Microsoft SAPI if not screen-reader is running. The readme, found on GitHub and in the mod archive, has complete instructions for the interface and controls, but here are some of the main points to help you get started get started: F1 toggles the help overlay, which gives contextual information about the screen you're viewing, complete with game mechanics and mod controls. Press ctrl+o in the help overlay to open the help system as an html document in your default web browser. Pressing F2 toggles input help mode, which adds spoken control hints to each area of the game. You can navigate most menus and interface components with the arrow keys, pressing enter to activate and escape to close. Some screens have multiple panes, and the tab key will move between them. The game takes place in a simulated pen and paper environment, complete with a corkboard of mission clues, diary of story events, hand-drawn map, and a clipboard with location information, orders, and supplies. Use the A and D keys to move between the main views. S opens the survivors view. W opens a security report for a location on the map. The map is a 7x7 square grid, navigable with the arrow keys. All location information is spoken, and you can use the enter key to interact with survivor tokens. It has the ability to skip empty lots in a given direction and features a map scanner you can use to find specific items on the map and browse without selecting the information. Everything in the clipboard is location-based, meaning it displays information for the map square that has focus, including order assignments and supplies. You don't equip specific survivors; they will simply use what is available at their current location. Each turn is approximately 1 hour in-game. press Spacebar to advance the time to the next hour or ctrl+space to advance until something is written to the diary. T announces the current time and day. A note about difficulty: You will die a lot. Combat is brutal, and injuries, hunger, fatigue, and survivor relationships will affect your success chance on just about everything. Especially in the early game, even a small group of zombies can injure or kill a survivor, and some actions create noise that will attract more to your location. Because of these factors, negative events tend to snowball into disaster. Don't expect to hack'n'slash your way through town right away. I hope y'all enjoy this game. Feel free to leave any constructive feedback or suggestions in this thread or on my discord (linked below) links Github for Zafehouse Access Get Zafehouse: Diaries on Steam Zafehouse: Diaries Manual Join my Discord

The Life and Suffering of Sir Brante mod (Windows)

I saw this gamebook was free on steam. For fun, I threw it at Claude with the /goal command, walked away for a day, and got this mod. I’ve fixed a handful of bugs, but the rest is entirely Claude generated with Claude having made all the decisions. It's a gamebook in a fantasy type world with music and sound effects. Reviews on it are quite mixed, but I thought it was fun that we get to be part of a free steam game giveaway for once. I don’t plan to work on this unless a major bug appears, but I figured since the game is free for a few more days, if anyone wanted to give it a shot they could. It’s localised into all 14 languages the game supports. Just download the latest release and unzip the folder straight into the game’s steam folder. The only keystrokes are arrows, enter, tab/shift tab, space for tooltips, and ctrl v, to toggle from verbose to concise mode. Repo link: github.com/rashadnaqeeb/brante- … ses/latest Game link: store.steampowered.com/app/1272

Cyberpunk 2077 accessibility mod (Windows)

What is Cyberpunk 2077? Cyberpunk 2077 is an open-world, action role-playing game developed and published by CD Projekt Red. It is adapted from the classic Cyberpunk tabletop franchise created by Mike Pondsmith. The game is set in Night City, a sprawling, neon-drenched dystopian megalopolis controlled by ruthless corporations and fractured by warring street gangs. You play as V, a customizable mercenary-for-hire taking on dangerous underworld jobs. Here is the link to the game's page on Steam store.steampowered.com/app/1091 … punk_2077/ Mod features and keyboard shortcuts The mod features include: Audio beacons for objects and NPCs, navigation assistance, screen reader support for menus and dialogs, collision and hazard detection. Options such as aim assist, sequential beacons, beacon frequency, etc can be managed in the mod settings menu which can be accessed from the pause menu. Pressing 5 will switch between the different beacon categories. Pressing 6 switches between different objects in a category. Holding 5 announces the distance to the selected object. Holding 6 enables target lock on. Pressing 7 announces the direction and distance to the currently selected objective. Holding 7 locks the player's camera on the path that they need to traverse to reach the objective. Pressing 8 enables a beacon that plays on the direction that the player needs to travel to reach the currently selected objective. If an objective is unreachable and within 30 meters of the player, holding 8 teleports the player to the objective. Pressing 0 switches between different elevator floors. Holding 0 activates the elevator. F2 reads the player's health and ammo. On the messages screen, 1 and 3 navigate through the messages in a conversation. On the map, pressing 5 switches between different map filters. Pressing 6 switches between different objectives on the map so that they can be tracked by pressing the right mouse button. On a laptop screen, arrow keys navigate to different options. Pressing 2 reads the content of the selected email/file. F1 reads a list of the game's buttons that function on a screen. Pressing 2 on the character screen reads information such as level, street cred level, eurodollars, and backpack capacity. (Game feature: Holding G while in a car will start auto drive) All of the hotkeys mentioned can be customized by editing the xml files on the r6/input directory. All sounds can be changed to the user's desired sound by replacing the wav files on the r6/audioware/AudioBeacons directory.

How to install the mod? All of the mod's requirements can be found at the mod's Nexus Mods page. The files should be copied to the game's directory. The NVDA Controller client should be next to the game's executable located at bin/x64/ In order to function, this mod requires Audioware 1.9.4. At the moment, this version of Audioware is not available on Nexus Mods. The mod can be downloaded from the Github page below. github.com/cyb3rpsych0s1s/audio … tag/v1.9.4 The mod is compatible with Cyberpunk 2077 v 2.31 After launching the game for the first time, there is a license agreement screen. You will need to scroll all the way down by holding the down arrow, then the accept and decline options will be read. Mod download link The mod can be found at www.nexusmods.com/cyberpunk2077 … escription If you enjoy the mod, please consider donating so that I can continue improving the mod. Donating will help me get an AI subscription, which will result in me gaining access to better coding tools. Join my Patreon Support me on Ko-fi Discord server link If you'd like to discuss the game, you can join the Discord server with the link below: discord.gg/fzuUvYGJKQ

Aurora Map Viewer, a mod for enhancing Aurora 4x C# accessibility (Windows)

Hi, Aurora Map Viewer is a small mod I created for aurora 4x C# I made to solve a few Accessibility issues I had with the game. What it adds. A menu where you can see a filterable list of all objects in the system, sorted by distance from an object, by default from the star at the center of the system. This list also includes objects that you can't see from the system view with f9 but are on the tactical map, like Fleets, mass driver packets, Waypoints, etc. A reworked version of mineral search with a cleaner UI for screen readers. Lastly, it makes it so it is now possible to add waypoints to the game. You can find more information and download it from here. github.com/yousefNaqeeb/aurora-map-viewer

Erwin (iOS, Mac)

Hello, I'm an indie developer, and I'd like to share my game with you: Erwin - A Quantum Puzzle, a spatial puzzle that puts the 2048-like sliding merge mechanic on a 3D cube. As a twist, quantum effects - like superposition or entanglement - emerge gradually as you play. It is available for iPhone, iPad, and Mac, and requires iOS 26, iPadOS 26, or macOS 26. Its latest update includes several accessibility improvements, and I'd like to hear your feedback about the game's usability, navigation, and VoiceOver gameplay. I built it as a solo project, with Apple's native frameworks only. Erwin has no ads, no in-app purchases, no tracking, no dark monetization patterns, no constant nagging. What's on the screen The game shows a 3D cube - similar to a Rubik's Cube - floating in front of a dark background like a hologram, each of its six faces is a four-by-four grid. Tiles sit in the grid's cells, marked with colors and different shapes indicating their value. As you start playing, your current score is displayed in the top left corner, and a Pause button is at the bottom center of the screen. How to play Tiles can slide across the active, front facing side of the cube. Tiles on the edges of the cube can move on either face. Matching tiles merge into one, and after each move, new tiles appear in random empty cells. Tile values start at 2 and double with each merge: 4, 8, 16, and 32. Each merge adds the new tile's value to your score. The highest valued tiles don't merge, and the cube slowly fills up. Again, 2048-like logic in 3D. You can rotate the cube to play on all six faces. The game ends when the cube is full and no more moves are possible. The goal is to reach the highest score you can. VoiceOver gameplay The active face of the cube, in the center of the screen, is a VoiceOver grid. - Touch the grid to hear each cell's contents and position: tile values, empty cells, and quantum states like superposed or entangled tiles. - Swipe with three fingers on the grid to slide the tiles. Erwin announces the result of every move: merges, points, your new score, and the value and position of new tiles. - Every cell also offers Slide up, Slide down, Slide left, Slide right, and Read face as custom actions. - Touch outside the cube, then swipe with three fingers to rotate. The same area carries Cube up, Cube down, Cube left, and Cube right as custom actions. After each rotation, Erwin announces which face is active and how many tiles it holds. - The score display in the top left corner speaks your score and record. Double-tap it to hear your score and the whole active face read out, row by row. - On the Mac, the arrow keys slide the tiles, and use Shift plus the arrow keys or W A S D to rotate the cube. Feedback I'm looking for I'd like to hear how the game plays in real use: exploring the board, move announcements, anything confusing, noisy, or missing. I'd especially value feedback from Braille display users - the board, the score, and the face readout are all designed to be queryable, but I have no Braille hardware to test with. Erwin is localized in English, German, French, Italian, Hungarian, Japanese, Korean, and Ukrainian - including all VoiceOver labels, hints, and announcements. If you play in any of these languages, I'd appreciate your feedback on how accurate and natural the translations sound in VoiceOver. Price and promo codes Erwin is a $4.99 one-time, universal purchase - you and up to five family members can play with Family Sharing enabled. If you'd like to test the game but the price is a barrier, I'd be happy to provide a few promo codes for accessibility feedback - please contact me via the AppleVis personal contact form, post a comment requesting a code, or email me at [email protected]. Thank you, I look forward to hearing from you.

Brainclash - Online Trivia for Blind and Sighted Players (iOS, Android)

Hello everyone, We are excited to announce a new game developed by BlindGamers. Brainclash is an online trivia game built around turn-based gameplay rather than real-time matches. You can: • Play with your friends. • Search for a random opponent. • Play against the computer. Use the daily wheel to claim your rewards. The game also includes detailed player statistics with various performance percentages and supports notifications for different in-game events. Brainclash is fully available on Android and iOS, and is completely accessible for both blind and sighted players. Download the iOS version here: apps.apple.com/app/id6792477723 The Android version is currently available through closed testing. To join the Android beta: \1. Open the first link below and join the Google Group after signing in with the same Google account you use for the Google Play Store. \2. Then open the second link and click "Become a Tester" (or the equivalent option shown). \3. After joining the test, click Install from Google Play to open the game's Play Store page and download it. \4. If the app doesn't appear immediately after joining the test, please wait a while and try again later. Google Group: groups.google.com/g/brainclash-testers Android Beta: play.google.com/apps/testing/co … brainclash Official Website: brainclash.net

Pulse Defense: haptic tower defense for iPhone

Hi all, I'm Tomasz, developer of Pulse Defense, a tower defense game for iPhone built to be fully playable without sight. I posted on AppleVis a while ago and I'd love feedback from this community too. The battlefield is readable through vibration and stereo audio. Slide a finger across the board and you feel what is under it: paths, towers and enemies each have their own distinct haptic and sound pattern, so you always know what you are touching without looking. There is a guided tutorial, a Haptic Sandbox and an Audio Glossary to learn the patterns before battle. It works with VoiceOver, and there is also a built-in In-App Voice mode with faster spoken feedback during combat. 12 maps, 10 tower types, bosses, checkpoints, and a global Game Center leaderboard where everyone competes in one ranking. Chapters 1 and 2 are free with no time limit. One optional purchase unlocks chapters 3 and 4. No ads, no subscriptions. App Store: apps.apple.com/app/pulse-defense/id6780738249 Requires iPhone 8 or newer, iOS 15+. Headphones help but are optional. I read everything, so if the strategy does not come through without looking at the screen, or anything is confusing, please say so. Tomasz

Package Hero (iOS, Alexa)

Become the Package Hero! Start with a bicycle and build a worldwide – later even interstellar – delivery empire. Parcels run around the clock on your conveyor belt, even while you're offline. • Endless delivering: 24 vehicles from bicycle to quantum portal • A growing world: 13 regions from your neighbourhood to the multiverse • Upgrades & prestige: improve, sell your company and get permanently faster • Weekly league: compete in groups of 30, get promoted and earn gold bars • Held-Pass & achievements: fresh rewards every week, dozens of achievement tiers • Soundscapes: pick your favourite delivery ambience Accessible from the ground up: Paket-Held is built for blind and low-vision players. Full VoiceOver support, spoken game events with real voice-over, clear descriptions instead of colour-only cues, Dynamic Type and a Magic Tap to deliver. Local-first: your progress stays on device, no account needed. No tracking, no ads.

Pet Jima, Cozy Pixel Creature Collection (IOS)

I just found this cute game, made by the same devs as Dungeons and Such. apps.apple.com/us/app/pet-jima/id6758033343 Description from The App Store: Adopt creatures, feed them, keep them happy, and watch them evolve from babies to mega forms as they wander your island. Decorate your home with cute pixel art items. Send your creatures on expeditions to earn coins and uncover rare finds. Collect daily gifts, complete missions, and build up your island one tile at a time. No pressure. No timers counting down. Just a cozy island full of pixel creatures waiting for you. FEATURES 40+ unique pixel creatures with idle, walk, and directional sprite animations 4 magical habitats to explore and collect from Decorate your island with 160+ pixel art items Creature evolution: baby, adult, and mega stages Expeditions to earn coins and discover creatures Visit other friends' island Receive glass message bottles Daily gifts and bonus rewards Time-based creature availability — some only appear at dawn, dusk, or by moonlight Social features: friend codes, gift sending, and cloud backup No internet required to play for the main features No energy systems or wait timers The pet animations and demorations are described with VoiceOver. When placing items on your island, you will need to turn off VoiceOver and tap anywhere on the screen. Sometimes the tutorial step won't advance when you double tap, again turning off VoiceOver and tapping should work, or alternatively you can just skip the tutorial entirely since everything is pretty easy to figure out

Descent, Ai driven roguelike dungeon crawler for Ios

Dark wrote:

This is another game I heard of curtesy of Game doubletap's Ios podcast, listen to that episode here Unfortunately Youtube seems to have eaten my comment so will include thoughts here. So what is it? It's a mix of a roguelike and gamebook dungeon crawler, with really gorgeous music which uses Ios generative Ai to make some of its decisions and choices, so if like me you have apple's Ai turned off in settings, you'll need to turn it back on for the game to work. The game works by giving you choices with chances to complete based around your stattssimilar to a gamebook, EG you can have a well-lit path and dark path and need to choose between them, or you encounter a wounded npc and need to choose to help them, attack them or just ignore them. I believe the game features basic stats such as social, combat and exploring, because the choices are marked with percentages to succeed, and notes on how difficult they'll be.  Failing at the tests gets you damage, take enough damage and you die. However correct choices award you with soul shards which can be used to buy unlocks for your next run, including stronger classes to start with, extra unlockable abilities like more hp or additions to your stats, or even ability to start with items. There are also daily challenges and daily gifts as well. I do not know how much of the game's mechanics are dictated by your starting question, I was asked whether I was a relaxed player, one who played for love of story, a leader board rank chaser or a perfectionist, who liked unlocking everything, I chose the fourth option, so maybe this dictates some of the ways the game works for me, EG more unlockables and soulshards. The writing is fun and atmospheric, but as with some Ai generated stuff, coherence can be a bit weird, like a second your doing a puzzle, then suddenly in the next scene you're talking to a statue, it also seems to get confused about npc genders for some reason (like it'll call an npc they and then he which is weird),, but still it's fun to play. I also found using the "describe your own action", button didn't seem to effect the overall plot, it just gave me bonuses. Indeed, I don't know if you can't just say any old tosh and the game would behave the same way. still, where in the podcast this option didn't seem to work, for me it did, it was just tap on the edit area and type or dictate as usual. Either way despite Ai oddities, this is a fun one to play. A couple of interface things to be aware of: First, when you start the dungeon, the text detailing your character's backstory takes a while to scroll, and might need swiping through with the three finger swipe. it's a little irritating because it reads in all one block, so you basically just have to wait for it, and to hit the continue button fortunately, this is the only screen like that. During the game,  the top of the screen is a bit messy with info, drag buttons and sparcle gyfs, so I would recommend putting a finger at the middle of the screen after each choicee. In the game doubletap podcast there was some trouble finding the inventory and equipment. You do this with the button at the bottom of the screen labeled with a number EG if it says "2"  it means you have two items. this gives you a screen overlay with tabs at the bottom for items, equipment and stats, and to equip stuff you just have to hit a slot like "accessary" and put stuff in that slot. Since you get a lot of items in this game and need to equip them to have a better chance at succeeding at the gamebook choices, this is important. You can make the overlay go away with the "close", button up at the top, or by hitting continue. After each choice you'lkl get to a screen with info n on how you did and a continue button which presents the next choice, so if there's nothing to choose don't be surprised, also note that sometimes the choice screens might take half a second to appear,presumably while the Ai does it's thing. The game is free, however with a pretty huge drawback, though you can earn soul shards for your future runs, the vast majority of unlockables including permenant upgrades and extra character classes are available only in the premium version. the premium version costs £10; likely ten dollars or euroes too, or you can get the anual subscription for £8 though why the heck you'd do that when the full game can be permenantly bought for only two quid more is beyond me. I would recommend it myself, even if you are at the occasional whims of weird ai, since there is a lot of choice, progression and fun stuff to unlock in this one. The game can be found Here on the ap store. Happy dungeoning!

Endless tale rpg 2 (Android)

here is a link to the game. From farmer to legend. Epic choices. Strategic battles. Your saga begins now! Endless Tales 2 tells the prequel story of Endless Tales. You're just a simple medieval peasant... until destiny knocks on your door with a blood-sealed letter. In Endless Tales 2, live an epic fantasy story where every choice shapes your path, every battle tests your courage, and every alliance can mean the difference between life and death. YOUR STORY, YOUR CHOICES • Start as an illiterate commoner and evolve into a legendary hero. • Make decisions that affect cities, kingdoms, and the fate of entire families. • Form strategic alliances with elves, dwarves, and leaders of distant realms. TACTICAL AND STRATEGIC COMBAT • Face orcs, abyssal creatures and demons from the underworld • Lead epic defenses of cities besieged by dark forces • Prepare for battles against legendary bosses • Combat system based on attributes, equipment and strategy A VAST WORLD TO EXPLORE • Travel through 6 unique kingdoms: from the ice of Esperand to the deserts of Wazel • Explore dangerous caverns, mystical forests, and ancient ruins • Over 50 locations with their own stories, NPCs, and secrets • Over 130 NPCs with their own conversations • Over 200 different items and craft system DEEP TEXT RPG WITH EPIC IMAGES • Over 32 main quests in an engaging narrative of 6 epic acts • Dozens of side quests that expand the lore and reward exploration • Rich dialogues with memorable NPCs who react to your achievements • Progression system with levels, skills, crafting, and complex economy PERFECT FOR CLASSIC RPG FANS • Play at your own pace — no real-time pressure • Accessible for visually impaired players (TalkBack support) • Save your progress and continue your adventure whenever you want • Fully in English, with Portuguese and Spanish options SPECIAL FEATURES • Crafting system to create weapons, armor, and potions • Dynamic economy with merchants and trade between kingdoms • World actions: mining, fishing, hunting, resource gathering • Mount system for faster travel • Knowledge to unlock: climbing, fishing, alchemy, and more From a common farmer to savior of all realms — do you have what it takes to become a legend? Darkness is rising. Dark creatures cross forbidden portals. Cities fall in flames. And only you, with courage and determination, can prevent the extinction of everything that exists. Download now and begin your epic saga! Endless Tales 2 - Where heroes are born from impossible choices. Some notes from me: the game is free, but ad supported, with an optional subscription model. It has sound and music that you can toggle on or off. The accessibility setting is in options and reads combat action and stats when enabled. This game has been out a while, but no one has posted it so I'm sharing it here on behalf of someone else who was kind enough to let me know. Enjoy. :)

Generic Mud (Windows, Mac, Linux)

An accessible MUD client that talks. It speaks the game through the screen reader you already run (NVDA, JAWS, VoiceOver — with a system-voice fallback), plays soundpacks, and gives you keyboard tools for everything: reviewing output, recalling chat, walking, and building triggers — no scripting needed. It's free, and it loads many existing VIPMud .setand MUSHclient soundpacks as-is, so a pack you already use very likely just works.

Getting it running

Download the build for your platform from the Releases page. It reads your screen reader on every platform, and self-voices live output through the platform's own speech.

The Project Readme lists all of the shortcut keys and explains all features in detail, including easy reviewing of output, autowalk, the easy sound pack builder and public pack repository and more.

Springwood Cafe (Windows through Marvel Realm)

Welcome, one and all, back to Forest Park! This time, we have a wonderfully detailed and immersive new game for you to enjoy. Imagine yourself walking through a vast, lush, green forest park. It's springtime, with bright sunlight catching the new leaves, a gentle breeze blowing through the trails, and the quiet sounds of nature all around you. After strolling for a while, you start to feel a bit hungry. Right about then, you spot a quaint and beautiful cafe nestled quietly among the trees. A small wooden sign above the door reads: Springwood Cafe. You gladly step inside. The smell of delicious food cooking and the rich aroma of freshly brewed coffee immediately hits you. There's a jukebox in the corner playing calming piano music. Other customers are already seated, enjoying their meals or sipping their drinks, while the large windows frame the natural beauty outside. You're feeling a little warm from your walk, so before doing anything else, you grab a cold soda from the vending machine to enjoy while your meal is prepared. That was the exact atmosphere and fantasy we wanted to capture when building this game, the game we are so proud to present to you today. Here is a quick look at what you can do in the game: - 3D Audio Simulation: Run your coffee shop using an intuitive system of spatial audio cues. From the sound of brewing coffee to the varied beeps of waiting tables, your ears are your greatest tool. - Coffee Customization: Grind fresh beans, brew your coffee, and visit the Flavor Station. You'll need to carefully balance sweet, milky, sour, bitter, and strong profiles to perfectly match each customer's specific taste preferences for bonus points! - Expansive Cooking System: Level up to unlock the fridge and oven, giving you access to 98 distinct food recipes! Manage your ingredients and master your oven timings to serve up everything from Rustic Garlic Bread to Honey Glazed Salmon without burning them. - Player-Managed Menu: Take total control of your cafe's offerings. Add coffees, beverages, and food recipes to your active menu to specify exactly what your customers can order. - Upgrades: Spend your score at the local store to upgrade your cafe. Buy a Jukebox and a Soda Vending Machine to earn bonus points, or purchase newspapers, tissue boxes, and or a Wi-fi router to boost customer patience and keep tables clean. - Hire & Train an Assistant: Automate your workflow by hiring a cafe assistant. As they collect wages, they will level up and learn to clear dirty tables, deliver orders, and eventually even brew custom coffee! - Build Your Reputation: Serve hot food and accurate orders quickly to earn speed bonuses and build service streaks. Just don't let your customers wait too long, or they will leave angry and hurt your reputation! Note: As mentioned before, the game is an early release and will be exclusively accessible to Sonorous Pro users for the next 30 days. We hope Springwood Cafe brings you a lot of peace, challenge, and fun. Take your time, soak in the atmosphere, and most importantly, enjoy the game

Gems Symphony - A browser-based audio match-3 puzzle (Web)

Hello everyone, It's me again. I'm back with another project to share with you all. This one is called Gems Symphony. It is an accessible match-3 puzzle game that you can play directly in your browser, both on PC and mobile devices. I built this as a coding challenge using a single file without external media. Because of this, all gem sounds are synthesized in real-time using the Web Audio API. Each type of gem emits its own unique musical frequency, allowing you to recognize them by sound. Here is a quick overview of the mechanics: Grid Navigation: You can move around the board using arrow keys on a keyboard, or standard swipe/explore by touch gestures on mobile screen readers. Chess Coordinates: The board uses a coordinate system (A1, B2, C3) to help you mentally map the pieces. Gameplay: It features 5 progression levels, a life penalty for invalid moves, a combo system to recover lives, and 3 difficulty settings. Language Support: The game is fully bilingual. You can easily select English on the startup screen. You can play the game here: concego.github.io/sinfonia-das-gemas/ As always, I would love to hear your thoughts and feedback on the audio mechanics and how it performs on different mobile screen readers. Best regards, Haramir

Yet Another Killing Game (Windows, Mac, Linux)

Game description: A "death game" of the smallest scale! You play as the amnesiac protagonist, trapped in a mysterious house with two other captives. You quickly learn that the only way to escape is to have one of the three of you die. Will you kill or be killed? Who is the mastermind? Is there no way for all of you to survive? The mystery deepens as you find that no matter who dies, the killing game begins anew... Meet your new friends (or enemies)! Investigate rooms, talk to pretty girls, and make life-or-death choices! Inspired by popular mystery adventure game series such as Ace Attorney, Danganronpa, and Zero Escape, YAKG's gameplay offers a mix of immersive dialogue branches, point-and-click room investigations, and some mystery solving--if you can keep everyone from killing each other! Explore beautiful, hand-drawn rooms of a mysterious house and uncover its eerie secrets. Banter with charming girls with gorgeous anime-style artwork and eccentric personalities. Immerse yourself in 20+ original music tracks. 10,000+ dialogue lines that move you through the story at a brisk pace. Lots of quality of life features suited for visual novel pros, including auto-play, dialogue history, skip features, and more! Countless choices to make that can change the fates of the characters. You can pet a dog! 10+ endings to see and piece together to discover the ultimate truth... This game contains mild language, suggestive themes, fullscreen visual effects, disturbing sounds, blood, violent imagery, and textual descriptions of extreme violence, murder, and suicide. The game is fully accessible using either SAPI or the clipboard. Like pretty much any other visual novel made with Ren'Py, pressing V enables self-voicing through SAPI, while Shift+C enables speech through the clipboard. The in-game achievements screen is accessible as well. The only slightly annoying part is that you have to scroll using a bar at the bottom of the screen. Just click on the scrollbar and increase or decrease it to move around the page. The same thing applies to the game's music player. During gameplay, there are also various sounds to help with navigation and interaction. For example, you'll hear clicks when you're focused on something that hasn't been discovered yet. Once it's revealed, its name will appear on screen and be read aloud. There's also a sound effect whenever a choice appears, which makes it much easier to know when you have something to interact with. Anyway, have fun with the game! There's quite a lot to explore here. Here are the links. There's also a demo available. Steam: store.steampowered.com/app/3217 … ling_Game/ Itch.io: junkakeru.itch.io/yet-another-killing-game Oh, and I almost forgot: for those playing on Steam, the shortcut that gets created automatically doesn't seem to work for some reason. You'll have to run the executable directly from the game folder or replace the original shortcut with one that points directly to the executable. Several visual novels have been affected by this recently, so I suspect it might be some kind of issue between the engine and Steam. As for achievements, they're all tracked directly within the game, and there's a dedicated achievements screen in the menu. Whenever you unlock an achievement, a notification also appears and is automatically read aloud. So you don't have to worry about missing anything or relying on Steam's achievement notifications

Test — Accessible Audio Typing Game (Windows, Mac, Linux, Android)

Typing Test — Accessible Audio Typing Game Put your typing speed, precision, and muscle memory to the test! Whether you want to practice the alphabet or hone your overall accuracy, this fast-paced audio typing game gives you instant feedback every step of the way[cite: 1].

Features - Instant Error Correction: Spoken feedback alerts you immediately when you hit the wrong key so you can fix mistakes on the fly[cite: 1]. - Customizable Practice: Adjust task text, set repetition loops from 1 to 10 times, and toggle case sensitivity[cite: 1]. - Full Accessibility First: Designed from the ground up for seamless play with speech output and screen reader navigation[cite: 1]. - Track Your Progress: Precise time tracking measures your total speed from your very first keystroke to the finish line

Island of Blood and Ash (Windows, Mac, Linux)

Island of Blood and Ash is an audio accessible 2D side-scrolling action game where survival and escape are your main goals. After your helicopter is attacked and crashes near a mysterious island, you find yourself stranded with no way home. Whoever attacked you is determined to finish the job and constantly drops enemy forces onto the island using aircraft. Fight through waves of enemies, collect supplies, earn money, buy new weapons, and upgrade your equipment to increase your chances of survival. Explore the island and search for a way to escape before it is too late. ## Features * Fast-paced 2D side-scrolling gameplay * Multiple weapons to purchase * Weapon upgrade system * Multiple melee weapons, each with a powerful special attack that can be useful when you run out of ammunition * Supply collection and resource management * Continuous enemy attacks * Simple and easy-to-use custom language support ## Custom Translations Adding a new language is very easy. Create a new text file and name it after the language you want to add, such as Spanish, German, Italian, or any other language, and place it inside the languages folder. Open one of the included language files and translate each line into your language. Copy the translated lines into your new text file while keeping the exact same line order, and pay close attention to punctuation. Important: * The translated file must contain the same number of lines as the original language file. * All lines must remain in the same order. * The file name will be used as the language name displayed in the game's language menu. Once the file is added, the new language will automatically appear in the Languages menu inside the game. Select it, and you're ready to go. ## Gameplay Tips Try to upgrade your weapons to the maximum level whenever possible. Stronger weapons can make surviving enemy waves much easier. If you run out of ammunition, switch to a melee weapon. Every melee weapon has a powerful special attack that can help you stay alive until you find more ammo. Keep exploring the island, and listen for nearby sounds. Good luck, and have fun surviving!

Welcome To The Apocalypse (Windows)

I've been playing around with sound and positioning in a 2D game, since the engine I use doesn't support HRTF. As zombies seem to be back in fashion, what with Swamp 2 and Fourfold Onslaught, I made a game with zombies in it :)

From the included READ ME file: WELCOME TO THE APOCALYPSE A twin-stick top-down arena shooter. Your objectives: Rescue the stranded civilians. Stay alive as long as possible. Zombies will move towards you from the edges of the play area. Shoot them or run from them. Keep moving so you don't get surrounded. Zombies vary in speed and strength. Stronger zombies are harder to kill and do more damage but move slower. Faster zombies do less damage and are easier to kill but their speed can overwhelm you so be on your guard!

PLEASE NOTE: Running the game will create a folder named 'Welcome To The Apocalypse' in your documents folder. Your game settings and preferences are stored here.

Your weapons: Weapon caches can be found throughout the play area. Each cache contains a single weapon and some ammo. Reloading of all your weapons is automatic, providing you have spare ammo. When a weapon runs out of ammo you automatically discard it and draw your pistol. You start with a pistol. This has infinite ammo but each magazine holds 8 rounds. Shotgun: Comes pre-loaded with 12 rounds. Assault Rifle: Comes loaded with a 30 round magazine. You have 5 extra magazines. Machinegun: This is a belt-fed light machinegun, the 200 round belt is held in an ammo pouch attached under the receiver. Each machinegun comes with 3 extra ammo pouches. Rocket Launcher: Comes pre-loaded, with 6 extra rockets. If you let a zombie get too close, they will likely to be too close to aim your weapon at them. In this case you must drop your weapon and draw your pistol. Press the Right Bumper button or ENTER (Keyboard) to drop your current weapon and draw your pistol. A dropped weapon is lost until you find a replacement. Aim assist. This is on by default. Pressing and holding the A button (XBOX), Cross button (Playstation) or Shift key (Keyboard) will make you aim at the nearest threat. Press and hold the aim assist button just before you fire your weapon. If you hold the aim assist button, your aim will stay locked in the current position so release it and press it again to adjust your aim or aim at a new target. The sound system. This game is a 2D game with an overhead or top-down view. The player moves in compass directions, so North, Northeast, West etc. A lower pitch sound is used to indicate weapons, heal kits and zombies that are south, southeast or southwest of your position. Locate weapon caches and heal kits by listening for the radar beeping. The beeps get louder and more frequent the closer you are to a weapon or heal kit. When you can pick up the item, your character will announce what it is. Weapon caches are closed and only reveal what weapon is inside once opened (as announced by your character). Press button B (XBOX), Circle (Playstation) or Q (Keyboard) to pick up a weapon or use a heal kit. If the time limit is set on (it's on by default) you have 5 minutes to find and rescue a civilian. Each time you rescue a civilian the time limit resets. Listen for civilians shouting for help. Move to them to rescue them. Depending upon a civilian's relative postion to your character, they shout different messages; check the sound glossary in the main menu for more information. If you fail to rescue a civilian before the time limit runs out, it's game over. The game features 20 music tracks. The music is by Karl Casey (White Bat Audio). Each time a track changes, more zombies will spawn and the number spawning increases. Also, fresh weapon caches will drop. If the time limit is on,  more civilians to rescue will appear.

CONTROLS: The game is a twin-stick shooter and is therefore designed to be played with a controller however keyboard is supported. Most controllers should work with it. Playstation Dualshock 4 controllers or Dualsense require the DS4Windows program. I also recommend installing ViGEmBus driver and Microsoft .net framework 8.0.

The game detects your controller type and will switch between gamepad or keyboard, depending on Leftstick movement or keys pressed. From the title screen, push the left stick in any direction to activate your gamepad, press the A button (XBox), Cross button (Playstation) or any key to go to the main menu. Use the left stick to move, right stick to aim. The right trigger fires your current weapon. If using Keyboard, use WASD to move, press SPACE to fire. Use the Arrow keys to aim or use the aim assist button (SHIFT).

Pick up weapons and heal kits using the B button (XBox), Circle button (Playstation) or Q (Keyboard). To drop your current weapon and draw your pistol press the Right Bumper (Gamepads) or the ENTER key (keyboard). Aim Assist: Press and hold A (XBox), Cross (Playstation) or SHIFT (Keyboard). Health Report: Press X (XBox), Square (Playstation) or E Keyboard to hear your current health status. Civilians remaining: Press Y (XBox), Triangle (Playstation) or C (Keyboard).

MENU CONTROLS: Use the UP and Down Arrow keys or move the gamepad Leftstick up and down to select an item. To select the current option press Space, the A button (XBox) or Cross button (Playstation). To adjust a setting use the left and right arrow keys or press the Leftstick left or right. A couple of things I forgot to put in the READ ME File: On the volume settings screen you can test the volume of things like player footsteps, gunfire and in game music by pressing space or the A button on your gamepad. The game uses SAPI to speak how many zombies you killed and how many civilians you rescued at the end of a game. If you prefer to use NVDA, turn this off in the Volume settings menu. The game sends the scores to the clipboard and NVDA can read them using the autoclip add-on.

Get it here:  fusion-forged-games.itch.io/wel … apocalypse

It's a small game, just a test of sorts really but if you decide to try it out, thank you!

My first audio game: Blind Fighters King of the cards (Windows)

Hello everyone, I would like to introduce my first audiogame, Blind Fighters: King of the Cards. It is a faithful recreation of the 2008 Flash game. A turn-based card fighting game, where you use cards to move and attack on a board, with a roster of fighters from various universes. I tried to recreate the original experience as faithfully as possible, entirely in audio. For more information and to download the game, visit my website: othereyesforgames.wordpress.com … the-cards/ I would greatly appreciate if you could test it out and share your feedback. I hope you enjoy.

CaveDefender (Windows)

Hello everyone! I'm thrilled to share my very first online game with you all. It's called CaveDefender, and it was inspired by the old offline Wallbreaker game made by Sam Tupy. I loved his version so much that I wanted to see whether I could build my own take on it, and with a bit of help from Claude along the way, I ended up with something I honestly never thought I'd get off the ground. CaveDefender is an online game where you sign in to a server, share a world with other players, and chat, form rooms, and battle over four walls together. There are three modes: defend the walls from waves of enemies, attack them yourself while bots scramble to repair, or square off against real players on both sides. Because it's fully online, you'll need an internet connection to play, and you can find full instructions, including how to set up your own server, on my itch.io page. I've packed a lot into this game over the past several weeks of development, far more than I could list here, so instead I've pulled together the ten changes from version 3.0 onward that I think you'll get the most out of. \1. A whole new player versus player mode, the wall fight with real people on both sides: one team smashes the four walls from outside while the other defends and repairs them from within. \2. A 45-second reconnect grace. If your connection drops mid-game the server holds your place, and you land right back where you were with your wood, score, and host role intact, instead of out in the lobby. \3. Full 3D cave audio. The cavern now carries a natural reverb, and in player versus player you hear the far team muffled through the walls, as if through stone, while your own side stays clear. \4. Server rules you read and agree to once before playing, so every server can set its own expectations for how people behave. \5. You can now manage your own account in game: change your password or email whenever you like, and permanently delete your account, all with simple commands. \6. Wood now comes in three sizes, and larger pieces reinforce a wall more than small ones, so hunting down the big wood is worth the trip. \7. A much richer player information card: from the F6 players menu you can see anyone's win and loss record, their best rounds, when they joined, and more. \8. Personal muting that actually protects you. A player you mute can no longer see where you are or send you a message, and your mutes stick across sessions. \9. New lookup commands, like /where to find where a player is, plus staff tools such as /warnings, /mutes, and /bans to review a player's record. \10. Lots of quality-of-life polish: a documentation menu on the main screen, toggleable typing sounds, no accidental duplicate saved accounts or servers, and clearer messages all around. That's all for now. The full history lives in the changelog that ships with the game if you'd like to dig deeper into what was changed since then. One thing to note. I wasn't able to set up a central server for everyone to play on just yet, as my budget for that isn't quite there right now, so for the time being, you'll have to most likely play locally. I'm sorry for the inconvenience, and I'll get a proper server sorted as soon as I can. With all that said, I really hope you enjoy what I've built. It took a tremendous amount of dedication to get CaveDefender to where it is today, and I'm grateful to everyone who helped beta test it and smooth out the rough edges for the rest of those who haven't fully experienced it. Here's the game's download link on itch.io. tsatria03.itch.io/cavedefender Enjoy, and happy defending!

cookie-jammer (Windows, Linux)

Hi, I am currently creating a game called cookie-jammer. It changes from other games of this type by having no upgrades. In this game, you have to get levels. for each level, you get +1 cooky. But climbing levels gets harder and harder. for each level you have to get 256 * your level cookies to go to the next level. readme: click with space, get how much cookies you get per click with l, get your current cookies with c and how much cookies you need to the next level with shift + c. download on korn20123.itch.io/cookie-clicker

Play testing

Accessible RPGMaker, Public Demo (Windows)

Hi all, A few months ago i hinted at an application called the Accessible RPGMaker. Back then i was lets say over-exited to get it done, while the project still had some serious flaws, shortcomings and hundreds of bugs ... I toke some of the advice some of you gave me, to keep working on the project, stabilise it, make it as bugfree as possible, and last but not least, add a scripting possibility so games won't generally feel the same. I hope i did reach some point of achievement by posting a link to a public demo to gather your feedback, suggestions for improvements and all you can throw at me to further improve the development of this thing. But please, keep it constructive. Adjustments can be made on the fly and be delivered to you via the auto-update system. But before i start throwing all the things this thing can do in a rubbish slur of words. I will list it down below in a hopefully more organised manner. The public demo has to offer, for now: - Up till 4 maps can be created with a size of max 100 by 100, \2. 10 npc's, 10 events, 10 items, 5 transitions can be placed per map, \3. A total of 5 quests, 3 shops, 3 dialoguetrees, 10 item definitions, 10 enemy types & 5 types of equipment can be made. \4. all editors are accessible within their designated parameters mentioned above, \5. Scripting is fully included in this public demo. Find a set of 12 examples placed inside your program files x86/RpgMaker Accessible folder on your system, make a scripts folder inside your project folder and put the scripts there. \6. The Game Export Function won't be accessible during this public demo. It will be possibly done later on for a set period of time untill the program reaches it's majority and can enter the commercial state. \7. Fully usable sound library. Import sounds from your computer and use them across your projects. \8. Mass edit options for example for tiles or walls. \9. Construct your maps block by block. Doors are transitions. Combine these and you can create buildings. There are possibly still a few sounds i borrowed from other projects. But please, point them out to me and i will change them out with a small patch. The last time i have been working on the release of the public demo, and it is very much possible i forgot to swap them out. I am not here by all means to take credit for the marvelous work of others. There are a few hotkeys you should be aware of. The readme is currently being written and will be included in the first patch i push after gathering feedback from you, but in the meantime i will provide the list of hotkeys in the second post, for ease of access. I really hope you will enjoy using this project, and would like to help me improve it. As i said, the last time i was over-exited, and didn't include the community as a soundboard to make it the best it can get. I still would like to offer my sincere appologies for this behaviour. And for the impression i gave i was writing my posts with chat gpt. Find the page on our website for this project via: nonvisiongames.nl/rpgmaker.php Happy testing! Back in February this year i did 3 showcase video's on my youtube channel to showcase the various systems. While several systems got upgraded a few nodges the video's can still be relevant. Showcase video #1, Accessible RPGMaker: youtube.com/watch?v=JzXsvxzIz3U Greetings, Mike

Looking for feedbacks Cedar eye, an audio souls-like ARPG (Windows)

Hello everyone, For the last few weeks, I've been working on a game called "Cedar eye". It's an action adventure RPG where you explore dungeons and fight monsters. My objective would be to make a game similar to the Dark Souls / Elden ring games with a non linear map, a dark fantasy settings, equipments, and a lot of hard boss fights. I just finished an early demo, for now, there is only a tutorial for the game and a few enemies to fight, but I would like to get early feedbacks to be sure to go in the right direction. You can play the game here : fbrgame.itch.io/cedar-eye

Sonarush, an audio-only arena brawler for PC (Windows, Mac)

Hi everyone, My name is Vabax and I'm an indie developer from Italy. I've been working for many months on my first game, Sonarush, and I'd love to share an early TEST BUILD with this community and get your feedback. Sonarush is a real-time arena action game designed from the ground up to be played entirely by ear. There is nothing to look at: every enemy, teammate, shot and objective reaches you through 3D audio and speech. Grab your headphones — stereo panning and distance-based volume tell you where everything is. What you'll find in the game: - 18 unique characters across 6 classes (Tank, Assault, Sharpshooter, Artillery, Support, Control), each with their own attack, super ability and gadget. - 6 game modes: guided Training, Duel (1v1, best of 3), Star Hunt (3v3), King of the Hill (3v3), Survival (free-for-all, battle royale style) and Assault (3v3, attack and defend). - Full progression: trophies and ranks with rank protection, Trophy Road rewards, crates, character unlocking, power levels and a shop. - Smart bots with three difficulty levels, team AI, assisted aiming you can tune or turn off, and radar keys that announce enemies, allies and objectives. - An audio glossary where you can listen to every sound in the game with an explanation, an interactive tutorial on first launch, and fully remappable controls. About accessibility: on Windows the game talks through your screen reader (NVDA, JAWS and others) or SAPI. On macOS, if VoiceOver is running the game speaks directly through VoiceOver, and announcements also appear on your braille display; with VoiceOver off it uses the Mac system voice, with adjustable speed. Every crucial event has both a sound and a spoken announcement, and you can fine-tune how chatty the game is in the settings. The game is currently available in English and Italian, and it was built to be translated by the community: all texts live in one simple file, and the included guide explains step by step how to make a translation in your language, no programming needed. Approved translations will be added to the game and credited to their authors. Where this is going: right now Sonarush is single-player, againstsmart AI bots. My plan, if enough of you are interested, is to grow it into an ONLINE MULTIPLAYER game, with real human-vs-human battles in the same modes. Whether and how soon that happens depends on interest and support, so if you'd like to play online against other people, please say so in this topic — your feedback will directly shape what comes next. ** IMPORTANT — THIS IS A TEST BUILD ** This is an early, preliminary version of the game, shared only for testing and to gather feedback. Some of the sound effects in this build are temporary placeholders: they were used only as a reference during development, to build thegameplay faster. These sounds will NOT be part of the final game and will be gradually replaced with original assets, or with sound effectsreleased under licenses that allow free use. For this reason, this build is not yet meant for a final public release, and it is not published on GitHub or on any store yet. For now it is shared only via Google Drive, with anyone who would like to try it and help development through bug reports, suggestions and gameplay feedback. Thanks to everyone who takes the time to test the game. Every comment helps me improve it and reach a first, fully original public release. ** DOWNLOAD (Windows and macOS) ** drive.google.com/drive/folders/ … RTCtrKAs2U - Windows: download the Windows zip, extract it, and run Sonarush.exe. - macOS: download the macOS zip, extract it, move Sonarush.app to your  Applications folder, then right-click the app and choose "Open" the  first time. - On first launch your system may warn about an unrecognized/unsigned  app (normal for a test build): on Windows choose "More info" then   "Run anyway"; on macOS right-click the app and choose "Open", then   "Open" again. Your saves are stored in a separate data folder, so they stay safe between test builds. I'd love to hear what you think: bug reports, balance feedback and ideas are all very welcome in this topic. Have fun, and see you in the arena!

Simbuss, bus simulator for the blind beta (Windows)

Welcome to Sim Buss, an accessible bus simulator. This project was developed with a primary focus on accessibility, allowing blind or low-vision players to enjoy a complete simulation experience. In this simulator, you will be able to drive many different types of buses, including minibuses, city buses, coaches, articulated/bi-articulated buses, LRT, trolleybuses, school buses, executive buses, tour buses, and much more. The simulator features several exciting components, such as: 1. Various vehicles and different routes from several cities around the world. 2. An online communicator (chat) where you can talk and interact with other drivers via text or voice messages. 3. The ability to create your own routes and favorite vehicles to drive and have fun with. 4. All kinds of realistic road elements, such as speed cameras, traffic lights, signs, bridges, gas stations, etc., that we see on the streets of this vast world. 5. Breakdowns and emergencies based on real-world events that a driver faces during trips.

Everrealm - Screen-reader-first kingdom builder (alpha playtest - Web)

Hi everyone, I've been working on a browser-based kingdom-building game called Everrealm, and I'd love to get your feedback. It's an alpha, so things will change, but the core loop is playable. What is it? Everrealm is a peaceful strategy game where you build a civilization from tents to citadels. You establish settlements, develop them by merging pairs into higher-level buildings, unlock discoveries that enable special buildings, and guide your realm through six Ages. No combat, no timers, no fail states. It's designed to be calm. Accessibility This game was designed screen-reader first, not screen-reader compatible as an afterthought. I'm totally blind myself, and I built it because I wanted a strategy game that actually works with NVDA from the ground up. - Fully keyboard-driven. Every action has a shortcut. - Semantic HTML with ARIA live regions for announcements. - No visual information required to play. No dragging, no spatial reasoning, no color-coded anything. - Saves locally in your browser. No account needed. I've been testing with NVDA in Chrome. I'd especially love feedback from JAWS and VoiceOver users about anything that doesn't announce correctly. A note on sound and spatial mechanics I know sound is a big topic in this community, so I want to be upfront. Sound might be added in the future, but this will never be a full audiogame. I have a combination of disabilities that means I can't interpret spatial audio, and I get overstimulated by too many sounds at once. That's part of why Everrealm has no spatial grid at all. I have topographical agnosia, and I've experienced firsthand how a large grid can make a game nearly or completely unplayable. There have been games I could play in easy mode or while the grid was small, but as complexity grew, I lost the ability to keep up. I can't play most games being created for the blind these days, and I want to change that. Everrealm is my attempt to build something that works for players like me. How to play Play Everrealm Just open the link and name your realm. The game walks you through the rest. Keyboard shortcuts - E - Establish Settlement - A - Advance to next Age - T through I - Develop settlements (Tent, Hut, Cottage, House, Manor, Village, Town, City) - F, M, O - Develop into Farm, Market, Workshop - L, G, Q - Develop into Library, Town Hall, Aqueduct There's also a collapsible shortcuts list in the game itself. What I'm looking for - Does it work with your screen reader? Any announcement issues? - Is the game flow clear? Can you tell what's happening and what your options are? - Is it fun? What feels satisfying? What feels tedious? - Balance feedback. How long does it take to reach your first Citadel? Does the economy feel right? - Any bugs or confusing error messages. A bit about me I'm Lanie, a blind writer and accessibility advocate. I don't come from a game dev background. I built this with AI assistance because I wanted to prove that accessible games can be genuinely fun, not just "accessible enough." This is my first game, so be kind but honest. The code is open source on GitHub if anyone wants to look under the hood or contribute. Thanks for playing. I'm excited to hear what you think.

Sidera, spatial strategy game for iOS and Android

Hello guys! I would like to share a project I've started resently and got me impressed how is going now. So mutch that I decided to open up to this private beta test. If you played Lords and Knights, or similar games, you'll know a bit about this. This is a colony manager in the space, online, and 100% accessible for the blind. At the time of writing this I'll leave the city for a bit more than a week, but plan to launch a little update to fix some things, but this version probably will be the same for 1-2 weeks, so we can test the game. I do have a lot of plans to balance buildings, units, but all of that will be when the core mechanics are implemented and fully tested. Also, keep in mind that your progress will be cleared when we launch officially the game. I'm open to sounds, because the game still don't have, so if you want to contribute, you can contact me here, or in the more tab, and send commends or report a bug. In the same way you can send me suggestions, bugs, etc. It will be considered for the future of the game. If you're new to this kind of games, the starting guide may be very short on content. You in the more tab can find the full guide that explains exactly what can you do, and how to get almost everithig. Also, tell me if you would like to contribute with a translation. The game is in 6 languages currently, English, Spanish, Italian, German, Portuguese and French, but my main language is spanish. All languages are AI translated. I hope you enjoy the game as I loved creating it. Thanks for the friends who helped with the initial builds, suggestions and ideas, all credits will be put to you all for helping. To join: Testflight for iOS devices: open this link, just remember that from this writting, there are about 20-22 open places. This was made on pourpose so we start with a small number of players. testflight.apple.com/join/vSB1tqKF For Android users: Send me a message here by private with your Google Play email so I can invite you. Since I'm not with a production version, Google only lets users from a email list or group. I'll check regularly here and will add you, after I'll send you the link. Same as iOS, for now I'll accept 20-22 people in this beta. If you can't join because we are full, don't worry. There will be an open beta after some time, where you will sure can join us. As for records or streams, they are completely allowed. You can talk, play, show and everything on the game, with the only condition to don't share it. In iOS this is difficult, but in Android distributing something like an extracted apk is prohibited. With no more to say, I hope you like this game. Enjoy! See you in space!

Football Manager 2026 Access (Windows)

Note: The developer has posted the following message after releasing this mod. As things move very fast we figured given how often this game was requested to become accessible it was worth including, but before you buy the game please check out the linked thread for the most up to date information.

A fair amount of crashes are being reported so I'd advise people from buying the game for now as I sort out the stability issues. Note that playtesting in the past month didn't report any serious crashing like this and that the issues really only started 3 or 4 days ago. It must be something I added recently so in theory, it should be reversable. I'll update everyone here and on the Discord when I'd say the game is safe to buy.

Original release announcement:

Hello everyone, well here it is: The football Manager series by Sports Interactive is by far the most popular sports management franchise around. It’s incredibly in-depth and addicting. That said, even though the game is effectively entirely text-based, it was never accessible to screen-reader users. The 2026 entry was the first in the series to use the Unity engine which is far more flexible for modders. So I had a crack at it and the mod I put together is now in a place I feel is ready to be play tested. FM26 Access is a mod that runs a companion app paralal to the game that renders everything into HTML. Meaning that you browse the UI with your standard screen reader controls exactly like you would a website. You explusively interact wit the companion app window, not the base game. The UI is composed of familiar elements like buttons, combo boxes, tables, radial buttons, checkboxes, etc. anyone who’s familiar with screen-readers should feel right at home. At this time, I can’t confidently say that everything in the game is fully accessible. This game has over a hundred menu pages and while I’ve cleaned up the majority, with a particular focus on those you use most often, the lesser used ones could still need work. That’s the reason I’m posting this on the playtesting room and not new releases. This is the type of mod that will need lots of playtesting to properly polish exactly because it’s such a massive UI. That said, the game is playable to the point that you can comfortably do things like simulate through seasons, manage lineups, manage contracts, create complex tactics, sign new players, sign/fire staff, read email inbox, view world results, scout players, etc. That’s only really touching the surface, the game really is incredibly in-depth. You can of course also watch your team’s matches and it’s quite fun if I do say so myself. The mod reads out the game’s live text commentary, which is quite detailed and combines it with a custom made sound cue system that helps you follow along with the events of the match. For example, a high pitch repeating beep indicates that your team has possession. A different low pitch repeating beep represents the other team having possession. The cues move left or right in the stereo field depending on the position of the pitch, as if you were watching the game from the typical TV angle, going left to right. Other sound cues exist for the ball being in the air, the ball being contested, the ball going out of bounds for a throw, out of bounds for a corner/goal kick, goal for your team, goal for opposition team, etc. you can watch a full 90 minute match, or the condensed version, or just the highlights. Either way, sound cues tell you if time is skipped or if a replay is being shown. In the in-match preferences menu, there’s a handy sound cue library you can browse to familiarize yourself with the sounds and what they mean.    While in match, you can adjust tactics, track player ratings and body language, make substitutions or shout at your players if you;’re down 5 at the half. The in-match experience is fairly straight forward but that can’t exactly be said for the rest of the game. This is a complex simulator with lots of moving parts. There’s no built-in tutorial and it doesn’t hold your hand. You’ll need to either watch tutorials or figure it out yourself. If you’re familiar with European football, it should be fairly easy to understand but there is without a doubt a learning curve. I’d encourage you to watch a few videos about the game before buying if you’re not already familiar with it, just to see if it’s for you. There is much more information in the read me, so please read it if you have any questions. It’s available on the releases page below.    github.com/DnDeezNuts/Football-Manager-2026-Access/releases/latest  All bug reports, feedback or suggestions are ideally shared on The FM2026  channel in the Accessibility Disco Discord server here: discord.gg/7YgKsPaSa Download and installation instructions: Download the installer or the Zip folder here: github.com/DnDeezNuts/Football- … ses/latest You can either install using the installer or install manually using the Zip folder. What you need first • Football Manager 2026, installed through Steam. • Windows 10 or 11. The mod is Windows only • The WebView2 runtime, which powers the companion window. It comes with Microsoft Edge, so your computer almost certainly has it. The installer checks for it and tells you if it is missing. In the rare case it’s not installed on your device already, you’ll have to go download and install it before attempting to set up the mod again. Install with the installer (recommended) \1. Download FM26Access‑Setup‑v\<version>.exe from the project's Releases page. \2. Make sure Football Manager 2026 is fully closed. \3. Run the installer and choose Install. It finds your Football Manager 2026 folder automatically; if it can't, it lets you pick the folder yourself. \4. When it finishes, start the game as normal. Note that the first launch is slow and silent. The very first time you start the game after installing, it spends a few minutes preparing the mod behind the scenes, usually somewhere between 1 to 3 minutes. During this time there is no speech and nothing seems to happen. This is normal. Please wait until the game's main window opens and announces that the main menu has loaded. Every launch after that is fast. Install manually from the zip Use this only if you can't run the installer. \1. Download FM26Access‑v\<version>.zip. \2. Fully close Football Manager 2026. \3. Copy everything inside the zip into your Football Manager 2026 folder, usually C:\Program Files (x86)\Steam\steamapps\common\Football Manager 26. Choose Replace the files in the destination when asked. \4. Start the game. Updating Download the newest release and run the installer again (or, for the manual route, copy the new zip over your game folder). Updating keeps your bookmarks and settings. Uninstalling • delete these from your game folder, winhttp.dll, doorstop_config.ini, .doorstop_version, the dotnet folder, and the BepInEx folder. Huge shout out to Rashad for getting this off the ground and for coming up with the idea to render into HTML

rollercoaster Tycoon 2 Access (Windows)

Hey everyone! As the title says, I’ve created a blind accessibility mod for Rollercoaster Tycoon 2! More specifically, this is an accessible fork of Open RCT, which adds a bunch of features and quality of life updates to the original Rollercoaster Tycoon 2. Currently it only works with Steam on Windows, but Open RCT can run on a MacOS with a little work, which leads me to believe I can probably make the MacOS version accessible given enough time. If anyone has not played or heard of the games, they are theme park management games that still have a very active fanbase. Players have to construct paths, rollercoasters, and keep guests happy in other ways, all while trying to make the park profitable by a certain date. At the bottom of this post will be a link to the Github, a link to the game on Steam, a link to my Discord to report bugs, and a video I made on my gaming channel demonstrating how to use the mod. The mod is still in beta, but it’s pretty solid in my opinion and the only big things that are missing is multiplayer support and some big fixes for custom rollercoasters (I would not suggest building custom rollercoasters until I’ve updated that).  The documentation is also a work in progress, so I highly suggest pressing F1 in game for help and watch the video I made for the mod. Setup 1.    Buy and download Rollercoaster Tycoon 2 Tripple Thrill Pack from Steam. 2.    Download the latest version of the mod from my Githud. 3.    Run the game from Steam to generate any necessary files. 4.    Extract the mod folder anywhere and run OpenRCT2Access.exe. Windows will probably throw an error, but just install anyway. 5.    That’s it! The game also features an auto-updater. Some features of the mod: •    Keyboard controls for almost all game functions. •    A coordinate system •    Waypoint system: Place markers and jump to them with the number keys. •    Mass terraforming: Place two markers to terraform, place paths, and clear scenery in a large area. •    First-letter navigation. •    Accessibility sound queues. •    Systems to help players confidently and accurately place rides, stalls, and other structures. •    A visual keyboard focus indicator •    Mouse support for those who may have some vision. •    A lot more. Way too much to list here. Excited to hear what you all think! I grew up playing this game when I could see and I have a lot of fond memories playing it. I feel like it’s the first genre of this kind, that I know of, that’s accessible. Hoping you all enjoy! Video Tutorial: https://youtu.be/0opYxGETLa0 Open RCT2 Access Mod: github.com/RossMinor/OpenRCT2-Access The Game: store.steampowered.com/app/2853 … rill_Pack/ My Discord: discord.com/invite/pj3qwZFQps

BloodMoneyAccess (Windows)

This is an accessibility mod for Blood Money, a free incremental clicker game developed by Shroomychrist Studios. In Blood Money, you click on Harvey to earn money, purchase upgrades to increase your income, and continue growing your fortune. This mod is my attempt to make the game playable with screen readers. It is still a work in progress, so you may encounter bugs or features that do not work as intended. Downloads The original game can be downloaded from: shroomychrist-studios.itch.io/bloodmoney The accessibility mod installer can be downloaded from: drive.google.com/file/d/1X4qzr7 … sp=sharing Installation Download and extract the original Blood Money game. After downloading the accessibility mod installer, run it. If the installer cannot find your game automatically, click OK when the message appears. A standard file browser will open. Navigate to the ClickMe folder, which is the folder containing BloodMoney.exe, and select it. The installer will then install the mod. Once installation is complete, launch the game normally. Before interacting with the game, make sure your screen reader is in Focus Mode, or the equivalent mode provided by your screen reader. Otherwise, the game may not receive your keyboard input correctly. Controls Use the Up and Down Arrow keys to move between menu options. Press Enter, Space, or Z to activate buttons, select options, and advance dialogue. Press S to return to the previous menu after adjusting options. During gameplay, press Space to click on Harvey. Press Ctrl+M at any time to hear your current amount of money. When prompted, press X to open the shop. While in the shop, use the Up and Down Arrow keys to move through available upgrades, then press Enter, Space, or Z to purchase the selected item. Known Issues The shop is currently the least stable part of the accessibility mod. The first time you open the shop, press the Down Arrow twice before purchasing the first available upgrade. After doing so, the mod should correctly announce the next upgrade that becomes available. This generally works until around the third upgrade. After that point, the shop may stop responding correctly. If this happens, move to the Shop icon or Shop Notification, press Enter, and then press X twice. You should then be able to continue playing by pressing Space again. Another known issue is that reopening the shop after unlocking several upgrades may cause the mod to act as though none of the previous upgrades were purchased. Your progress is not actually lost. Simply remember that the first purchased upgrade is located two Down Arrow presses from the top of the list, then continue counting downward as new upgrades become available. Final notes If you encounter bugs, feel free to make a post here so I can try to fix them. I hope you'll enjoy playing this. :)

Ravenfield access (Windows)

An accessibility mod for Ravenfield that makes the game playable with a screen reader. Built as a BepInEx plugin using the Tolk library for screen reader output.

Supported screen readers: NVDA, JAWS, and SAPI (fallback).

Features

Screen reader announcements for menus, health, ammo, kills, deaths, damage, objectives, and weapon switches Full keyboard navigation of all menus, loadout screens, and picker UIs (map, mode, vehicle, etc.) Enemy detection with spatial audio beacons and aim assist (bullet magnetism + recoil compensation) Pathfinding navigation using the game's A* pathfinding system with spatial audio beacons to guide you to objectives, vehicles, ladders, and resupply points Obstacle and wall detection with radar scanning and optional proximity tones Zone and surface callouts when moving between areas Cover detection to find nearby cover positions Vehicle support including enter/exit announcements, turret aiming, and approach guidance Squad awareness with teammate status and squad order callouts Game score tracking across all game modes Victory/defeat announcements with auto-return to menu An accessibility mod for Ravenfield that makes the game playable with a screen reader. Built as a BepInEx plugin using the Tolk library for screen reader output. Supported screen readers: NVDA, JAWS, and SAPI (fallback). Features

  • Screen reader announcements for menus, health, ammo, kills, deaths, damage, objectives, and weapon switches
  • Full keyboard navigation of all menus, loadout screens, and picker UIs (map, mode, vehicle, etc.)
  • Enemy detection with spatial audio beacons and aim assist (bullet magnetism + recoil compensation)
  • Pathfinding navigation using the game's A* pathfinding system with spatial audio beacons to guide you to objectives, vehicles, ladders, and resupply points
  • Obstacle and wall detection with radar scanning and optional proximity tones
  • Zone and surface callouts when moving between areas
  • Cover detection to find nearby cover positions
  • Vehicle support including enter/exit announcements, turret aiming, and approach guidance
  • Squad awareness with teammate status and squad order callouts
  • Game score tracking across all game modes
  • Victory/defeat announcements with auto-return to menu

Before I say anything else  I would like to point out that this mod was made completely with claude code, so there might be issues. I did not write the code for this and I want that to be completely clear before anything else is said. This is a mod for the game Ravenfield. this is basicly a game where you capture objectives and you fight bots. Its a fps game. Its only offline so there is no online modes or anything like that. The game contains a aim asyst but its not aimbot. Its to slightly correct your aim when its rather on point. This is still in beta I started this just a few days ago and it got off the ground rather quickly. Check the readme for how to install this. download github.com/blindpro/ravenField- … 0-beta.zip main repo. github.com/blindpro/ravenField-access The game on steam, its about 16 dollars. store.steampowered.com/app/636480/Ravenfield/ Have fun! Let me know of any problems you find

polygon bit battle royale access (Windows, Mac in Post 31)

A BepInEx mod that makes Polygon Bit Battle Royale playable without sight. It provides: - Screen Reader Navigation: NVDA, JAWS, System Access and SAPI narration on Windows, and VoiceOver narration on macOS for all menus and settings. - Altitudes & Parachute Feedback: Periodic coordinates and landmarks below the player while free falling. - Weapon Feedback: Firing, dry-fire, and reload progress voice feedback. - Safe Zone Timer: Automated zone shrinkage countdown notifications. - Teammate & Spectator Narration: Teammate status and active spectator target voiceovers. - Pause & Resume Feedback: Instantly reads menu options when pausing/resuming. Screen reader output goes through Tolk on Windows (NVDA, JAWS, System Access and SAPI) and native VoiceOver integration on macOS. For players

Grab PolygonBitAccessibility.zip from the release, extract it into the game folder next to PolygonBitBattleRoyale.exe (Windows) or PolygonBitBattleRoyale.app (macOS), and launch from Steam (Windows) or run ./run_bepinex.sh from the game folder (macOS). BepInEx is bundled — there is nothing else to install. Full install steps, the key list and troubleshooting are in release_readme.txt, which is the README that ships inside the zip.

Welcome to the Dark Place Accessibility Mod (Windows)

#1: Three red blots mark liars. #2: Food means depravity and death. #3: Tellers of time are sped up by-- #4: Holes in suspicious places may lead to the Undergoing. #5: Don't trust the wolf. #6: The train is the only escape. The Dark Place finds us all. Welcome travelers, to the Dark Place Access Mod. This is an accessibility mod for a free & expansive text-based, auditory nightmare known only as "Welcome to the Dark Place" Freely available on steam or ich.io. Links will be provided below to the game pages. The game features permadeath and has an open world. Keep that in mind before playing. The game saves where you leave off however if you get so far and need to quit. It also is very convoluted and it isn't always easy to tell where to go next. The game also features lots of audio, and is sometimes important to listen to your surroundings. What it does: - Adds text to speech to the whole game - adds custom key-binds for quick choice selection and more - Implements a journal system as a separate mod so you can keep track of the world since the map is inaccessible - Early work on audio described scenes. Known issues: Most visual scenes aren't yet described in the game including the library which is key to learning a number you need to progress in some form. This will be added soon. Warning: This is a horror game and as such, Welcome To The Dark Place describes grotesque situations and deaths through text and audio. There are descriptions of suicide and self-harm. That said, let's carry on. I'm releasing this here for testing as it's one of my very first mods made entirely with Codex. I am NOT in any way shape or form a programmer. The github page is a little janky, but will be cleared up in time. What I need: \1. How do the controls added by the mod feel? What can be done better? \2. How does the journal feel to use? Any suggestions, changes, or feedback is welcome as the map is not accessible since you use the mouse to draw on a blank canvas. \3. There is an audio described scene to the south east of the start once you enter the dark place and read the note. It's simple, but how does it feel? Any feedback or suggestions are welcome. The mouse or keyboard can be used to look all around during most visual scenes, but no visuals say for one scene are required to complete the game. \4. Interested in helping? Let me know. I especially could use sighted assistance from those particularly interested in taking the plunge into the game with describing the visual scenes scattered around the game. The one in the library is most important as it contains a number code. Installation: Download the mod from the GitHub page below and extract the folder into your "Welcome to the Dark Place" root folder where the .exe is. If done right, you should have a BepinEx folder, NVDA controller cliants, and several othe files in the same folder as the game executable. main Game Controls: - Up / Down or W / S: move through choices - Enter: select a choice - C: open the map - X: open or close pockets - hold Escape: return to the main menu Main Mod Controls: - 5: read the controls help - F6: reread the current room text and choices - F8: toggle automatic choice readback - 1 through 4: activate visible choices from top to bottom Dark-Place_Journal controls: - F7: open or close the journal - F9: paste the current scene text while editing - F10: repeat the current journal state - Up / Down or W / S: move through journal items - Enter: activate the selected item - Escape: back out, close the journal, or save while editing - Ctrl+V: paste clipboard text while editing Finally, you can grab the mod here: github.com/Jericho-Dread/welcom … ility-mods Get the game: Steam: store.steampowered.com/app/1135 … ark_Place/ Ich.io: zeekerss.itch.io/welcometothedarkplace

Vampire The Masquerade - Coteries of New York Access Mod (Windows)

From the readme: Screen-reader accessibility mod for Vampire: The Masquerade – Coteries of New York. CoteriesAccess makes the game playable without sight: it speaks menus, dialogue, choices, the journal, the glossary, quests, status, night transitions and the ending through your screen reader, so a blind player gets the same information a sighted player reads on screen. Here the repo: github.com/jpavonabian/Vampire- … ccess-Mod/ And here the Steam link: store.steampowered.com/app/1096410/

The game is a visual novel. The Stream description is: You act as a newly-fledged vampire in New York. You have to learn what it means to be one of the Kindred in a huge, vibrant, contemporary metropolis. On your way you’ll meet different NPCs – other vampires, thin-bloods, ghouls, humans... and more. You will perform tasks that will put test your humanity and take part in a complex and often brutal struggle for power between the Camarilla and the Anarchs. You’ll interact with key NPCs - form unique bonds and relations and learn your undead companions’ deepest secrets... or see them abandon you. You’ll feast on the living and will ask yourself about the very nature of humanity. You will have to keep track of your Hunger or the Beast inside you will take over. You will make choices for the character, including which storylines to pursue and how to approach the different situations presented. You will take part in a narrative experience with branching dialogue choices, memorable characters - all among iconic locales of the Big Apple. You will be able to use Disciplines that will help you in combat and conversations, but be aware that every use of a Discipline may increase the level of your Hunger. Left unchecked, your Hunger will force you to give control over to the Beast: a dark side of your nature which wishes only to feed... no matter the cost.

Dragon Ball Kakarot Access (Windows)

Hello! I'm happy to announce the first release of KakarotAccess — an accessibility mod for Dragon Ball Z: Kakarot! Play Dragon Ball Z: Kakarot as a blind or low-vision player. The mod reads the game's menus, dialogue and HUD out loud through your screen reader (NVDA, JAWS or SAPI) and adds a 3-D audio radar to navigate the world. Nothing about the game is changed for sighted players — it only reads and guides.   >> A game CONTROLLER is REQUIRED. The mod is built around it. \<\< WHAT YOU CAN DO RIGHT NOW   - Read every menu: pause, shops, items/party/characters, save & load,     options, skill palette and skill tree, cooking, fishing.   - Character status sheet (level, EXP, HP, Ki, Battle Power, all stats).   - Story: NPC dialogue and subtitles, tutorials, quest objectives,     episode/chapter cards, level-up and pickup notifications.   - Audio navigation radar: a 3-D beacon that tracks your quest objective with     an arrival cue, plus a target picker (R3) for enemies (with their level),     NPCs, collectibles, Dragon Balls, shops and gathering points.   - 13 languages, editable text files, and an in-game config menu (L3 + R3). NOT YET SUPPORTED (coming)   Encyclopedia Z, the baseball minigame, the Story menu, and talking to your   party members in towns. REQUIREMENTS   - Dragon Ball Z: Kakarot (Steam)   - A controller (required)   - A screen reader running (NVDA / JAWS / SAPI) HOW TO INSTALL   Download the installer, run it, press Install. It finds the game, sets up   everything, and you just launch and play. Your game saves are never touched. IMPORTANT — WHICH VERSION TO LAUNCH   When Steam asks which version to play, always choose the NORMAL version (NOT   "DRAGON BALL Z: KAKAROT HD") — the mod only works with the normal one. Tick   "Do not ask again" so Steam launches straight into it every time. LINKS   Installer (recommended, always latest):     github.com/Ali-Bueno/dbz-kakaro … taller.exe   Manual install (mod .zip, always the latest):     github.com/Ali-Bueno/dbz-kakaro … Access.zip   All downloads / latest release:     github.com/Ali-Bueno/dbz-kakaro … ses/latest   Project page (repository):     github.com/Ali-Bueno/dbz-kakarot-access   Discord:     discord.gg/TDBvUxeRX   Support me on Patreon:     patreon.com/alibueno

MUDBall, (Windows)

Hi everyone. I have been playing around with developing some games, and this is my first finished thing. I'm not a regular developer, but I've been growing a fresh new hobby. This new client was borne out of a desire for new MUD players to have something they can play out of the box, like vipmud but maybe less ambitious and free, and a desire for audio enthusiasts like myself to easily be able to make soundpacks for worlds, along with aliases, macros, and channels, without much scripting or programming know-how. I would appreciate constructive feedback, as I am a figurative baby when it comes to making things. Enjoy: dropbox.com/scl/fi/5osj753w … n&dl=0

Duel Links Access (Windows)

The heck is a duel links? Some kind of demented feline? Yu-gi-oh! Duel links is a mobile version of the franchise that was later ported to Steam as a free-to-play game. Rather than Master Duel, which we already have a mod for, the game is far more focused on bringing the anime to you as an interactive (mobile)  game, by putting characters you know and love from said anime into the virtual world you play in. A lot of original voice actors reprised their role, and iconic anime lore is referenced relatively commonly, although you don't need to have seen the anime to be able to enjoy this game. Duels are simplified, with a smaller deck and a smaller duel field, making the game a bit more approachable and easier to just pick up for a few minutes. This being a mobile game before anything else, you'll see lots of unlockables, currencies etc., but no money needs to be put into the game to have fun with it to my knowledge so far.

What mod do? There's no walking around or navigation assistance in this game, it's all screens with clickable targets. What the mod does is mostly turn these screens into menus to click your way through, allowing you to visit different locations, duel different people, complete different missions, etc. The majority of dueling mechanics are already in place, with Pendulum Summoning being the odd one out as I haven't been able to test this properly yet. This is being worked on as we speak. Known limitations This is a live service game. A number of screens retrieve data directly from the servers at Konami, which means there's a certain level of chaos we have to deal with. This is most notable in the shop which ... works, but also could be a lot better. This is still being worked on as well. Another tricky bit is that the game was a mobile game first, and mouse support was clumsily added after the fact to make the game work on PC. That means all keyboard controls are coming from the mod which is trying it's absolute best to zoom us around the world but may at times need a bit of help. A final hurdle are tutorials for the game. The mod, mostly, automates these right now as in my testing with patrons, this was the most reliable way to get you past them. Tutorials entirely  block you from progressing, cannot be reliably replayed (therefore cannot be tested properly) and change the way the game handles input to such a degree that about 50% of the time I've spent on this so far has been fixing the tutorial, breaking something else in the process which then needs to be fixed, potentially breaking the tutorial again. I think we're at a good place with it now, and I will remove the automation guardrails when I'm certain doing so won't just collapse the whole thing back into the void. All in all I'd describe where we are currently at as a rough beta. Certainly enough to get you started, and with a bit of luck you'll be able to have fun with it for quite a while particularly given multiplayer already works, but I wouldn't be surprised if bugs are encountered.

How to get it? The game can be downloaded from Steam. It's a free game, so trying this won't break the bank. Just any schedule you might have made for the weekend, as when you get going the game can be pretty addicting I'm told. The mod's public build can be found on GitHub, over at the DuelLinksAccess Github Repo. Generally, this version lags behind the Patreon version by a week or two, unless there's progress-locking or game-breaking bugs in the public build, I try to fix those so people have at least some game to play. The Patreon, which is currently my only income, is where the latest builds are being shared, generally on Discord. If Discord is difficult for you for whatever reason I'd be happy to keep you up to date some other way. The link to that can be found in my signature. Having said all that; attention duelists! My hair wishes you a fun duel, and feel free to drop bug reports in here when things inevitably break. Bug reports with a log are super helpful; you can press f12 as the game start to turn on debug mode which logs a lot more information and helps me fix your issue all the faster.

Making all the things My YouTube: ViewpointUnseen Support my thing-making on Patreon My Game Twitch: Zersiax My Hacking/tech twitch: IC_Null

accessibility mod for wildfrost early test version (Windows)

Screen reader accessibility mod for Wildfrost, enabling blind players to navigate menus, read cards, play battles, and explore the campaign map via NVDA. Requirements

  • Wildfrost (Steam version)
  • NVDA screen reader What the mod does

Every screen announces itself when it opens, and every focused element is described. Tutorial popups and help panels are read aloud, with drag-and-drop instructions rephrased for keyboard play. - Main menu - up/down arrows move between buttons, Enter selects. - Town (base camp) - arrow keys move between buildings. Each building is announced with its name and state. The Gate says what Enter will do: start a new journey, continue the one in progress, or begin the tutorial. - Continue journey screen - announces your run in progress: start date, leader with health and attack, and the full deck list with duplicate counts. The Let's Go and Back buttons explain what they do. - Campaign map - announces the zone, where you are, and which destinations you can travel to. Locations are announced with their name, category (battle, shop, boss...), and state (you are here, cleared, available, further ahead, not reachable). Battle locations include their wave count; details include the exact enemies per wave. - Battle - announces turns, phases, and the redraw bell. Cards are read with their stats, their status effects (Snow, Frost...), and their effect lines in the game's own words ("Apply 2 Snow", "Deal 8 additional damage to Snow'd targets"), so a unit that HAS Snow on it never sounds like one that APPLIES Snow; the full keyword descriptions wait in the Details buffer (Ctrl+Up), or press V for full descriptions on focus. Combat is narrated as it resolves: hits, status damage (Shroom, Teeth...), Shell blocking damage, attack gains and losses, and counter changes. Cards are played with Enter: pick up, then the valid targets form a grid - up/down move between rows, left/right along the row, nothing wraps around - and Enter places. - Story events - event titles, prompts, and story text ("Break the ice!", "Choose a new companion!"...) are read as they appear and whenever they change. The frozen-companion ice block announces each crack; offered cards are read in full. If the game refuses a choice (the tutorial requires inspecting a card first), the reason is spoken. - Deck piles - draw and discard piles announce their card counts everywhere they appear. - Inventory (backpack) - P opens it wherever the backpack exists (map, events, battle). It announces your deck, reserve, charm and crown counts. Up/down switch groups, left/right move within one. Enter on a charm picks it up, the arrows move between the cards that can take it, and Enter attaches it - permanently, as in the game. Enter on a card opens the game's own options: rename, take crown, move between deck and reserve.

Oriol's game room, new social gaming experience with voice chat (Web)

Hello all, I wanted to introduce a new project I've been working on, the game room. This is still in testing, might have some issues, and I need feedback. This is a little project of mine I've been working on for a couple months, which is a sort of playroom containing some games. We also get voice chat built in (powered by Sonicroom, which is another open source project of mine), chat, friend lists and so on. accounts are open right now to register, so feel free to just go in and create an account, it doesn't need an email address. The games I currently have are: Board games: virus (with virus 2), hotel (mostly untested), lucky numbers, exploding kittens (with expansions). Strategy: Stones, and war poker (I wanted to create what we had on God Wars II, which is now a dead mud (mostly 0 players at any one time). Party games: Taboo, and 94 seconds (another dead game) Adult games: Cards against humanity (only available in Spanish right now, adult version, seriously).

A lot of this stuff has been vibe coded but reviewed, tested for some time with real people and bots, but not all games have undergone the same testing yet. If you find any bugs, please use the report to admin option for feedback. Having said this... gameroom.oriolgomez.com

Flare engine (Windows)

About the game Flare is a single-player, isometric action role-playing engine. Empyrean is its complete campaign. Humanity has retreated to Empyrean, a failing fortress in the sky. You play an Exiled survivor on the surface, searching for redemption and a path back while exploring ruins, caves, forests and the Underworld. This edition is a community accessibility modification. It adds NVDA speech, linear keyboard navigation, menu sounds, spatial beacons, a map scanner, target tracking, route guidance and other blind-player aids. It does not make every encounter automatic: combat, equipment choices, exploration and quest decisions remain part of the game.

Hi everybody! First, let me make it clear: I don't know much about this code, I use AI mostly in this project. This is a game recommended by my friend. He loves games like this. The interesting thing is that after creating the mod, I also became passionate about it and spent hours, even more than 3 weeks just sitting in front of the computer for at least 16 hours a day for this project. I don't know why, but I tried my best to make this playable. All information is below. Original Engine download link: github.com/flareteam/flare-engine Link to download the original game version: github.com/flareteam/flare-game Here is the link to download the game with the engine that has a mod version: drive.google.com/uc?id=1BsMYzB0 … t=download This file includes the source and built project along with a customized version of the game to play. Just download it, unzip it, then go to the game folder in the extracted folder. Run the flare.exe file and play. There are some .html files in the documents folder, you can read it for more information Note: The original engine supports multiple languages. But my game only supports English and Vietnamese. If you need to add translations, see more information about creating translations. I don't translate other languages mechanically because it might ruin the game experience. Sorry for my limited English skills

Game updates

  • TableEx 2.8.0 includes a new free mode for Ludo, enhancements to reconnection recovery, ad system improvements, various fixes Monopoly, Dominos and MotoStrike, an option to disable text chat and more.
  • SoundRTS Ultimate received many updates in July, with the ability to make custom terrains with different properties, a custom map generator, AI improvements including options to give them HP and other stat modifiers, UI enhancements including new graphics, mouse controls and spatially positioned speech for combat messages, easier language switching, automatic updating and more.
  • AIManager received many improvements including the ability to manage women's teams, expanded renaming options, new club management features including youth academies and stadium upgrades, a smarter player AI and more
  • Dawncaster received its newest content expansion - The nightmare Nexus. Along with this come over 70 new cards, talents and malignancies, a new puzzle mode to test your game knowledge in various situations, premium foiled cards unlockable with fadeshards and more.
  • In addition to Springwood Cafe which got its own digest section, Marvel Realm has received a whole suite of other updates mainly making the social features more, well, social, with things like chatting, both publicly and sending private messages, an activity feed and more being added. You can also opt out of these features if you don't want to be included in them.
  • The 2 mods from Drew - Date Everything! Access and I'm a Blind Human, are officially out of beta. The updates feature many of the improvements first tested with patrons including detailed descriptions, and in the case of Date Everything greatly enhanced navigation.
  • Accessible Arena includes a new Copy last message command, an optional priority alarm reminder, pressing T reads the active timer, and many enhancements were made to reporting when cards move zones or are drawn, reward claiming and season popups and more.
  • Swamp 2 got many updates, including controller support and easier control remapping, the ability to have a truck drive you around the map, new weapons and features for zombie players and many more changes listed in the changelog included with the game.
  • Castaways 2 was also revived, with version 2.8 being a complete rewrite to improve performance and add a full single player experience with AI opponents and more.
  • Freight Fate includes a massive map expansion, the game now covers over 600 cities, 3 times as many as before. In addition the game now has controller support, tweaks to verbosity, new cloud saving options, realism tweaks and much more.
  • Deeprock galactic surviver access is back, supporting the latest game update. The audio queues were also reworked, with the mod trying to give priority to the items that matter. In addition a beacon system was added which can make the game guide you to what you want, the dreadnought boss has dodge audio queues, the Rockdozer (part of the DLC) is fully supported and more.
  • Bazaar Access is also back and brings a new item inspection panel, support for the rage mechanic, monster loadout previews, reorganized options, translations into all game-supported languages and much more.
  • ADOFAI Access 0.6.2 makes the mod work with the latest game update and also adds linux support
  • The Age of Legends update in Blades of Glory is a big one. "In the age of legends, forge equipment built around the various enemies you have fought across the Greek, Roman, and Viking eras. Wield the powers of these enemies to maximize your strength. The temple of legends is filled with enemies from all eras. Nine enemies and six bosses await you. Additionally, take part in three new wave types, the onslaught, illusion, and illusion boss waves."
  • PlayAural adds exploding kittens, and Bang! The Bullet
  • Entropy Cafe now has an auto-updator, as well as better bot and table management features
  • Sanctuary in Time's most recent update greatly overhauls and expands the sex system with new options and scenes
  • Fourfold Onslaught 1.8 adds quests, crafting, maps, tweaks to the terrain radar, lets you knock zombies down by shooting their legs and fixes various bugs
  • Skyrim Access 1.9.0 merges all of the previously separate accessibility mod into one complete package with more features, including wall audio queues, optional continuous beacons, locking on to any NPC not just hostiles, a sound queue glossary and many other improvements. You can read the full changelog here
  • Siv V Access adds a text search feature to the sivilipedia, scanner and unit grouping improvements, an MCP server allowing AI assistants to look at your game, adds an option to keep the game running even when it's minimized and fixes various issues
  • Vision Not Included Includes a new "hollow rectangle" building mode, fixes announcing of angles while building bridges and adjusting valves and fixes various bugs around the scanner and cursor skipping tool
  • The Against the Storm Accessibility Mod was updated to support the hauler behavior modification feature introduced by the 1.10 update of the game.
  • in Hearthstone, the Escape from Violet Hold expansion has gone live, with a few subsequent balance patches. Up next, Battlegrounds players can look forward to Season 14, starting on August 3rd. It will introduce a new Dark Gift mechanic, a major minion refresh and 2 new heros.

Authors

This edition of the digest has been written by:

  • Piotr Machacz ([email protected] on Mastodon)
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