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October 8, 2026

Audiogames.net Monthly Digest - September 2026

September 2026

New Releases

Marvel's Wolverine (PS5)

What is Marvel's Wolverine? AN ALL-NEW, ACTION-PACKED ADVENTURE BASED ON THE LEGENDARY COMIC BOOK CHARACTER. Marvel’s Wolverine is an action-packed adventure from Insomniac Games, the acclaimed studio behind the Marvel’s Spider-Man series. Created in collaboration with Marvel Games, it delivers an all-new original story based on the legendary comic book character.  

Logan thought he was finished being Wolverine, but the past wasn’t finished with him yet. Three years after walking out on his team, Wolverine rejoins the mutant task force, Team X, in their darkest hour.  

Driven by his fanatical belief in human superiority, Bolivar Trask is kidnapping mutants. Only Wolverine has what it takes to save them.   

In his fight for the future, Wolverine must team up with fellow mutants across the globe through locations like Canada, Japan, and the Marvel island nation of Madripoor. With the fate of humans and mutants hanging in the balance, Logan knows the world needs a hero; however, they’ll have to settle for Wolverine.

KEY FEATURES WHY YOU SHOULD PLAY MARVEL’S WOLVERINE

UNLEASH FURY THE DEFINITIVE WOLVERINE EXPERIENCE Ravage enemies with explosive brutality and unleash razor-sharp adamantium claws to deploy fast, fluid attacks and overcome impossible odds. Evolve with unique, swappable Techniques and Adaptations to stalk, ambush or overpower your foes.

The game includes a suite of accessibility features, including detailed audio descriptions, a screen reader, audio queues and a navigation assist which will get you through most of the game, though you may sometimes run into occasional areas where it will fail. To read reviews and experiences of blind gamers, look at this thread.

PapaSangre Windows port

Hey guys. Finally, after a ton of exhausting effort and hours of daily grind, I'm super happy to announce that I've officially ported our beloved nostalgic game Papa Sangre to PC. For those who don't know what Papa Sangre is: It's that legendary 3D binaural audio only horror survival game originally released on iOS by the studio Somethin' Else, where you navigate a pitch black underworld entirely using your ears. It honestly wasn't easy at all. It's definitely not just a matter of telling Claude hey port this and it magically does it. The whole thing took so much technical back and forth, extensive testing and endless bug fixing. And let's be real, some of Claude's logic mistakes were just catastrophically bad. But finally the game reached a point where I can comfortably say it's 100% faithful to the original. I'm talking every single tiny detail, the mechanics, the exact map layouts, and the gameplay, plus I even patched some bugs that were actually in the original iOS releases. Download: https://github.com/MuhammadHajjar/PapaS … -1.0.2.zip

The keys: Keyboard, and every key can be changed from Options, Keys. A and D are your left foot and your right foot. You alternate them to walk. Left and right arrows turn you. Enter selects, and skips cutscenes or narration. Up and down arrows move through a menu, left and right change a setting. Escape opens the pause menu, and backs you out of a menu. Page up and page down for volume. Controller, and every button can be changed from Options, Controller buttons. D-pad left and right are your feet, and they're also left and right in a menu. D-pad up and down move through a menu. Right stick turns you. A selects and skips, B or Back goes back, Start pauses. Shoulder buttons for volume.

I really hope you guys enjoy the project. Stay tuned for upcoming stuff, and btw I put up a poll above so you can vote on which Somethin' Else game you want me to port next. Of course all this work is going to be completely open source. So if anyone wants to compile a Mac port (since I don't own a Mac to test on), or if you want to add stuff, fix things, or even just fork the repo, the source code is all yours. https://github.com/MuhammadHajjar/PapaSangre-Windows If anyone wants to collaborate with me on this and help bring the rest of the Somethin' Else catalog back to life on PC, I'm totally down. I'd massively appreciate anyone helping me carry even a little bit of this load. Papa Sangre was a huge grind, and their other games are way more complex under the hood so yeah. Just a heads up though, if you want to jump in with me, you need to actually know your way around Git and GitHub  and you absolutely gotta understand how agentic coding works and how to properly guide and manage that, and most importantly you need to be super familiar with Somethin' Else's games and their mechanics and know the levels by heart.. I hope you enjoy playing as much as I enjoyed working on this project. And of course, your feedback is always welcome.

PapaSangre II Windows port

Hey guys. Continuing the series of porting Somethin' Else games to Windows, this time we have Papa Sangre II, the sequel in the famous Papa Sangre iPhone horror series. For those who played the first one but haven't tried the second part yet, this one is way more complex. It has a lot more mechanics, it's more fun, and it actually features a combat system along with more puzzles and challenges compared to the first game. Porting it was honestly a lot harder than the first one just because of how many details and mechanics it has under the hood. But finally I present to you guys Papa Sangre II fully on Windows, and this time the port is way more stable than the previous one, with fewer bugs and even higher faithfulness to the original. Download: https://github.com/MuhammadHajjar/PapaS … 9-26-4.zip

The keys, and every key can be changed from Settings, Keys: A and D are your left foot and your right foot. Alternate them to walk. Q and E are your left hand and your right hand. Both together clap. Left and right arrows turn you. Up and down arrows hold the phone upright or on its side. Ctrl shakes the phone. U unplugs the headphones. Enter selects, and skips narration when the record player says you can. Up and down arrows move through a menu, left and right change a setting. Escape opens the pause menu, and backs you out of a menu. Page up and page down for volume. Controller, and every button can be changed from Settings, Controller buttons: The triggers are your feet, the shoulder buttons are your hands. The left stick turns you. D-pad up and down hold the phone upright or on its side, and move through a menu. D-pad left and right are volume, and left and right in a menu. Y shakes the phone, X unplugs the headphones. A selects and skips, B or Back goes back, Start pauses.

A huge thanks to my friend Seth Gamer who helped me out so much thanks to his iron memory, literally remembering the tiniest details and content of the game. If it wasn't for his testing and constant feedback, this Windows build would have never reached this level of stability. The whole thing is open source, same as the first game: https://github.com/MuhammadHajjar/PapaSangreII-Windows

Hope you enjoy.

The Nightjar Windows port

Hey guys. Continuing the series of porting Somethin' Else games to Windows, this time we have The Nightjar, the final Somethin' Else game port to windows. For those who haven't played it, it's the audio only sci-fi thriller where you're stranded on a pitch black spaceship crawling with aliens, and Benedict Cumberbatch talks you through it level by level while you find your way out using nothing but your ears. Fun fact, it actually runs on the exact same engine as the first Papa Sangre under the hood, so if you played that one you'll feel right at home with the walking. That honestly made this port a lot smoother than the Papa Sangre ones, and it's just as faithful to the original, all 14 levels and both endings. Download: https://github.com/MuhammadHajjar/TheNi … indows.zip The keys, and every key can be changed from Settings, Keys: A and D are your left foot and your right foot. Alternate them to walk, and step too fast and you trip. Left and right arrows turn you. Enter selects, and skips a scene you've heard before. Up and down arrows move through a menu, left and right change a setting. Escape opens the pause menu, and backs you out of a menu. Page up and page down for volume, anywhere in the game. Controller, and every button can be changed from Settings, Controller buttons: The triggers are your feet. The left stick turns you. D-pad up and down move through a menu. D-pad left and right are volume, and left and right in a menu. A selects and skips, B or Back goes back, Start pauses. And a huge thanks again to my friend Seth for testing this one too. He went through the whole game level by level and caught stuff I would've never noticed, so yeah he's a big part of why these ports turn out as stable as they do. The whole thing is open source, same as the Papa Sangre ports: https://github.com/MuhammadHajjar/TheNightjar-Windows Hope you enjoy.

Audio Defence port (Windows, Mac)

Audio Defence: Zombie Arena, released by Somethin' Else for iOS in 2015, now runs on Windows with a keyboard, controller and a screen reader. What you get is the whole game, not a level or two: - 30 challenges across four worlds — Training Arena, City Crossroad, Maya Ruin and Roman Theater - Endless mode, with the tarot cards that modify a run - The armory: weapons, upgrades, power-ups and your loadout - The Zombiepedia, with every enemy's own sound, and your statistics - All of the original's audio: the narration, the announcer, the zombies, the music How it plays: turn with the arrow keys, fire with Space, melee with either Ctrl key, switch weapons and reload with the keys you choose. Every action can be rebound in Settings, Keyboard, and an action can hold more than one key. The menus are spoken — NVDA if it is running, SAPI 5 otherwise — and every screen names itself as you arrive. Headphones are essential; the whole game is 3D sound and nothing else. How it was made, since this forum will ask: not from memory, and not from playing it. The port was written against the game's own code, method by method, from the arm64 disassembly of the iOS binary, so the weapons, the enemies and the timing are the original's numbers rather than my guesses. Where the port deliberately differs, all 86 of those decisions are listed in the README with the reason for each — including the handful of the original's own bugs that are kept on purpose, because they are part of how the game plays. The game itself — the audio, the writing, the design — is Somethin' Else's work, not mine, and nothing of theirs is claimed here. Credits: Muhammad Hajjar, whose idea it was to point an AI at a shipped iOS binary, and who now writes the port with me; Wong Wee Xiang (the owner of this account), who tested it and found the bugs you will therefore not meet; and Claude Opus 5, which wrote the code while we argued with it. This is the first release, so please do tell me what breaks — but let me be honest about where to tell me. I do not check this forum often, so the surest way to reach me is an issue on the GitHub repository below, or the contact details on my GitHub profile. Reply here by all means; I will see it eventually, just not quickly. The AudioDefence Demo The AudioDefence Repo Thank you, Loh Boon Keat

SixthSense Windows port

Hello everyone! I'm here to bring you guys a new game that I've successfully ported! If you may or may not recall, I made an NVGT version of this game about a year ago, but I never had the time or motivation to fully finish it. This was mainly due to the fact that the game didn't quite resemble the original game in its entirety. This time around, I've put considerably more work into the port, and I'm happy to finally release it! A few things to note: There is currently no Mac port as of this writing, as I don't know how to build for that particular platform. Also, all of the game's keys can be fully configured by pressing F1 anywhere in the game. The default keys are: Q: Fires your weapon at 10:30. E: Fires your weapon at 1:30. W: Fires your weapon at 12 o'clock. S: Reloads your gun. A: Fires your weapon at 9 o'clock. D: Fires your weapon at 3 o'clock. Space: Shakes an animal zombie off of you. P: Pauses the game. Tab: Switches weapons. You can find the rest of the key bindings in the game's readme. I hope you guys get a kick out of playing this, as I sure did when I was younger. I couldn't have completed this port without the help of two very skilled individuals: Lbk2907, aka Loh Boon Keat, and especially tunmi13, who helped me with a lot of the porting work. Without their support, this game would have been quite broken, to say the least. With all that said, here are the project links for the game. I was super hesitant to put this out due to the recent uncertainties we've had regarding other topics questioning the decompilation of various titles. However, after looking into the history of the original developer, I believed it was reasonable to make this project available. The company/developer behind SixthSense appears to have been inactive for many years. The original iOS version of the game was released in 2012/2013, and its last known update was in 2013. I have not been able to find evidence of the developer maintaining SixthSense or an active official website in the years since. I just thought I'd let you all know why I decided to release this project in it's current state. Game links. Source code: https://github.com/tsatria03/SixthSense-Windows Latest release: https://github.com/tsatria03/SixthSense … 9.25-1.zip Enjoy!

Introducing Arcadelux, A Fully Synthesized Audio Arcade (Windows)

Hello everyone, After weeks of development, testing and many late-night coding sessions, I am thrilled to share that Arcadelux v1.0 is officially released. Thank you all so much for the encouraging feedback and enthusiastic responses to the demo recording I posted earlier. What started out as a small personal project—inspired by Oriol's Arcade Room, Crazy Party and Liam’s games—gradually grew into something much bigger once friends got hooked and urged me to share it with the community. Arcadelux is a standalone audio arcade built with completely procedural audio, meaning it contains zero pre-recorded sound files. There are no WAV files, MP3s, or audio samples anywhere in the package. Every footstep, paddle bounce, laser blast, engine hum and musical passage is synthesized live from raw waveforms using NumPy and Pygame. Everything is calculated with true binaural stereo and MIT KEMAR elevation filtering. Because all audio is generated dynamically on the fly rather than streamed from disk, the download is only a few megabytes, system resource usage is minimal and the game runs smoothly even on lower-end hardware. Sounds can bend, pitch, track and move across 3D space with pinpoint acoustic accuracy. At the moment of this release, the game features 124 playable cabinets spread across eight themed worlds. Classic Corner offers timeless arcade concepts rebuilt from scratch for the ear, including Snake, Pong, Breakout, Space Invaders, Asteroids, Joust and Berzerk. Rhythm Row focuses on timing, duration and groove drills like Beat Blaster, Off Beat, Tempo Lock and Copycat. Neon Alley delivers fast reflex challenges and stereo tracking in titles like Sound Racer, Curb, Bug Line and Meteor Dodge. Deep Space features full 3D orbital physics, flight and sonar retrieval in Docking Bay, Lunar Lander, Pearl Dive and Asteroid Mine. Puzzle Parlour provides purely deliberate challenges where nothing moves until you do, including Warehouse Shift, Vault, Decant and Sound Pairs. Carnival Row brings noisy sideshow games of nerve and timing such as High Striker, Coconut Shy, Claw Machine and Fortune Wheel. The Night Shift puts you in charge of demanding solo operations in Switchboard, Night Kitchen, Printing Press, Plane Control and Lighthouse. Finally, Sound Lab offers psychoacoustic ear-training to sharpen your hearing for every other cabinet, covering interval recognition, tuning tolerance, room acoustics and timbre. You start with 21 cabinets unlocked right away (five in Rhythm Row, five in Neon Alley, three in Classic Corner, two in Carnival Row and one in each remaining world), with the remaining 103 waiting to be unlocked at the Prize Counter. The progression system is designed to respect your time and reward genuine skill without forcing an endless grind. Strong runs earn you coins, while playing any cabinet also grants experience points. Your player level only ever increases, meaning an off run will never lower your rank. The Prize Counter lets you spend your earnings on locked cabinets, alternative sound engines, fresh sound banks, music styles, perks and extra modes. Unlocking items requires coins, sometimes paired with a level requirement, ensuring you always decide where your tokens go. Additionally, beating your personal best on any cabinet awards a Gem. You can take these to the Rewards Hall to open mystery prize doors hiding coin jackpots, charms for bonus XP or coins, free cabinets and extra gems. You will also find a Daily Challenge with a shared global layout and streak bonuses (Duolingo-style), in addition to 340 achievements inspired by classic L-Works titles and performance letter grades ranging from D up to S. Several extra modes expand the experience. Hardcore Mode is tailored across all 124 cabinets, introducing tighter mechanics, faster tempos, full binaural 3D motion and double coin payouts once unlocked at level 20. Party Mode offers twelve micro-rounds across three lives with par targets to beat. Boss Rush, Gauntlet, Marathon, World Tour and Mirror Mode challenge you to survive gauntlets on a single life or reverse your stereo orientation for double coin rewards. Spectator Mode lets an expert AI play any unlocked cabinet so you can study how top scores are achieved, while the Practice Room lets you play without timers, scores, or limited lives to learn cues at your own pace. Customization options allow you to tailor both the audio and visual presentation. You can switch between five sound engines, including Chip, Warm Analog, Genesis-style FM, Acoustic and Hybrid synths, as well as eleven sound banks such as Wooden, Crunchy, Metal, Glass, Bell, Mellow, Deep, Paper, Cinematic and Warm Studio. The Dynamic Jukebox procedurally generates background music across styles like Funk, Noir, Chase, Dream and Middle Eastern Maqam. Although Arcadelux was built from the ground up as a blind-accessible audiogame, it includes visual options for low-vision players or sighted companions, featuring an audio-reactive display, text scaling and high-contrast color themes. Accessibility has been a core priority throughout development. Arcadelux communicates through Tolk (supporting NVDA, JAWS and other screen readers), direct NVDA controller integration, or SAPI 5. On first launch, a calibration utility tests your speech rate so announcements are never cut off. Full gamepad support is built in, letting you plug in a controller mid-game with no setup required. The game was originally written in English and translated into Arabic, French and Spanish, accompanied by an automatic translation assistant to log missing strings. If you happen to encounter any stray untranslated lines while playing in Arabic, French, or Spanish, please let me know so they can be added to the language files in the upcoming patch. Arcadelux was designed and developed by Riad Assoum. Claude by Anthropic provided extensive development assistance with game balancing, automated test suites, mathematical verification for puzzle cabinets and save-file security, among other things, so there's no shame saying that a lot of what you see is vibe-coded. Audio processing relies on NumPy, Pygame and MIT KEMAR HRTF impulse responses by Gardner and Martin. The game is completely free. To play, download the archive, extract it anywhere on your Windows PC and launch Arcadelux.exe: https://github.com/riadassoum/Arcadelux … x1.0.0.zip This is my first major game release, so please bear with me if any balance quirks or bugs slipped past testing. Three minor issues have already been addressed for the upcoming update: a stray period appearing at the end of text strings, an unlock issue with the Practice Room and a small spacebar timing quirk in Hold the Note and Telegraph that does not disrupt standard play. Please feel free to share your thoughts, report any issues or missing strings, post your high scores and let me know which cabinets are giving you the most trouble. Have fun!

GameLounge (Windows)

Hi everyone, We wanted to let you know that GameLounge, the game platform we've been building at Renova Games, is now live. It's an online multiplayer platform. You make a table or join an existing one, pick a game and play. If you'd rather not play, you can sit at a table and watch. There is also a Hall of Fame with rankings per game, so you can see who wins a lot and who just got lucky once. Download and info: https://renovagames.com/games/gamelounge Games available right now: - AudioDisco: a two player duel with a disc. You take turns attacking and defending. - Showdown: a real time paddle and ball game for two. - New Undead Assault: a new version of the original Undead Assault, rebuilt with new mechanics. It's co-op against waves of zombies, up to 6 players. You buy weapons between rounds and can revive teammates who go down. - Hitster: you hear a song and place it on your timeline by release year. You can bet on your guess. - Uno: the usual rules, with a score limit. If you go over it, you're out. - Truco: a Brazilian card game for 2 or 4 players, played in teams when there are four. You can raise the stakes on any hand, and bluffing is a big part of it. - Scopa: an Italian card game for 2 to 4 players. You capture cards from the table by matching values, and clearing the table scores extra. Teams are optional at four players. - NinetyNine: players add cards to a shared total, and the total can't pass 99. If you can't play, you lose a token. - Cards Against Humanity: one player judges each round and picks the best answer to a prompt card. - Poker: Texas Hold'em tournaments for 2 to 10 players, with blinds and side pots. The game tells you your best hand. - Flip 7: you flip cards to build up your score for the round. You can stop and keep it, or keep flipping and risk losing it. - Farkle: dice, same idea. After each roll you choose to bank or roll again. A roll with nothing that scores wipes your turn. - Greedy Cave: a group exploration game. Every turn all players vote in secret to go deeper or leave with what they have. Draw the same hazard twice and whoever is still inside loses their loot. Hitster and Cards Against Humanity don't have English decks yet. We're working on it and will post here when they're added. This is still early, so if something breaks or feels off, please tell us. Ideas for games or features are welcome too. Thanks for reading, and we hope to see you at a table

Karaborsa Simülasyonu (Windows)

Karaborsa Simülasyonu — a fully accessible black market business sim (screen reader friendly, Windows) Before anything else, let's get this out of the way: yes, this was built with AI help. Some of you are going to spot it a mile off anyway, so I'd rather just say it upfront than have someone "discover" it in the comments like it's a gotcha. A good chunk of the code is genuinely mine, but AI wrote a serious amount of it too, and pretending otherwise would be a bit silly. The English text throughout the game was also translated with AI help — I'm not a native speaker, so if a sentence reads a little stiff or just sounds off somewhere, please tell me. I'd genuinely rather fix an awkward line than leave it in because I was too proud to ask. With that out of the way — here's the game. Karaborsa Simülasyonu ("Black Market Simulation") is a fully fictional trading and business-management game built from the ground up to be playable entirely with a screen reader — every action is announced, every screen works from the keyboard, nothing depends on seeing anything. You start with a little cash and build it into an empire (or lose it all trying): - Buy and sell on a black market where prices shift daily, sometimes gently, sometimes violently after a random event - Open front companies to launder your money and generate passive income - Invest in real estate, take out loans against land you own - Hire employees, manage a growing operation - Hire an informant to warn you before the police catch up with you — heat too high, and you're doing time - A live, real-time Auction House — this one I'm honestly proud of: a random item goes up, an opening announcement plays, and real named competitors (each with their own personal budget) place bids on their own over a countdown you can just sit back and listen to, or jump into whenever you want - A casino, if you're feeling reckless with your fortune - A public leaderboard, a daily message system, and an in-game support/ticket system if anything goes wrong - You can even pick which country you're playing in — Turkey, the US, the UK, or Australia — each with its own cities Full keyboard shortcut list, F1 for in-game help, and everything else you'd expect from something built accessibility-first rather than accessibility-patched-on-later. Download it here: https://muhammed-space.netlify.app/ It's open source too — code's on GitHub if you want to poke around, report something, or even contribute: https://github.com/MUHAMMED4342/kara_borsa_oyun Fair warning on that: most of the internal comments and quite a bit of the code itself is in Turkish, so it might be a rough read if you don't know the language. Happy to answer questions about how anything works if you'd rather just ask than dig through it. Would love to hear what you think — bugs, awkward English, feature ideas, all of it welcome

battle of heros (Windows)

Hello The following game was coded with claude code, and I'm not hiding it. I want to make that clear before anyone downloads this thing. I spent time polishing it and making it into what I want it to be, but all of the code was written with AI. With that out of the way, this is battle of hero's, a 3d fighting game. Take your hero and bring them to the arena, duels, or practice with bots and slash, freeze, smash, and shock your way to victory! Download link. https://blindprogaming.com/battle_of_heros.zip Have fun playing, and let me know if you have any feedback

RhythmRage nvgt (Windows, Mac)

Hello everyone! After weeks and weeks of extensive testing, I was finally able to convert the rhythm rage game to nvgt! Just to let you all know, I mostly did this by hand, with some help from claude when certain things weren't working the way I wanted, such as packs not respecting some actions, various tutorial levels malfunctioning, packs playing by themselves upon testing, and a hole bunch of other issues that I had a hard time producing just by me playing alone. Despite all that, I'm happy to say the game is now 100percent faithful to the original game that Oriol Gomez made. As a bonus, I not only ported the level tool over, I also compiled the main game for mac as well, so please let me know if you guys have any issues getting that to work. On that note, here are the latest releases for the game. Mac download. https://github.com/tsatria03/RhythmRage … ge_mac.zip Windows download. https://github.com/tsatria03/RhythmRage … indows.zip Hope yall have fun with this.

Dungeons and Dynasties (Web)

Hi all, Firstly, I've been working with the dev and helping test this one, secondly, I don't even know how to fully describe the ridiculousness of it. It's genuinely one of the most nuts definition of ridiculously cool hybrid genre melding mashing up of mashups things I've ever come across. This is a single player, free, and yes I do mean not freemium, but free, browser based and downloadable based, game that is Darkest Dungeons, X Hatric/Football Manager, X A Dark Room's atmosphere, with a very receptive dev that I am in contact with although access fixes are for the browser version for the moment as it's the quickest the dev can update. Just within the past day or less, alone he has already gotten rid of most emojis and made what we need into standard combo boxes. There's still a couple of things that need ironing out, but this is so, so close to being fully accessible it's not even funny. It is probably one of the quickest turnarounds I have ever seen and it's about to get even better, so I'm going to put this right into new releases. I don't, exactly, know how to properly describe this, so I'll just pitch it to you all based on my experience: let me start with the following, I truly believe fellow forumite Dark is going to love this one. The way the game presents itself is atmospheric. Your heroes have querks and flaws like in Darkest Dungeon, but it's got the stylings of A Dark Room or Paw Prints and the strategy depth found in sports simulations. It isn't just "hero name hits enemy for damage", the hero's going to go forward, lunge at them, the party's going to form bonds which can apparently effect their stats as well. Oh but wait. It's not just the four heroes you take on the dungeon delves. You're managing an entire freakin' guild, you're taking that guild up through tiers of leagues, and your opponents are computer controlled and trying to do the exact same as you. delves: take four heroes on delves to get coin. Battles are automatically done but you can view what's happening. Trials: every few days ther's a trial. Do well, and get renoun for your guild. Place in a league table. Showcases: there's exhibitions and cups be that open tournament knockouts, gatherings of whit, or hunts. No deaths, just glory and renoun up for grabs. It is both a numbers game and not a numbers game. Your heroes have flaws, one might be greedy and instead of carrying armour home might just put it on themselves even if it's cursed. One might be restless and stop the party from resting in a recovery room at all during the delve! and that's not even the half of it. Because as I said, you've got a guild. There's a hall, an armoury, a training ground, staff you can hire, and yes, your heroes have to be paid too that gets done automatically every six days. Oh did I mention your guild has a patron, and all of this can be customized at the guild's founding in the beginning? Or you can just take up the history of a guild the game makes for you. Events and tutorials appear at the top of the window and can be dismissed/dealt with, then underneath it's all, honestly, fairly standard menus but there's also a lot to it though. I've set up a community thread on the Itch page as well, it's called bug with screen readers which is how me and the dev have been communicating. Itch link to the game: https://bretticus82.itch.io/dungeons-dynasties The game has also been announced to be coming to Steam at some point as well, I don't know if that version will be free or paid, but the dev's said he won't be taking the Itch version away. Happy delving, and a word to the wise, The Hall remembers.

Nano Empire 2 (iOS)

For millennia, nanobots gave humans the power to create worlds, limited only by their imagination. At least, this was true for the lucky few who were Creators instead of Followers. You are just a humble starship captain. On a routine visit to a neighborhood of decadent worlds, you suddenly hear death and destruction. The Creators have lost control of their creations!

Nano Empire 2 is an incremental sandbox text adventure, featuring 20 handcrafted worlds where dreams have turned into nightmares. Endless beach parties suddenly have a leviathan problem. Crystal automata rise up against the Queen of Light. A rogue nanobot factory produces strangely beautiful horrors. A royal family of sentient trees has forgotten how to reproduce. There are also vampires and inverted merpeople. And of course, all these factions are at war...

Without nanobots meeting everyone's needs automatically, ship captains like you are about to become the most important people in the galaxy. Transport resources to populations who desperately need them, take sides in wars or profit from both sides, befriend eccentric creatures, grow your fleet, and maybe even research a way to undo the damage. Every world has a dramatically different vision for the future of civilization, and your choices will determine which one is successful.

You don't need to have played Nano Empire 1 to enjoy this game, but returning players will notice many recurring characters... -Will Peter Frederick ever grow up and care about something other than partying? -Will Zithguul the giant scorpion escape from the Petting Zoo? -What will happen with Roland, Carla, and the ongoing conflict between the Underworld and the Core?* > Features: -100% human-written. No generative AI was used to make this game. -Simple and elegant resource management as in Nano Empire 1. All the storytelling of an open world space opera with none of the tedious inventory management. -20 factions playing out a dynamic simulation of economy, war, and culture. Every action you take affects the balance of power. -Several days of idle gameplay. Each world unlocks new activities over time as it grows. -Collect artifacts and allies with world-shattering effects (sometimes literally). -Over 20 possible endings! (You can experience multiple endings without having to restart the game every time). -Play the complete game for free with no ads. -An expansion with 10 more worlds is planned in the near future. -Fully accessible with VoiceOver.

If you haven't already figured it out, this game takes place after the most interesting ending of Nano Empire: the one with the apocalypse...

Hard to believe it's been more than 10 years since I made my first game, Nano Empire, as a college project. This community has supported me every step of the way since then, and I'm not sure I would have been able to keep making games without you. Thank you! Now it's time to announce Nano Empire 2! Pre-order: https://apps.apple.com/us/app/nano-empi … 6759690153 Open beta: https://testflight.apple.com/join/h7qxmWFy As usual, the complete base game will be free, and an in-app purchase will add optional content and extra resources. The beta version contains the complete base game but not the in-app purchase. Of course, I want to make sure the game is fully accessible with VoiceOver, and your testing would be greatly appreciated. Nano Empire 2 takes place after the "apocalypse" ending of Nano Empire 1. Once, nanobots gave humans godlike power to create worlds. Now, the Creators have lost control of their creations, and you, a humble starship captain, must restore order to the galaxy. There's a much greater emphasis on open world exploration than in the first game. Please let me know what you think!

Restaurant Rush: Cook & Serve (iOS)

Welcome to Restaurant Rush — the cozy kitchen-builder where every shift is a tiny puzzle. Run five themed restaurants across a 100-day story campaign, then push your record in Endless mode. Drag ingredients to the stove, plate orders before the timer ticks out, and bank coins to expand your menu, hire a waiter, or unlock the next neighborhood spot. What you’ll do • Serve thirsty customers at Sip Stop, plate noodle bowls at Noodle Pit, toss tacos at Taco Truck, and three more restaurants to discover. • Master the rhythm: tap to take orders, prep at the right station, deliver before patience runs out, chase combos for huge tips. • Upgrade kitchen stations, add trays, hire waiters per restaurant, and unlock 50+ recipes that scale with your skill. • Customize your chef with 8 outfit presets, 4 hair styles, and a wardrobe of premium cosmetic items you unlock as you progress. Live ops that respect your time • Daily missions reset at midnight with shareable rewards. • Weekly challenges with global leaderboards. • Seasonal content drops curated by the live-ops team — new recipes, customer types, and chef gear show up without you needing to update the app. Built for one-handed play Restaurant Rush is designed for short sessions on the bus, in line, or before bed. No timers gating progress, no energy meter to wait out — just keep cooking when you want, pause anywhere. Free to download. Optional in-app purchases support continued development.

Scratch Mancer: Card Roguelike (iOS)

A scratch-card roguelike. You work the night counter of a House that sells luck sealed under foil. The quota is due by dawn. Miss it, and the House keeps you. Every ticket is a grid of foil hiding cash, multipliers and skulls. Your thumb is the budget — stamina runs out long before the tickets do, so where you scratch matters as much as what's under it. THE DECISION YOU MAKE ALL GAME • Scratch a cell to 20% and you can read the fragment — it doesn't count and it doesn't trigger • Scratch to 45% and it counts for real, skulls included • One revealed skull halves the payout. Two void the ticket • Cash out whenever you like. Only what you revealed pays BUILD A RUN THAT BENDS THE ODDS • 40 charms across 5 slots: reroll skulls into coins, drift sevens toward corners, make a graze count as a hit • A warden calls every third night. Each one bends a rule you were leaning on. There are six of them • Seven ticket types, each with its own payout rule — match three, complete a crossword, climb a rising ladder, or reveal a single cell on an Offering and stop • Four single-use tools in three pockets: spray the foil to see straight through it, magnet a symbol sideways, sticker a skull into a seven • Nine nights, each with a quota due at dawn. Then endless, if you're still standing • Beat the House and the Seals open: seven stacked terms for the players who won, one added per win. Higher quotas, a skull on every ticket, wardens arriving early, two on the last night. Break all seven NO ADS. NO PAYWALLS. JUST SCRATCHING. One purchase, the whole game. The odds don't know what you paid, because there is no second payment to make: no coins to buy, no subscription, no season pass, no timers. • Plays fully offline • Family Sharing enabled • Game Center achievements and leaderboards • One thumb, portrait, a night finishes on a bus ride • Built for iPhone and iPad by one developer Scratch the foil, read what you can, and try to leave before the House notices. Scratchmancer is a work of fiction. No real money changes hands, no real lottery products appear, and the odds in it are invented.

Chess Meets Necromancy (iOS)

Chess you already know. An army you have to raise. Chess Meets Necromancy is a turn-based roguelike played on a real chessboard with real chess movement. Your hero is one piece. Everything you capture is a corpse you can raise. THE RUN Twenty waves across four acts. Enemies move like the pieces they are - grunts step like pawns, lancers leap like knights, imp matrons slide like queens. Clear the board, take a relic, spend your gold, march on. Die and the run is over. RAISE AN ARMY Spend souls next to your hero to raise Skeletons, Bone Knights, Wraiths, Bone Golems and Seraphs. Every summon moves as a chess piece. Give them a stance - Hunt, Hold or Guard - and they act after you, every turn. Army slots are limited, so choose what you bring. RELICS AND TRAITS Nineteen relics, each with levels that stack across a run. Seventeen lasting traits bought in the town between waves: extra turns before a wave lands, fewer enemies per wave, a free summon every wave, bank interest, a doubled army cap. No two runs build the same. BOSSES Ten bosses with real HP bars, from the Ogre Warchief to the Lich King, the Stone Titan and the Brood Queen. Act IV stops sending one king and starts sending a court - the final board holds three at once. THE TOWN Between waves, spend gold. Buy traits, promote your King into a Warlord, hire a new champion, or put gold in the bank and let it earn interest. FOUR HEROES Necromancer, Death Knight, Priestess, Ranger. Each moves differently, starts differently, and each has a relic only they can find. TAP ANYTHING Tap any piece to see its name, movement, attack and health. Gold squares preview where it steps, red squares preview what it can take. Learn the board before you commit. - Plays entirely offline, no required account - No ads, no timers, no energy system - Optional Game Center leaderboards and achievements - No in-app purchases; everything is earned in-run - Game controller support - iPhone and iPad - Pixel art and haptics If you can play chess, you can start. Whether you finish is another question.

Pegfall: Bounce Roguelite (iOS)

Pegfall is a one-handed pegboard physics roguelite where every shot draws an orb from your deck. Aim, bounce through a living board, build ruthless combos, and descend into the Maw. NEW: PLAY WITH VOICEOVER Aim by named directions, fire with a double tap or Magic Tap, hear every volley, and inspect the board whenever you need to. Peg types use shapes as well as colour, so every board reads clearly. ▸ FAIR — SKILL, NOT LUCK A dotted trajectory preview shows where your shot lands. Every bounce is yours. ▸ A CAMPAIGN THAT ENDS — 10 CHAPTERS, 200 FLOORS Face ten bosses across distinct boards, palettes and rules. Each chapter starts you bare; every decision rebuilds your run. ▸ BUILDS THAT STACK 20 orbs, 23 relics, 14 upgrade cards and three characters create runs that go in completely different directions. Take a curse when the floor asks for one. ▸ THE BOARD FIGHTS BACK Deeper chapters erode spent pegs, wire circuits through armour, and reshape the board as you play. ▸ ENDLESS, DAILY AND WEEKLY Dive without a floor beneath you, take the same daily board as everyone else, or race one shared weekly board with a single attempt. ▸ GET STRONGER AS YOU PLAY Earn permanent upgrades, unlock ascension tiers, achievements, themes, ball skins, faces and note banks. Never pay to win. ▸ MADE TO BE PLAYED BY MORE PEOPLE VoiceOver support, clear combat feedback, accessible peg shapes, Reduce Motion support, and real 44pt touch targets. Special thanks to accessibility tester Matheus Rheine for helping shape this update. ▸ MOBILE-NATIVE True portrait, one-handed, free to start. No energy timer and no premium wall. Honest monetization: optional rewarded continues, an ad-free purchase, cosmetics and essence pouches. Everything in a pouch is also earnable by playing.

Boba Sort Cafe (iOS)

Boba Sort takes a classic sorting puzzle and gives it a boba tea makeover: colorful tapioca pearls, layered tea flavors, and a world-travel twist. Sort boba tea to expand your own Boba Sort cafe to new cities as you play — each one unlocking new decor, flavors, and challenges.

The goal is simple: sort the colored tea into matching cups until every drink is perfect. Easy to start — but as you unlock more cup slots, power-ups, and tricky mechanics like frozen cups, every pour takes real strategy.

GAMEPLAY

Tap-to-pour controls — easy to learn, tough to master Unlimited levels, from quick casual puzzles to genuine brain-teasers No timers, no move limits — play at your own pace Power-ups like Undo and Extra Cup when you're stuck Game Center leaderboards and achievements, plus daily and weekly challenges

COLLECT & EXPLORE

Unlock unique tea flavors, toppings, music, and straw colors as you progress Travel the world, opening new cafes and storefronts in exciting destinations New city artwork and content added regularly

BUILT FOR EVERYONE

VoiceOver support Colorblind mode Offline play iPad support Multiple languages

HOW TO PLAY Tap a cup to pour its top layer into another cup. You can only pour onto a matching color/topping, or into empty space. Think ahead — a wrong move can leave you stuck, but Undo has your back.

Train your brain, kill some time, or just zone out with a satisfying puzzle. Download Boba Sort to pour and explore!

Nana House: Cozy Home Story (iOS)

Unpack fifty years of family memories. Every object knows where it belongs. Find its place, feel it settle, and watch the house fill with stories. No timers, no pressure.

Nana's House is a quiet game about unpacking a family's memories, one room at a time. Each chapter opens a new box in a new room: a kitchen, a bathroom, a garden, a paint room, and more, each scene built carefully to hold its own place in the family's story. No timers. No scores. No wrong turns. Just a room, a box, and the feeling of setting something down in exactly the right place.

The story is told entirely by the objects. A teapot that appears again and again. A toy that moves from the playroom to the attic. A chair that changes rooms after someone stops sitting in it. Nothing is explained. You will understand anyway.

A HOME THAT AGES Ten chapters, each one a room in the same house, each one built carefully to feel like its own moment in time. The light shifts as the years pass, warm and sepia toned early on, cooler and quieter by the end.

QUIET EXERCISE FOR THE MIND Underneath the calm, every room is a puzzle. You read a space, group things by kind and use, remember where this family keeps what, and reason out where an object belongs from what it is and who owned it. It gives spatial thinking, memory, and attention to detail a real workout, with no timer pushing you. Kids practise sorting, matching, and naming the things around a home; adults get an unhurried hour that asks for care instead of speed. A good one to play together across generations.

MADE TO BE FELT Every object has its own designed haptic. Things settle, click, and land differently depending on what they are. Play with the sound off and you will still feel the room.

EVERY OBJECT REMEMBERS Turn on VoiceOver and each object tells you its own memory. This is not an accessibility afterthought, it is a second way to experience the entire story, built for players who are blind or low vision.

PLAY IT ANYWHERE Fully offline. One hand, portrait, no account needed. Pick it up for five minutes or lose an hour.

Honeywood: Kingdoms & Kin (iOS)

Build holdings, upgrade to Manors, and win by Harmony Points. Accessible design, haptics, and concise announcements included.

Honeywood is a cozy, competitive strategy board game where you build a kingdom, grow your economy, and race to 1000 Harmony Points. Buy holdings, upgrade with buildings, and outplay your opponent through smart timing and resource control.

Choose how you play:

  • P v P pass‑and‑play on one device
  • Easy AI for learning
  • Hard AI for a serious challenge
  • Online multiplayer via Game Center

Core Gameplay

  • Roll, move, and claim regions around a 24‑space board
  • Build Houses, Estates, and Manors to boost income and Harmony Points
  • Earn Harmony Points when you pass START
  • Manage coins, rent, and risk from the King’s Bank

Accessibility First Honeywood is designed for blind and low‑vision players from the ground up:

  • Full VoiceOver support with clear labels
  • Concise announcements option for faster play
  • Haptic feedback for key actions
  • High‑contrast UI for readability
  • Guided board layout tour for VoiceOver users

Whether you want a relaxing match or a tactical duel, Honeywood rewards smart decisions and steady progression.

Build wisely. Out‑earn your rivals. Reach 1000 Harmony Points to win.

Verbena (iOS)

Verbena — a cozy word roguelike. Spell words. Grow your garden. Chase the bloom. Verbena blends the calm of a cozy garden with the moreish "just one more run" of a roguelike deckbuilder. Draw a rack of letters, spell words to reach each season's goal, then visit the Garden Shop to collect enchanted charms — a Sunflower that adds to every word, a Dewdrop that rewards vowels, a Lucky Ladybug that multiplies your score. Stack charms into run-defining combos and see how many seasons your garden can survive. No timers. No pressure. No ads, ever. A fresh fusion — word game meets roguelike deckbuilder Collect from 17 charms (with a Charm Codex to complete) and build wild combos Special seasons add twists — gentler goals, bonus leaves, lusher words Daily Challenge — everyone gets the same letters; build your streak A garden that blooms through Spring, Summer, Autumn & Winter as you climb Cozy visuals, a soothing synth soundtrack, and a relaxed turn-based pace Light & dark "night garden" themes — and it autosaves, so pick up anytime Universal — plays on iPhone and iPad Accessibility-minded: no timers, Relaxed difficulty, VoiceOver, readable-letters, reduce-motion, a Hint helper Game Center leaderboards & achievements, plus personal Records A 200,000-word dictionary Try 7 days free, then S$2.99/month — no ads, no tracking, cancel anytime Whether you have two minutes or twenty, plant a new garden and watch it bloom. Terms of Use (EULA): https://www.apple.com/legal/internet-services/itunes/dev/stdeula/

Six Hollows: Auto Battler (iOS)

Five rival ghosts, one draft a round, no one rushing your turn. Outbuild the room, leave your ghost behind, climb Sapling to Elder. Free to play, no ads. Six trees walk into the forest. One walks out. Make sure it is yours. Free to play. No ads. Six Hollows is a draft-and-watch autobattler: each round you pick one item, slot it into your tree, and the fight plays itself. No tapping, no timers, no filler. Your job is the plan. The joy is watching it work. A ROOM FULL OF GHOSTS This is async PvP at your pace. Every run seats you in a room of six; your five rivals are ghosts, builds recorded from other runs near your rank, replayed against you round by round exactly as they were drafted. No live matchmaking, no one rushing your turn, no penalty when life interrupts mid-run. Outbuild them, outlast them, and when a rival falls, their echo lingers for someone to duel. Then leave your own mark: every run you play leaves a ghost behind for other players to face. Make it something worth fearing. EIGHT WAYS TO RUIN A TREE Cinder burns. Blight poisons. Deadeye crits. Rend bleeds. Salvo fires again. Clockwork accelerates. Frostbite stops slots cold. Zap jumps the line. An arsenal across four rarities, every piece growing through three levels. Stack one family until it sings, or splice several into something the room has no answer for. EVERY RUN ITS OWN STORY Open with a Spirit that bends the whole run. Crown an item at max level and pick a boon that bends it further. If a fight drags, sudden death steps in and finishes it. Runs stay short, sharp, and one decision away from legendary. CLIMB THE FOREST Ranked from your first fight: six ranks, Sapling to Elder, and a fresh season on the first of every month. Plant your tree. The room is waiting. Six Hollows needs an internet connection to start a run; a run already in progress finishes fine offline.

footlord football manager (iOS)

Discover the ultimate football management experience with FootLord, the mobile game that puts you in the shoes of a football manager. Manage every aspect of your club, from transfer market strategy and tactical details to financial management, building your reputation with victories and trophies. BECOME THE ULTIMATE MANAGER • Transfer Market Management: Master the transfer and loan windows with smart negotiations to secure the best talents. • Youth Academy: Discover the brightest football prospects in your academy and trust them by making them debut in the first team. • Strategies and Formations: Implement revolutionary tactics, manage squad rotation, and find the right balance to win every match while keeping substitute players happy. REALISTIC MATCH EXPERIENCE AND SIMULATION • Real-time Decisions: Influence match outcomes with crucial tactical choices at any moment and feel the fans' excitement with every win. • Automatic Tactics: Choose to directly manage tactics, starters, and substitutions, or automate everything and enjoy matches as a spectator. • Fast Simulation: Fly through entire seasons in minutes, watching your team evolve and adapt for a faster, more casual gaming experience. LEAGUE AND CUP DOMINANCE • Leagues and Cups: Compete in the most famous competitions and reach the top of the world across major leagues and cups. • Pre-match Odds: Study your opponents before each match to analyze their current weaknesses and stats, tailoring your tactics and formation accordingly. COLLECT AWARDS AND RECOGNITION • Individual and Team Awards: Win prestigious awards for your players like the Ballon d'Or, Golden Boy, Golden Glove, or Player of the Year, alongside team awards like Team of the Year. • Detailed Player Stats: Track player performance and evolution over time with advanced statistics. • Team Results: Keep up with match results and trophies won by all teams to follow the rise of underdog clubs or the decline of giants. • Transfer History: View past transfers for all teams and discover who made the best deals over time. ACCESSIBLE TO EVERYONE • FootLord is fully playable with VoiceOver. Every screen, menu, and match has been designed to be accessible, allowing anyone to build and manage their dream team. OPTIMIZED FOR MOBILE CONTROL • FootLord offers an unmatched football gaming experience, perfectly optimized for your mobile device with simple, intuitive graphics—even for players with less football gaming experience. Send your feedback to [email protected]. Thank you! Terms of Use (EULA): https://footlordindustries.altervista.org/documents/terms_of_use.html

Game-board (iOS)

GameBoard is a premier, audio-first multiplayer gaming platform designed to bring players together through classic card and board games. Crafted with universal accessibility in mind, GameBoard is 100% compatible with native mobile screen readers like VoiceOver, while offering a visually stunning, responsive interface for all players. Play Ludo, Mile by Mile, Farkle, Citadels, and more with friends or competitors worldwide. Whether you play by sight, sound, or touch, GameBoard provides an equal, inclusive, and exciting competitive environment. KEY FEATURES: • 100% Accessible Design: Fully optimized for visually impaired players using VoiceOver, featuring native text-to-speech engine synchronization and clean semantics. • Visual Excellence: Beautiful modern interface with premium dark mode aesthetics, glowing neon accents, and smooth transitions. • Immersive Audio Engine: High-fidelity ambient soundtracks, localized sound effects, and spatial audio cues that keep you immersed in the game. • Real-time Multiplayer: Join public tables or create private lobbies to play with friends, featuring integrated voice chat and secure messaging. • Play with Smart Bots: Add challenging computer opponents to your table at any time to hone your skills. Download GameBoard today and join a truly inclusive gaming community where everyone can play!

Dotball Beat The Ball (iOS)

Dotball Beat The Ball is a fast, turn-based football strategy game played on a dot grid. Take turns moving the ball from dot to dot, build paths across the field, and try to reach your opponent's goal line before they cut off your route. Play head-to-head in Classic mode, or take on Beat the Bot for a solo challenge against an AI opponent. Every move changes the board, so the best path is rarely the obvious one. Features: - Quick tactical matches, first to 3 goals - Classic two-player local play - Beat the Bot solo mode - Three AI difficulty levels: Easy, Clever, and Brutal - Automatic goals when the ball reaches the opponent's goal line - Confetti celebrations after each score - Clean touch controls made for iPhone

VoiceGammon (iOS)

VoiceGammon brings Portes — one of the three traditional Greek backgammon games — to everyone, with particular care for VoiceOver accessibility. Play Portes: • Against the computer, • with a second player on the same device, • online with a friend or random opponent through Game Center. The board is fully explorable with VoiceOver. Every point announces its area, checker color, and checker count, while available moves are offered as accessible actions. The magic tap reports the match status, dice, bar, borne-off checkers, and useful positional information. Spatial sounds help you follow movement around the board through headphones and the device speakers. VoiceGammon also includes automatic game saving, undo before ending a turn, personal statistics, and Greek or English interfaces. There are no ads or in-app purchases.

Hangman Blitz (iOS)

What happens when you take classic Hangman and turn up the pressure? You get Hangman Blitz, the classic word-guessing game, reimagined. Classic Hangman The game you know and love. Guess the hidden word one letter at a time, but choose carefully, you don't want to complete the figure. Timed Hangman Think you've mastered Classic? Unlock Timed Hangman and try it with a two-minute clock counting down. Guess the word before the figure is completed, or before the clock hits zero. Blitz Mode Now go all-out. The hangman figure is gone, the clock is ticking, and your goal is simple: guess as many words as you can before time runs out. Correct letters add precious seconds; mistakes take them away. Work your way through Starter, Rapid, and Extreme Blitz, where the clock gets shorter and the penalties get tougher. Make It Yours Create a custom word list and use it across Classic, Timed, and Blitz modes. Practice spelling, build a list around your favorite topic, or invent your own challenge. Two Player Mode Grab a friend or family member. One player secretly enters a word, the other tries to guess it, then switch. Features Classic, Timed & Blitz modes Custom word lists Two Player mode Unlockable game modes, 15 achievements & high score chasing Haptic feedback & sound effects Whether you're after a relaxing puzzle game or a frantic race against the clock, there's always another word waiting. How many can you guess before time runs out?

Cyphr City (iOS)

The city runs on cards. Time to make your name. Cyphr City is a cyberpunk card RPG where poker is combat and the whole city is up for grabs. Play cards onto a 5×5 board, build poker hands — pairs, straights, flushes, full houses, and the rare royal flush — and turn every hand into damage. Both hands are face-up, so every card is a chess move: read the board, block their line, and drop the 5th card to steal a hand right out from under them. You're The Cyphr, a street-level hustler who reads the board like no one else. Climb 35 floors across five districts — from The Block to the corporate tables to a rooftop run by The Architect. Twenty rivals stand between you and the top, and you fight each one exactly once. Beaten is beaten. POKER IS THE COMBAT Not a card game with an RPG skin — the poker is the fight. Sure, the deck runs on luck. But luck deals the cards; skill runs the city. Reading the board, blocking a line, and knowing when to spend a Trick is what sets the players apart from the marks. EVERY BOSS PLAYS BY HIS OWN RULES Five district bosses, five broken rules. One kills your diagonals. One won't let a hand score twice in a row. One makes your first card touch his. The rule is announced before the fight — no ambush — but knowing it and beating it are different games. Twenty floors of instinct, undone in one hand. BUILD YOUR REP Take floors to earn REP and hit harder every level. Spend CRED on weapons, shields, and HP — from a Gold Chain to a Neon Katana. Swap your loadout anywhere on the climb, so what you carry into a fight is always your call. RUN YOUR TRICKS Carry up to three street Tricks and swing a fight when it counts — Pick Pocket the exact card you want out of their hand, Run It Back for a second turn, drop a Loaded Deck before a boss, or Sweep The Block clean. CRACK THE SAFE Every district hides a stash. Take the CRED and walk, or crack it at the blackjack table — hit, stand, double or nothing. Naturals pay 3:2. The lock still works; your nerve is the question. TAKE THE CLIMB - 35 floors, 20 rivals, 5 neon districts — each rival fought once - Whoever completes a line owns it — position and timing decide fights - Five boss fights that rewrite the board's rules - Deep progression: REP, 10 weapons, 9 shields, and 15 Tricks - Crack a stash at blackjack, double or nothing - Safe houses to patch up, shops to gear up, in every district - A neon pixel-art world, built for Dynamic Type and Reduce Motion - Plays offline. No ads, no tracking, no subscriptions. - Play your hand. Run the city.

Pocket Kitchen: Cozy Cafe (iOS)

Welcome to Pocket Kitchen, a cozy cooking game where you run a small café kiosk, prepare customer orders, and turn a simple little space into your own. Take an order, head to the kitchen, and prepare a growing variety of food through clear, hands-on interactions. Make sure you choose the right ingredients, pay attention to the cooking time, serve each item when it is ready, and try not to let it burn. Begin with a selection of simple recipes, then earn coins by serving customers and use them to unlock more recipes, ingredients, toppings, and sauces. As your menu grows, you will gradually take on more involved orders—including combos with multiple items to manage. Use the coins you earn to personalize your kiosk, too. Choose decorations, give your café a name, and shape a warm little place that feels like yours. Pocket Kitchen is designed to be welcoming, easy to understand, and satisfying to play at your own pace. Its highly customizable settings include VoiceOver support, a dyslexia-friendly font option, a high-contrast option, optional sound and vibration feedback, and separate controls for music, sound effects, and vibrations. Play completely offline, with no advertisements, subscriptions, or in-app purchases. Pocket Kitchen is a one-time purchase: everything in the game is unlocked by playing. Build your menu, make your kiosk your own, and serve one order at a time.

Earcade (iOS)

One rule in every game: no looking at the screen. Put your headphones on and follow the sound.

Earcade is an arcade you play with your ears, not your eyes. Every game was designed for blind and low-vision players and is fully compatible with VoiceOver: none of them ask you to look at the screen, and all of them are played by following sound and vibration.

PLAY WITH HEADPHONES Most games rely on directional sound. Is the car coming from your left, is the enemy jet straight ahead, which ear is the signal clearing up in? Headphones make the direction unmistakable.

THE GAMES

Maze Escape You are a cat lost in a dark maze, and the bell on your collar chimes with every step. Swipe to move step by step. If you lose your way, press and hold the screen — the cat waiting at the exit meows from the direction you need to go.

Traffic Monster You are driving the wrong way and cars are coming straight at you on a three-lane road. Whichever side the engine sound comes from, that lane is taken; swipe left or right to slip into the empty one.

Hunter Fish You are a small, hungry fish in a dark ocean: eat or be eaten. Drag your finger and your fish follows. Start with the smallest ones; as you eat you grow, and the mid-sized and then the big ones become fair game. If the tension sound rises, a fish you cannot eat is closing in — get away. Eat them all and the ocean is yours.

Back To The Sky The ground is far below and you are climbing from cloud to cloud. The cloud above you hums as it swings left and right; the moment the sound is equal in both ears, tap the screen and your star jumps and grabs on. If the phone starts to vibrate, the cloud you are standing on is breaking apart — jump again before you fall.

Piano Play freely, repeat the notes you hear, or learn a song from start to finish. Notes flow as you move your finger across the screen.

Pong A ball bounces from wall to wall in a dark arena and you are the last line of defence. Move your finger across the bottom half of the screen and the paddle follows. Track the ball by sound: whichever ear it rings in, that is where it is. Miss it and the game is over.

Signal Hunter Midnight at the front, and you are the soldier at the radio. The enemy's messages are buried in static. Slide the two edge bars to hunt for the frequency: the closer you get, the quieter the crackle in that ear becomes, and it falls silent when you lock on.

Cannonball on Deck Gold coins are scattered across a pirate ship's deck, with bottomless holes between them. Hold the phone flat and tilt it gently; the cannonball rolls that way. Press and hold the screen and the nearest coin rings out its position, while the holes hum. Collect them all without falling in.

Air Combat You are in enemy airspace and you are all that is left of your squadron; jets keep coming in waves. Hold the phone upright and tilt it left and right to steer. When the enemy's engine sounds equal in both ears it is straight ahead — tap to fire.

ACCESSIBILITY • Full VoiceOver support: in-game gestures keep working while VoiceOver is on • Built-in Accessibility Mode: the app's own voice, with adjustable speech rate • Critical information is carried by haptics as well • Turkish and English • Open any game straight from a Siri shortcut

DARK MODE Some games have a dark mode: the screen goes completely black and sound is all you get. A real test for sighted players too.

TS4Access (Windows)

Screen Reader is now TS4 Access! This expanded release is a joint project with LeonianUniverse, bringing more accessibility features to The Sims 4. TS4 Access adds narration, keyboard navigation, and accessible gameplay menus to The Sims 4, providing support for blind and visually impaired players that is not available in an unmodded game. The mod reads menus, panels, dialogs, pie menus, tooltips, and notifications aloud, and can also announce what your Sim is doing. You can find Sims and objects, open their interactions, and furnish your home using the keyboard! Narration begins at the main menu, with keyboard support for loading saves, choosing a home, and selecting a season if you have Seasons installed. Live Mode and object placement in Build Mode are also supported. Some parts of the game still require the mouse; please see the limitations below. Accessibility Features - World Scanner: Browse Sims and objects by category, hear their names and locations, and open their interactions. The scanner updates for your active Sim and filters out objects with no interactions. - Accessibility Menu: Check needs, mood, skills, career, inventory, relationships, and more. You can also open the phone, switch household Sims, change settings, and have the keyboard shortcuts read aloud. - Simplified Menus: Use the arrow keys to move through supported options one at a time, including phone actions and gameplay dialogs for jobs, events, food, and drinks. This is enabled by default. - Travel & Moving: Choose travel destinations from lists of worlds and places. When choosing a home, hear whether a lot is occupied and whether your household can afford it. - Build Mode: Browse the catalog and place supported objects using a spoken lot cursor. Rotate placed objects, undo a placement, or sell an object at the cursor. Speech & Screen Readers You do not need to have a screen reader installed to use the mod. The mod can use a Windows text-to-speech voice instead. Microsoft Zira is selected by default, but the voice can be changed in Settings. To use your own screen reader, such as NVDA or JAWS, or a braille display, install the free Speech Pack alongside the mod. Microsoft Narrator is not supported. ⚠️ Windows only: TS4 Access does not currently support macOS.

ECHOPUNKS — accessibility mod for EXAPUNKS (Windows)

We heard you don't like Roguelikes, so we're bringing you something different this time around. Welcome to EXAPUNKS! Game Description The year is 1997. You used to be a hacker, but now you have the phage. You made a deal: one hack, one dose. There’s nothing left to lose… except your life. EXAPUNKS is the latest open-ended puzzle game from Zachtronics, the creators of Opus Magnum, SHENZHEN I/O, TIS-100, and more. - READ ZINES — Learn to hack from TRASH WORLD NEWS, the underground computer magazine. Tutorials, hacking tips, secret information, searing commentary— TRASH WORLD NEWS has you covered. - WRITE VIRUSES — Program your EXAs (EXecution Agents) to tear through networks, replicate themselves, trash files, terminate other EXAs— and leave without a trace. - HACK EVERYTHING — Hack banks, universities, factories, TV stations, highway signs, game consoles, the government... oh yeah, and your own body. - SLACK OFF — Play ПАСЬЯНС, if you hack the server where it’s stored. Or play HACK*MATCH, if you hack the region lock on your Sawayama WonderDisc. Or create your own homebrew games for the TEC Redshift… if you hack the development kit. - TAKE DOWN YOUR FRIENDS — Compete with your friends by running your programs directly against theirs in all-out hacker battles. Make every cycle count. - CREATE YOUR OWN PUZZLES — Create your own networks to hack, and share them with the world on Steam Workshop. The Mod Echopunks allows you to play the game with a screen reader (duh). This includes the desktop and its tasks, the story cutscenes, the EXA editor (task, windows, hosts, links, files, registers, code, run logs and goal view), the control panel, ПАСЬЯНС, the Workhouse, hacker battles and custom networks. The two things that are either not at all or only partially covered are HACK*MATCH, a real-time falling-block game (you'd have to slow it down to the point where you might as well write your own version) and the Redshift homebrew kit. The latter is accessible for writing games, but the games themselves are visual. If there is enough interest, we can see about making the former work, but it's basically a take on Tetris, wich I have yet to see done well in audio. Not doing the task doesn't lock you out of anything major, either, just an optional 10000 points achievement. You know the drill: download the installer from the releases page and re-run it when there is an update. Remember to turn off steam overlay in game properties. Should you play this? Let me be honest: at its core, EXAPUNKS is a programming game (though it doesn't assume you have done so before). It has a story, but it's mostly there as an (admittedly great) atmosphere. What you actually do is write short assembly-style programs for little agents that crawl a network, move files and poke values, then run them until every test passes. That's the whole game. If that sentence made you curious, keep reading. If it made you tired, this one isn't for you, and no mod will change that. You'll need to be comfortable with loops, conditionals and registers, or willing to learn them from the zine. The four tutorials teach the language and then the game stops holding your hand. Every task after that is a network, a goal and a page from TRASH WORLD NEWS, and figuring out the rest is the point. There are no in-game hints whatsoever. This is also a very detail-oriented game. Later on you will have lots of agents moving through the network, each working on a separate part of the given puzzle, so spatial awareness (remembering network topology) and being willing to be patient is a must.

Enjoy! Zachtronics also has other titles, not all of them about programming, so even though this one might not be up your alley, chances are something else might be, in which case let me know. I'm interested in a couple more myself, so time permitting it's very likely you will get more mods for titles like these out of me.

Digimon Story Time Stranger accessibility mod (Windows)

Digimon Story Time Stranger is here! This is the steam page: https://store.steampowered.com/app/1984 … _Stranger/ The latest in the Digimon Story series is finally here! In this RPG, unravel a mystery that spans across the human world and the Digital World, collecting and raising a wide variety of Digimon to save the world. This is a complete mod for the game which ads audio queues, tts and more gameplay enhancements to make the game fully accessible for blind players. You do need a controller to play and all mod buttons are in the mod description. You can get it from my manager: https://github.com/RealAmethyst/Accessi … -Setup.exe For questions or feedback please join the discord: https://discord.gg/ftWEJ7YDx8

Graveyard Keeper Accessibility Mod (Windows)

A BepInEx mod that makes Graveyard Keeper playable for blind players. Menus, dialogue, the world, crafting, the graveyard, the dungeon and the DLC content are all narrated through a screen reader. Requirements

  • Graveyard Keeper on Windows (Steam, GOG, Epic or Xbox). Steam's version is 64-bit and GOG's is 32-bit, so there is a download for each — see Which download to take below.
  • Nothing else. BepInEx, the loader that makes mods run at all, is included in the download — see below if you already have it.
  • A screen reader is optional. NVDA, JAWS, Orca, VoiceOver and others are driven directly; if none is running, the mod falls back to Windows SAPI and still speaks. Everything the mod needs travels inside its ZIP — the Prism speech library is bundled for Windows, Linux and macOS, and Tolk for the 32-bit GOG build, so there is nothing separate to install. Do not install BepInEx Configuration Manager

The mod has no settings to configure, and Configuration Manager actively breaks it: opening it (F1) stops the arrow keys, Escape and all speech from working, because it and the game's own UI both poll the keyboard at once. If you already have it, simply never press F1.

The mod announces itself once the game has finished loading. From there the title screen, the save slots and everything after them are read aloud. Keys

Accessibility-Mod-KEYBINDINGS.md lists every key the mod adds, grouped by where it works. It sits in the folder you extracted the ZIP into, right beside the other three documents — you do not have to go looking for it. (A second copy also travels insideBepInEx\plugins\GraveyardKeeperAccessibility\, so it survives a Vortex install.) The game's own keys can be changed in the pause menu (Escape) under Controls, which is fully keyboard-navigable. The mod's own keys are fixed for now, since the GyK Configurationmanager is not yet accessible yet and there is no configuration file for it yet. Languages

English and German translations are complete. Spanish, French, Italian and Russian files exist but are near-empty and fall back to English. Save compatibility

The mod only reads the game and speaks; it writes nothing of its own to your save. It is safe to add or remove at any point in a playthrough. Known limitations

  • The game's opening intro is not narrated — its subtitles are drawn by a separate system that is not hooked yet.
  • Linux and macOS are untested. Windows is verified. Playing through Proton works, but Prism cannot reach a Linux screen reader such as Orca from inside Proton; those DLLs have to be installed by hand, as a mod cannot do it in that case.
  • BepInEx Configuration Manager is not accessible (see above).
  • manual fishing is not accessible yet, but its possible to automatically fish. Accessibility-Mod-CHANGELOG.md, in the same folder, has the full list.

Beholder for SKALD: Against the Black Priory (Windows)

Hi folks. I'm here to announce Beholder, an accessibility mod for Skald: Against The Black Priory (Steam page). What is this game? Steam puts it thus: You drag yourself from the black tides, across the corpses of drowned men, and onto the unwelcoming, craggy shoreline. Gulls cry overhead and the stink of seaweed fills your nose. By some miracle you have made it to Idra. It will take all your skill to survive and unravel the eldritch mysteries of the Black Priory. SKALD: Against the Black Priory is inspired by roleplaying games of yesteryear, combining modern design and compelling storytelling with authentic 8-bit looks and charms — a dark fantasy world full of deadly creatures, tragic heroes, and lovecraftian horror, rich in exploration and tactical, turn-based combat. In practice, it's an oldschool CRPG indebted to Ultima and the gold box D&D games of the late eighties and early nineties. Where it differs are in two key ways. First, its Lovecraftian inspiration makes it very distinctive not just as a CRPG, but as a game. The designer understood what makes cosmic horror tick, and played it all the way to the hilt. If you're not familiar with that genre, it's all about mere mortals being way out of their depths, beings from beyond this world that will drive you mad just to see them, forbidden knowledge and obsession leading to ruin, grotesque and horrific acts done for selfish reasons, and, you know, cheery material of that sort. The game is a pitch-perfect realization of that vibe. On the mechanics side, it is a party-based CRPG. You create a character, and can have a total of six in the party. You pick from one of nine classes. There are skill checks. There is dialogue. There are quests. There's loot. There's camping, keeping your people fed, magic items, turn-based combat, a big environment to explore, etc. But the mechanics are modern in some key ways that make the game, generally, a snap to play. It's only oldschool in ways that pay credit. Not in ways that make the experience miserable. The mod speaks everything you'll need to play. I do recommend that everyone read the included tutorial. The game has some very odd conventions. They are not mod decisions. The mod reflects how the game is presented. Why this game? I love CRPGs. This one is little known, has an insanely unique narrative and vibe, can be tough but isn't too challenging, lets you play with builds but isn't too overcomplicated, and is, in brief, a well-made, lesser-known game in a style not often seen nowadays. I hope you enjoy. The mod is in beta, but everything works. Feedback, as ever, is welcome. There are a couple bits of UI I haven't gotten around to, but they're small, and will be included soon. Get the mod here. Read the mod tutorial.

The Quarry Access (Windows)

Hi everyone! Four years ago, after completing the superbly directed interactive drama "As Dusk Falls", I started looking for other interactive movie games and stumbled upon "The Quarry" — a high-quality, big-budget horror slasher with a massive number of branching paths and over a hundred possible character fates. Unfortunately, the game was completely inaccessible to blind players, despite having flexible settings for other accessibility features, and it remained an unattainable dream for me. Today I'm excited to present the first version of The Quarry Access — a mod that makes the game fully playable blindly. * The mod reads all interface elements: menus, settings, pause screen controls, and so on * The mod voices the choices offered during interactive scenes: simply hold the left or right button to make your pick * The mod makes other interactive elements accessible: QTEs, the breath-holding minigame, aiming and shooting (though this is very challenging without the relevant assistive settings), and third-person exploration * For third-person exploration mode, a beacon is available that leads you to the selected target, along with auto-navigation * The mod reads subtitles if they are enabled in the game settings — either automatically or via a keypress * The mod includes descriptions of the visions shown by tarot cards — since these are purely visual sequences, these descriptions had to be written manually * And finally, the mod is compatible with all languages supported by the game[/] Two minor limitations should be mentioned. The first is obvious: naturally, the movie scenes could not be, and have not been, provided with audio description by me. Think of it like watching a movie without audio description, where some scenes might not be completely clear — but there aren't many such scenes in the game, and overall it doesn't prevent you from following the story and making decisions. Anyway, all captions and transitions are spoken. The second: most objects on the research maps do not have localized text names, so I had to use their internal names. In most cases, these are fairly understandable object names in English, but not always, and anyway it might be more difficult for users playing in other languages. Also note: the game is best played with a gamepad, simply because it is easier to perform QTEs with it. Without it, the game is still entirely beatable, but you will need a mouse. Interacting with it in this game is quite straightforward: most often, you will need the left mouse button for certain QTEs, as well as moving the cursor toward the sound in aiming sections. So, if you've been looking for an interactive movie and a great, suspenseful horror game with high replay value — here it is! The game is quite expensive, but first, in terms of quality and budget, it is a full-fledged AAA game with superb voice acting in multiple languages, and second and main, until October 1, the Deluxe Edition can be grabbed at a 90% discount — hurry up! Installation instructions and details on how to play can be found on the repository's main page. I would be very happy to receive any feedback and ideas on how to improve the mod, as this is my first mod that I'm sharing publicly. * Repo * Download * Buy on Steam

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Suzerain Access: a screen reader accessibility mod for the political drama Suzerain (Windows)

I have been working on a mod that makes the political narrative game Suzerain playable with a keyboard and a screen reader, and it is now ready for other blind players to try. The game Suzerain is a text-based political role-playing game by Torpor Games, released in 2020. You play Anton Rayne, the newly elected president of the fictional republic of Sordland, in a world that parallels the 1950s and the Cold War. The country is coming out of twenty years of authoritarian rule and a severe recession, neighbouring powers are watching, and your own party expects things of you. From the Steam page: A branching political story of more than a million words, made of long conversations. Decisions on security, economy, welfare and diplomacy, which also reach into Rayne's family and private life. More than 50 characters with their own personalities and politics. Nine major endings and more than 25 sub-endings. You follow the state of the country through cities and countries on a map, policies, situations, news and reports. There is also a paid expansion, Kingdom of Rizia, where you play a king instead of a president. the game is played with the mouse, and What the mod does Suzerain Access is a BepInEx plugin that reads the game's own interface and speaks it through your screen reader, and lets you operate everything from the keyboard. Speech goes through Universal Speech, so NVDA and JAWS both work. Without a screen reader it falls back to the Windows voice. It is not a text extractor. It reads the real controls and presses them through the game's own events, so no invisible mouse cursor is moved around. What it covers: Menus: main menu, pause menu, options, save and load, story and archetype selection, credits. Every button, check box, tab and slider is named, with its state and its position in the list. Conversations: each line is read with the speaker's name. Responses are counted and read, and you choose them with the arrows and Enter. Decisions: title, description and the number of options, including the multi-page decisions such as the budget, with their counters and bars. Reports, newspaper, journal and codex: read automatically when they open, with "new", "read" and "archived" markers. Statistics: the whole statistics bar with one key, or a single statistic with Alt and a number. Changes are announced as they happen, for example "Budget plus 1, down from plus 3". The map: a keyboard browser of every location. It tells you which places have an event waiting, and takes you straight to them. Each location gives its type, relations, capital, president, government, military strength, population and economy, plus where it is on the map and its direction from the capital. Things that are only pictures for sighted players: the ethnicity and religion pie charts are read as percentages, and the line graphs, such as Economic Stability, are read as values with their trend and the danger line. Notifications, with a history, so you can read one that has disappeared. It also has a settings menu with speech verbosity, what is read automatically, and full key rebinding. Settings are kept between sessions. How you play it After the prologue the game is turn-based. In each turn you visit the places where something is waiting, have conversations and take decisions, and then end the turn. The mod makes that loop keyboard-only: Press Shift+F6 to hear what is waiting: which locations have an event, and whether the Continue button is available. Press F6 to open the map browser. It starts on the location with the event. Press Enter to select it. Use the arrows to find the conversation or report there, and press Enter. In the conversation, Enter or Space continues, and when responses appear the arrows move between them and Enter chooses one. When everything is done, press Ctrl+5 to reach the Continue button and press Enter to end the turn. Between those steps you can press F4 for your statistics, Ctrl+3 for the journal, codex and overview, and F7 to read whatever document is open. The keys Press F1 in the game to hear all of them. Everything can be changed in the settings (F9). Moving around: Down arrow or Tab, Up arrow or Shift+Tab: next and previous control Home and End: first and last control Enter: activate. Numpad Enter always activates, even where Enter belongs to the game Left and Right: change a slider, a selector or a combo box Backspace: back or close Ctrl+1 to Ctrl+5: go to main content, side panel, navigation bar, statistics bar, Continue button Ctrl+Tab and Ctrl+Shift+Tab: next and previous panel Reading: F2: read all the text of the panel Page Down and Page Up: read it line by line, starting at the control you are on Ctrl+Page Down and Ctrl+Page Up: jump between headings F3: repeat the dialogue line; Shift+F3: list the responses F4: all statistics; Alt+1 to Alt+9: one statistic; Alt+0 and Shift+F4: turn and status F5, Shift+F5, Ctrl+F5: latest notification, recent notifications, open the notification F7: read the open report, decision, article or location F8: repeat the last announcement; Shift+F8: describe the focused control in detail The map: F6: open the map browser; inside it, Ctrl+Tab jumps to the next location with an event, Page Down changes the filter, F7 reads details Shift+F6: what can I do now Ctrl+F6: switch between the main map and the world map Speech and the mod: F9: settings; Ctrl+F9: turn the mod off and on F11: stop speech; Shift+F11: switch speech engine; Ctrl+F11: reconnect speech The game's own keys still work: Space continues dialogue, the Left and Right arrows switch reports, and Escape opens the pause menu. Installation You need the Steam version of Suzerain on Windows. The mod was built for game build 3.1.0.1.175 and warns you if your game is different. Download `SuzerainAccess-\<version>-complete.zip` . It contains everything: BepInEx, the mod and the speech files. Close the game. Extract the zip anywhere, for example your Downloads folder. Open the extracted folder and run Install.cmd. It finds your Suzerain folder by itself and copies everything into it, telling you each step in plain text. If it cannot find the game, it asks you to paste the folder. If it reports that copying failed, run it as administrator. Start Suzerain and wait. The first start takes several minutes while BepInEx prepares the game, and the game may seem frozen. Do not close it. When the main menu is ready you will hear: "Suzerain Access loaded. Press F1 for help, F9 for settings." Later starts are normal speed. JAWS users, one important note. If JAWS goes silent inside the game window, this is a JAWS setting rather than the mod: open JAWS Settings Center, choose Unity Player, go to Miscellaneous, and set Sleep Mode to disabled. This affects other Unity games too. Known limits The war part of the Kingdom of Rizia expansion is not fully covered yet. Its panels are reachable, but moving units on the war map is not possible with the keyboard. Keyword links inside texts cannot be opened from the keyboard yet. The codex has the same information. The mod is tied to one game build. After a game update it may need an update too. Feedback is very welcome, especially anything that is read wrongly, or any screen where you get stuck. There is a debug logging option in the settings that records what the mod sees, which makes fixing things much easier. Audio demo:         https://drive.google.com/file/d/1DhwVtc … sp=sharing Steam link: https://store.steampowered.com/app/1207650/Suzerain/ Download link: https://github.com/hasajaza/Suzerain-ac … ag/v1.0.36

Pokemon essentials access: (Windows)

Hello guys: At tiflojuegos team, we are happy to announce to you the launch of the new "pokemon essentials acces" accesibility patch, a mod patch that brings to pokemon fangames created with pokemon essentials dev toolkit a lot of accessibility features. Before to explain the classic things, the links that you want: Oficial information about the patch, at tiflojuego'ss page. In spanish: https://www.tiflojuegos.com/page/pokeEssentialsAccess English readme of the project: https://github.com/tiflojuegos-com/Poke … ADME.en.md Also, you can find the latest downloads of the patch at the latest github's release: https://github.com/tiflojuegos-com/Poke … tag/v0.4.5

Now, the other stuff: First of all, is necessary give all the credits to our beloved friend AyoubGamer13, that is the Project lead, main programmer, architecture designer and main tester of all the project. Yes, the AI coded a lot of stuf, but if you check the github of this project, you check that it carries a giant software architecture that help us to make this happened. So... what is this? In short, this is a mod that add the classic accessibility features to a bunch of pokemon fan games, that were created using pokemon essentials toolkit and loaded with the MKXPZ script loader. The pokemon essentials toolkit is a basically a template of scripts, maps, and functions for RPG maker, that allowsa easy method to create complete pokemon games. With that the coders doesn't have to  be aware of things like build a battle system, tile map loader, items, pokemons, or pokedex, because that kit includes all these things at the start.

Witch accessibility features add this mod? 1. Speetch output. through the prism library, the mod can speack using your screen reader or sapi, all the text things of the screen. Menus, battles, dialogs, etc. 2. 3d sound navigation system. Add sounds in a 3d environment to find the objects on the map. NPC, doors, items, walls, etc. 3. Object tracker: The classic tracker to localice the important things on the map, and get directions how to reach them. NPC, items, exists, etc. 4. Customization options: the mod carries customization options to change all the sound settings of it, change the keys of the game that are you playing, set custom markers on the map, change objects names and category, etc. 5. Puzle solvers: for some tested games, puzle solvers are included to help you with hard puzles of the games. This is not available to all tested titles, because need to be specically developed to each hard part. But the advantage,  is easy to add any new solver that could be necessary on the future. 6. Easy to modify: the patch itself is created with game profiles. SO is very easy create profiles for new games that require special modifications. But also is included a generic profile that could add accessibility to non tested games. How to use? Easy way: 1. Pick the pokemon fangame that you want to play, and download it from it's oficial website. 2. Unzip it. 3. Download the pokeessentialsaccess-launcher from the latest release at github... https://github.com/tiflojuegos-com/Poke … uncher.exe 4. open it, and pick the "add game" button 5. Find the root folder of your picked game. You must select the folder where the ".exe" of the game lives. 6. Choose the profile that you want to apply. If is a supported game, it will be auto-detected and the launcher tells you that use that profile. 7. Wait until the  patch process finish. 8. When the game will be successfully patched, simply close the launcher, and open your game directly through its .exe and enjoy. Manual way: Repeat all the first 2 steps of the other method. 1. download the latest release of the patch (or simply clone the latest commit if you want live at the edge) 2. unzip it. 3. launch the "Instalar mod.bat" script at the "installer" folder 4. follow the screen instructions 5. done, your game will be patched and you can launch it :-) List of tested games: This is a list of the games that have a specific profile for them at the mod. any other game maybe could work using the generic profile. If that game have for example non readable windows using the screen reader, that game will need a specific patch on the future: \1. Fully tested games: These games are 100% tested, with play-through from the beginning to the end credits at the tiflojuego's page you can find the oficial links to download the named games: - Pokemon z (with puzle solver support) - Pokemon reminiscencia \2. Games with specific profiles: These other games have their specific compatibility profiles added to the patch, but because time they don't have a full run yet. - Pokemon ópalo (with puzle solver support) - Pokemon relict - Pokemon Realidea system - Pokemon armonía - Pokemon africanus - Pokemon awackening - pokemon añil - Pokemon royal - Pokemon infinite fusion 1 and 2 - Pokemon ethernal emerald Keys: A basic list of keys that the mod adds. For furter reading, check the readme: tracker keys:

  • J and l to move back and forward through the detected objects on the map.
  • shift+j and l: change the filter category of the tracker.
  • K repeat selected object.
  • i: checks the path to reach the selected object
  • shift+i: enable audio ping ober the selected object
  • ctrl+i: enables path guide over the selected item (tells you at real time the moves that you need to reach the object, like a gps, instead of through to you a list of movements) Battle:
  • h check hp of your pokemons. shift+h enemy pokemons
  • g: chec enviromental conditions active during the battle. Weather, barriers, etc. Miscellaneous
  • o: open mod settings
  • t: reads contextual descriptions. On the map, your name and money; while menus or selection screen, reads the description of the selected option.
  • shift+t: repeats latest spoken text.
  • control+alt+f9: dump diagnostic data to text file. This is useful when you must do report an issue.

And... thats it. Please enjoy with this mod; and feel free to ask anything on this topic :-) About issues, if you are sure that is an error, please report it directly at the github. ¡thanks!

Pokémon Black and White. Accessibility for DS Pokémon titles (Windows)

This is an accessibility mod for Pokémon Black and White How to setup You will need a rom and bios seperately, I wil not instruct you on how to get or setup those. To get started open your rom, when the rom is loaded go to tools\lua console and click enter, from here go to scripts\open and select main.lua in the file list, now you are ready to play, alt tab out of the console window and have fun. I do recommend you to turn speech interupt for typed characters off to get the best experience with the path finder

Keyboard Keys - i - next category in the nav list, it also selects your side in a battle and next touch screen action - o - next category in the nav list, it also selects the enemy side in a battle and previous touch screen action - j - previous item, speaks previous pokemon in a battle and previous touch screen item - k - speaks current item in the nav list and pokemon in battle - l - speaks next item, next pokemon in battle and next touch screen action - p - starts path finding, pressing it again turns it off - B - speaks how much money you have when in shops E - Activate current touch screen item Controler keys - L2+De-padLeft - previous category in the nav list, it also selects your side in a battle - L2+De-padRight - next category in the nav list, it also selects the enemy side in a battle - L2+De-padUp - previous item, it speaks previous pokemon in a battle if a double or rotation battle - L2+De-padDown - speaks next item or next pokemon in battle - L2+L3 - starts path finding, pressing it again turns it off - L3 - speaks how much money you have when in shops - R2+De-padUp - Previous item on touch screen - R3+De-padDown - Next item on touch screen - R3+A - Activate currently selected item in the fly screen - R2+De-padLeft - Previous action - R2+De-padRight - Next action

Vigil — an accessibility mod for Roadwarden (Windows)

Hi folks. I'm here to announce Vigil, an accessibility mod for Roadwarden. What Is This Game? Roadwarden is a narrative CRPG and interactive fiction game. Think of it as a gamebook with far more choice and consequence, as well as a richer RPG system underlying it. In terms of genre, think The Witcher but a little more cerebral and you're not far off the mark. Steam describes it thus: You are the Roadwarden. A brave stranger putting your life on the line to make a difference in this grim fantasy world. While most people would never risk a solitary journey through the wilder parts of the land, you willingly accept the struggle. You guard travellers, connect isolated villages, support merchants, and repel attacking creatures, bandits, or even undead. A powerful merchant guild has called on your services, sending you on a journey into the unknown planes of a mysterious peninsula in the hopes to expand the guild's influence even further. Explore this world and gather as much information as possible to reveal the secrets surrounding the area. It's a dangerous task, but an equally respectable one. Roadwarden is an illustrated text-based RPG that uses isometric pixel art and combines mechanics borrowed from RPGs, Visual Novels, adventure games, and interactive fiction, such as inventory puzzles, dialogue choices, character abilities and progression, hit points, simple survival mechanics or quests restricted by in-game time. Face the vast challenges of a hostile fantasy world in the 30-hour story-campaign. Create your own background, abilities, beliefs, and personality. Embark either as a warrior, mage, or scholar and define your character's attitudes. Immerse yourself in profound dialogues and sidequests with dozens of NPCs. Collect hints and investigate the true nature of this world. How Does It Play? You choose from one of three classes: warrior, mage, or scholar. Your mission, on paper at least, is to aid a trade guild in gaining a foothold in a distant, untamed peninsula. But missions don't always go as planned. During the game, you travel across the peninsula, which costs time, talk to people, which costs time, occasionally scrap with enemies, which costs time, take care of your appearance, which costs time, repair your weapons and armor, which costs time, explore wild and untamed environments, which costs time, brew potions, which costs time, etc etc etc. I'm being a little cheeky here, but there's a reason for that: on the default difficulty, you only have forty days on the peninsula. You explore the peninsula, which starts unmapped. As you move from place to place, you gradually fill it in. You'll get quests from people along the way, manage their requests, and sometimes their competing needs, fill out an extensive bestiary which grows in detail as you learn more about the creatures there, and in short, come to understand the peninsula. Everything is delivered via prose. There's art, which I'd like to add descriptions for eventually. I struggle to describe the game, because like most games I mod, there's not a whole lot like it. I could talk about how you choose your approach when talking to new people (from friendly to vulnerable to threatening), or how a shabby appearance affects how people react to you, or how the game's nature soundscapes are sublime, or how the predominantly guitar-driven soundtrack is incredible, or how well-constructed the worldbuilding journal is, with detail on everything from customs and beliefs to beasts and their behaviors and habitats. But saying too much, I think, takes away from how magical the game feels. Most of it is best experienced for yourself. There's nothing quite like it. It's far more than just an interactive fiction game or visual novel. Why This Game? This is one of those games that, by all rights, should have been accessible out of the box. It wasn't, so I made it so. I've dreamt of playing it ever since it released a few years back. Now I can, and you can too. I always seek to mod games that offer something genuinely unique. Anyone can mod a standard Pokémon or Final Fantasy, or whatever. Nothing wrong with those games at all. But I want to bring the blind community special, distinct, rarified games that offer something not easily found or replicated. This game is, without a doubt, that. How Does The Mod Work? Very straightforwardly. It speaks through NVDA or JAWS, with a Windows SAPI voice as fallback if no screen reader is running. Tab moves you between UI sections. Arrow keys navigate. Enter selects. The map is presented in two ways. One is a table view of all the locations you have discovered, and you can sort the table by any of its headers (name, travel time, whether you can reach it right now). The other is a road view, which shows you the roads leading out from where you are, and where they head. Either way works for comprehending the map. Ctrl+T will read a tooltip for anything that offers one, but tooltips also read on their own. There's a config to turn off tooltip auto reading, but I'd just leave it on, honestly. Ctrl+K reads the full key list. That's about it, but the readmehas all the details. The mod is currently in beta. The whole game surface is built and most of it has been played live, but I haven't finished a full journey with it yet, so expect a few rough spots. Bug reports are very welcome. A Thank You I'd like to thank chaosbringer216/Stewie, whose UI graphing code made an already easy mod even easier. He's been a constant and reliable help to me over the last seven months as I've gotten into access modding, and I'm grateful for his extensive knowledge, and impeccable taste. Where To Find All My Work I've started a Discord where I house all my mods as well as take feature requests, bug reports, and where I'll be occasionally streaming, either to demo mods or just for fun. I hope to turn it into something of a gaming community in its own right, given time. It's easiest to reach me there. I try to keep up with the forums, but if you have a question or need help, that's your best bet for a quick response. Come join us. We're a friendly, welcoming bunch. You can join right here. Get The Game And Mod The mod is here. The game is here.

A Monster's Expedition – Accessible Sokoban Adventure (Windows)

Hello everyone, I am happy to announce the release of an accessibility mod for A Monster's Expedition, the exploration and puzzle game developed by Draknek & Friends. About the game A Monster's Expedition is a puzzle exploration game where you explore a world made up of islands. The main gameplay revolves around manipulating the environment to reach new areas. You play as a monster who explores islands, cuts down trees, pushes logs, and uses them to create paths across water. The game gradually introduces more complex mechanics and environmental puzzles. The game is not based on combat or fast reflexes. Instead, success depends on understanding how objects behave and planning your movements carefully. Some of the main mechanics include: Exploring islands and discovering new areas. Cutting down trees and pushing logs. Using logs to cross water and connect islands. Understanding the differences between various environmental objects. Solving puzzles by positioning objects correctly. Discovering exhibits that provide information about the game's world. The game becomes increasingly challenging as new mechanics and more complicated environments are introduced. About the accessibility mod I have now finished working on the accessibility mod and am releasing it for people who would like to try playing the game with non-visual assistance. The purpose of the mod is to make the game's visual environment and puzzle interactions more understandable through accessibility features. Because this is a puzzle game, understanding the exact position and behavior of objects is extremely important. The mod is intended to help communicate information that would normally be obtained visually while exploring and solving puzzles. Installation instructions: Download AMEAccess-1.0.1-complete.zip . It contains everything, including BepInEx. \1. Close the game. Extract the whole zip to any folder, for example Downloads. \2. Open the extracted folder and run Install.cmd (select it and press Enter). It finds your game folder and copies everything in. If it cannot find the game, it asks you to paste the folder. \3. Start the game. You should hear: "Accessibility mod ready. Press F1 for the key list." Press F1 in game to hear the keys, one per press. Press F2 to change any of them. If you already have BepInEx 5 win_x86 installed, use AMEAccess-1.0.1-mod-only.zip instead. How to play the game with the mod When you start playing, the mod provides different modes for exploring and understanding the island. \1. Choose what you want to scan When you first start, press X to switch from scanning everything to scanning only the current island. This is useful when you want to concentrate on the island you are currently exploring. \2. See the items on the island Press T to see the items that are present on the current island. This gives you an overview of the objects that you need to consider while exploring. \3. Enter Review Mode Press V to enter Review Mode. In Review Mode, you can use the arrow keys to move around the map and scan the island. You can also move between the items on the island using the ([) and (]) keys. When you have selected an item, press End to move the cursor to that item. Press M to check whether you can move to that location. This allows you to examine the island and understand where things are before you start moving your character. \4. Use placemarkers You can create placemarkers while reviewing the map. Press shift+  the number keys 1 through 9 to create a placemarker. After exploring the island and understanding the layout, you can use these placemarkers to remember important locations and plan your route. \5. Start playing Once you have reviewed the map and understand the steps you want to take, press V again to leave Review Mode and return to Playing Mode. In Playing Mode, use the arrow keys to move your character. When you use a placemarker key in Playing Mode, the mod will tell you the steps needed to move to that placemarker. This allows you to review the route you planned while playing. Since V1.0.2, you can press f3 to use arrow keys for review with no need to keep pressing V to switch between review and playing mode. Checking and changing the keyboard controls You can press F2 at any time to open the keyboard controls. This gives you the opportunity to check which keys are assigned to the different functions and change them if necessary. When moving through the available options, always use the ([) and (]) keys to move between options. Important notes This is an accessibility project created to make the game more approachable for blind players. The game contains complex environmental mechanics, and players may still need time to learn how the different objects interact. I would appreciate feedback from anyone who tries the mod, especially regarding: Problems encountered during installation. Accessibility issues that remain. Mechanics that are difficult to understand. Bugs or unexpected behavior. Suggestions for future improvements. I hope this project allows more people to experience and explore A Monster's Expedition. Thank you, and I hope you enjoy it! download links: steam: https://store.steampowered.com/app/1052 … xpedition/ Github: https://github.com/hasajaza/AMonstersEx … tag/v1.1.0

verbally blind cultist, accessibility mod for cultist simulator (Windows)

Hello everyone, Exciting news. After working on it in secret for quite some time, let me present to you the mod for the game Cultist simulator. from Steam / Gemini Cultist Simulator is a narrative-driven, lovecraftian card game of ambition, occult research, and ruin. It drops you into a stylized 1920s world where you play as an ordinary person who has stumbled upon forbidden knowledge. Unlike traditional strategy or RPG games, it offers zero hand-holding. It operates entirely through a tabletop interface where you drag and drop cards onto timed "verb" slots to survive, study, and build a cult. What's It Like? An Atmospheric Puzzle: The game feels part-roguelike, part-puzzle box, and part-narrative engine. Success comes from learning the systemic interactions rather than following a linear questline. Overwhelming (By Design): You start with very little guidance. The initial learning curve is notoriously steep, and figuring out how things work is a core part of the experience. A Race Against Time: You are constantly juggling your mortal needs (money, health, sanity) while secretly pursuing transcendence, immortality, or wealth through dark means. One wrong move or forgotten timer can lead to an abrupt and punishing game over. Core Mechanics The game revolves around a few key systems managed on a single digital tabletop: The Verb Slots: Actions are represented by verbs (like Work, Study, Talk, Dream, and Explore) that sit permanently on your board. You activate them by dropping a card (and sometimes funds or passion) into them, starting a countdown timer. When the timer finishes, cards pop back out with new results. The Foundation (Work and Health): Before you can become a dark messiah, you need to pay rent and eat. You start with mundane jobs (like working as a junior clerk) to earn funds, using your Health and Passion stats. If your funds or health hit zero, you die. The Occult Library (Study): The Study verb is how you progress. You combine Lore fragments (e.g., Reason + Fragments of Phost) to upgrade your understanding of the invisible arts, decipher esoteric languages, and uncover secret rites. Recruitment and Followers (Talk and Explore): Ascension Goals: You choose your ambition at the start—whether you want to achieve endless wealth, power, or immortality (The Lesser/Greater Light). Your entire run is dedicated to unlocking the specific esoteric rituals required to fulfill that grand obsession. The mod has f1 help pages that can be read with the arrow keys line by line, it has buffers, etc. so al the keys are explained without even leaving the game. It also has support for all the languages the game is localized in. I think it's Englihs, Spanish, Russian, french and German and some others. The gamke is absolutely fantastic, I haven't managed to beat it yet, it takes many hours. But the game should be fully playable, as always let me know if it's not. I recommend you grab the anthology bundle here. Get the definitive edition of double BAFTA-nominated Cultist Simulator, a Lovecraftian card game of apocalypse and yearning. • Cultist Simulator (all 110,000+ words of it) • The Dancer DLC (peel off your skin at an occult cabaret!) • The Priest DLC (martyr yourself in the name of St Agnes!) • The Ghoul DLC (consume the dead, and paint in memory!) • The EXILE DLC (flee your Foe across 1920s Europe!) • Cultist Simulator’s soundtrack (let the Mansus ooze into your ears) https://store.steampowered.com/bundle/1 … y_Edition/

Here's a little mp3 demo of the mod (in English) https://gomsen.com/files/cultist.mp3 Mod link (repo) https://github.com/ogomez92/verbally_bl … ses/latest Just grab the installer and go. Have fun, and don't forget to pause the game while cards are running, it will be important if yuou're playing it with a screen reader especially in the beginning.

Hear her story (Windows)

Hi everyone! I released a mod for Sam Barlow's Her Story. In this game you are searching a database of recorded interview clips to piece together a murder. You can get it from https://www.herstorygame.com/ or pretty much anywhere games are sold. The UI is pretty simple: use tab/arrow keys to move through the interface and enter to choose an option. To search for a clip, just type into the search box, then select it from the list of options. The game is fully playable, though there is a fair bit of junk you have to work around when navigating the interface. Download the mod here: https://github.com/ObjectInSpace/hear-h … y/releases Installation instructions are standard: grab mellonloader, gram the game, install mellonloader to the game and copy the mod zip to the game folder. Alternatively you can get the portable zip which includes everything and just copy that to the game. I did have to patch tomlet in order to access the game, due to its age, so you will need the included tomlet.dll to play. My patch to tomlet has been murged upstream, but I'm not sure if it's in a release or if mellonloader has picked it up. I assume it has not. Hope you enjoy! Feedback is always appreciated.

Subtitle-reading mod for Alt-frequencies (Windows)

Hello listeners! Game Overview: An audio mystery set in a time loop. Record, rewind time, and broadcast snippets of radio shows to expose radio hosts, conspiracy theorists, and politicians. Alt-Frequencies is an audio-based game built around radio stations that reset every 3 minutes. Featuring a wide cast of characters and personalities, players will dive deep into the lives of radio hosts, conspiracy theorists, students, politicians, underground activists, station managers—and a dog. By redistributing information, you change what happens in the next 3-minute time loop and impact both the news cycles and the lives of the people behind them. Listen to their personal stories slowly unfold in a world that seems to stand still. • A new kind of narrative game that blurs the lines between the fantastical and the everyday, while examining our relationship with mainstream media through the lens of radio stations. • Built-in accessibility features make the game accessible to a wide range of people, including blind and visually impaired players. • Brought to life by a diverse cast of over 20 talented voice actors, including TV, podcast, and YouTube personalities such as Jasika Nicole (Fringe, Welcome to Night Vale). • Produced by Accidental Queens , the studio behind critically acclaimed titles such as A Normal Lost Phone and Another Lost Phone: Laura's Story , and co-produced with ARTE, the European cultural network. Alright! Those are the descriptions from the developer. Next are a few words from me. Dear listeners! A few years ago, playing this game with subtitles was too much of a luxury for me. I am not good at foreign languages, and the game only had the Unity accessibility plugin to navigate through menus and options. Furthermore, at that time, I did not even own a computer and could only play it on a mobile device. Therefore, I am very happy to share this mod with people like me, who previously did not have the means to play this game. Note: First, this is my first small project, so there will inevitably be some flaws or messiness in the source code, and some functions might seem redundant due to my overcautiousness. I hope for your understanding and welcome your feedback to improve it bit by bit. Second, I do not have the latest version on Steam, so I cannot guarantee how this mod works with it. However, I have been working on an older version of the game on Itch.io. Therefore, if you find that this mod is incompatible with the Steam version, I sincerely apologize, as there is nothing more I can do! Key features: All in-game dialogues are now read aloud smoothly. The current subtitles no longer overlap when being read, so you absolutely do not need to adjust any queuing settings. Supports NVDA, clipboard, and SAPI. Includes a list of hotkeys that can be customized in a .json configuration file. A descriptive mode for emotions, characters, and scenery, which you can toggle on or off as you wish. You can customize the way character names are read: reading the name once if the character speaks continuously, repeating the name before every sentence, or not reading the characters' names at all. You can now know the frequency and name of the radio station you are listening to by switching channels, and you can freely toggle this mode on or off. Additionally, you can press the R key to read the current frequency and name of the radio station you are on, or Shift + R to view the list of currently available radio stations. For more information, please read the Readme.txt file included with this mod. That is all for now. I am out of ideas for the mod, so there will be no further updates for it unless I receive bug reports or feedback from you. I would love to try my hand at the "Lost Phone" game series by the same developer, but I suddenly realized that I do not know much about its gameplay mechanics. Currently, this game has been removed from almost all stores except Itch.io. So, I can only say that you can purchase it for $4.99 for the Android version and $7.99 for the Windows version. But there is a small issue I want to raise here. Since the studio has closed down, this is the publisher's store, not directly the developer's. I wonder, in this case, who will receive the game's revenue? I am not sure if buying the abandoned Itch.io version, which has had no updates in the past few years, is truly an act of supporting the original developers who made the game. Finally, here are the links. Game download link: https://plugindigital.itch.io/alt-frequencies. And next is the mod: https://drive.google.com/file/d/1Mts047 … sp=sharing

Play Testing

Among Us as an Audio Game – Beta Testing (Windows)

Hey everyone, A friend of mine, Otavio, has created an audio version of Among Us, adapted specifically so that the game can be played through sound. It is not just inspired by Among Us — it is essentially Among Us adapted to an audio-based experience. The gameplay, mechanics, tasks, environments, and even many of the sounds are very close to the original game, but everything has been adapted so that you can actually play and navigate using audio. If you enjoy games where you have to pretend, lie, deceive your friends, complete tasks, explore the different areas of a spaceship, and figure out who is the Impostor, this is a game you should try. The main idea is simply to play Among Us with your friends, but in an audio format. You can play together, complete your tasks, explore the ship, discuss what happened, accuse each other, lie, and try to survive when you are the Impostor. The game is currently available as a beta, and Otavio is looking for people interested in testing it and helping improve the game. If you like Among Us or social deduction games and want something you can play with your friends on a game night, give it a try. https://amongusaudiogame.z15.web.core.w … mongUs.zip

Race_Master (Windows)

Hello everyone, Recently, I have been working with the developer of this game, especially with bug finding and game testing. I have also been involved in developing some of the game ideas. The game can now be played on Windows. I play this game on Windows 11. The game has both online and offline modes. We have a server running for the online mode, so you can play with your friends. In multiplayer mode, you can play with other players who are currently online. The game also has realistic car controls. For example, in multiplayer mode, if you use your car horn, nearby players can hear it. There is also a tournament mode. So, what are you waiting for? Download the game from the link below, give it a try, and enjoy! Please note that the game is still in testing. If you find any bugs, please let me or the developer know so we can fix them. Thank you, and enjoy the game! Download: https://drive.google.com/drive/folders/ … Kz74uyb0Vc

Bait chaos - (Windows)

Hello people, and thank you for reading this. I am very excited to announce the alpha release of my first ever game, bait chaos. Bait chaos is a fishing simulator where you can catch different species of fish, do daily quests, buy upgrades, unlock achievements and much more. Please note it is still an alpha, so things might be missing, buggy or both. To get the game, please visit the following link: https://sound-storm-entertainment.itch.io/bait-chaos

A Hero's Call (Native Mac port)

G'day everyone, Here's my latest attempt, a native Mac port of the latest freevare version of AHC. Haven't done thorough testing, so should anything break please let me know. MacOS 27 added on about half a day's work, it should work there as well. This version has everything the freeware version for Windows has (including bugs), which, once I am aware what and where they are, I am hoping to squash. Everything else is updates under the hood (Fmod, Oculus, a different JS engine). Some of you had asked me whether I'm willing to pick up this project, add new levels and classes, etc. While I'd be happy to work on it, since the game has a lot of potential, legally I am unable to do so, even if the project is freeware now. Please only suggest quality of life improvements, including bug fixes. Creating a Windows version is also possible, but at the moment there is no point since everything is the exact same. Have fun!

Major accessibility update for Fundamental: looking for testers (Web)

Hi all, I've put together a large accessibility update for Fundamental covering screen reader support, keyboard access, and mobile touch access. Fundamental is a game where you start with subatomic particles, producing more to generate energy, then transition to drops producing clouds, space dust building mass, etc with plenty of upgrades and improvements to purchase along the way. There are also multiple prestige mechanics. It's not an official update and isn't in the game yet, just a modified build I've been testing extensively myself with NVDA and JAWS on Windows and TalkBack on Android. Desktop and mobile testing are both largely done at this point, and I'm now looking for outside testers before sending it to the developers for consideration. If you'd like to help, grab the build here: https://1drv.ms/u/c/5062c3fc0a8f965e/IQ … ?e=s4EZZy. The original game is at https://awwhy.github.io/Fundamental/. I'd especially love to hear from VoiceOver on mac and iOS users, since I have no way to test that myself, but feedback from NVDA, JAWS, and TalkBack users on their own setups is very welcome too. Post any bugs, feedback, or general impressions in this thread, and I'll go through the details of what changed and what to specifically check below. What's changed: Most of these fixes apply everywhere. The underlying screen reader hooks are shared across desktop and mobile, so TalkBack and other mobile screen readers benefit from nearly all of them too, not just NVDA and JAWS. Screen reader support now turns on automatically for new games, instead of you needing to find and enable it yourself. Every on/off style button in the game now announces whether it's currently on, off, or partially on, so you always know a toggle's state without guessing. The Fullscreen button now announces whether fullscreen is active, and keeps that correct even if you leave fullscreen with a keyboard shortcut instead of the button. The description panels for Upgrades, Research, Strangeness, Elements, Milestones, and Inflation now reliably tell you the effect and cost of whatever you're currently on, right when you land on it. This used to be unreliable or require tabbing away and back; that should no longer be necessary. Those same panels, for Research, Strangeness, and Inflation specifically, used to read a separate "current level" number right after the main announcement too, repeating information your screen reader already gave you as part of the item's name. That repeated reading has been removed. Sighted players will see no difference, since this only affects what gets read aloud, not what's shown on screen; it also matters on mobile, where it was turning some panels into twice as many swipes to get through. On the Upgrade tab, the four groups (Upgrades, Stage Researches, the special research category, and Automatization Researches) can now be reached directly through your screen reader's region or landmark navigation, the same way Strangeness's groups already could. Tabs, subtabs, the Stage selector, and the theme selector all correctly announce which one is currently selected, including in situations where the game changes them for you rather than you clicking directly. The Void, Vacuum, and Darkness challenges have been reworked. Selecting one to view its info is now a simple, predictable click, separate from actually entering or exiting it, which is its own dedicated button. That button will tell you why it's unavailable if it is, instead of just doing nothing. Along the way, I fixed a bug where switching between Void and Supervoid could sometimes swallow the message telling you whether you'd successfully entered or failed to re-enter. The Darkness challenge's Tier +/- buttons also got real names, instead of a bare "-" and "+". The Font size setting in Settings can now be reached with Tab, which wasn't previously possible. This one's desktop-only, since it's a keyboard-specific fix. Bulk-purchase buttons: The "Create all", "Make all", and similar bulk-purchase buttons used to either announce only the last item bought while you held them down, or say nothing at all if nothing was affordable. This affects desktop and mobile equally, since both platforms use the same held-to-repeat buttons. They now read one combined summary once you let go, something like "Made 12 Brown dwarfs and 3 Blue hypergiants" for Structures, or "Leveled Planetary system to 11, Star system to 4 and Protoplanetary disk to max" for Research and Strangeness, and a clear "Nothing to create" if nothing was affordable at all. Additional mobile-specific fixes: The Strangeness tab's mobile pagination (used when Mobile device support is on) now announces which page you're on and gives each page button a real name instead of just a number. With TalkBack on Android, description panels can now be read by double-tapping an item, which also marks it as the currently selected one. A plain double-tap used to do nothing at all. For Upgrades, Research, Strangeness, and Inflation, buying or activating something is done through a separate Create/Activate button, which now tells you why it can't be used yet ("Nothing selected" or "Can't afford") instead of silently doing nothing. Elements are the one exception: holding an Element still buys it directly, the same as before. Your screen reader will also confirm which item is currently selected as you move between them, and that confirmation correctly clears and updates when you switch Stages. Items you've already maxed out or purchased are now announced as unavailable the instant you reach them, matching an existing desktop setting that already hid them from the Tab order. During my own testing, I found one more small thing worth fixing: each of the three reset panels near the top of the Stage tab has a small button that reveals more detail about that reset. That button had no name at all before, so it showed up as an unlabeled control. It's now properly named. What I have not been able to test: I don't have access to an iPhone or iPad, so none of this has been tried with VoiceOver. I've done my best to check that nothing here should obviously break it, but I can't confirm that myself, and there could be differences in how VoiceOver handles some of these interactions compared to TalkBack. If you use VoiceOver on iOS, here's what I'd love to know: Does double-tapping an item read its effect and cost to you, and mark it selected? Does the Create/Activate button correctly tell you when nothing is selected or something can't be afforded? Does holding an Element still purchase it directly? Does anything feel broken, confusing, or behave differently than you'd expect compared to the rest of the game? Once things look solid, I'll be putting this forward to the Fundamental developers as a pull request in the hope that it gets merged into the real game for everyone. Thanks in advance to anyone willing to give it a try

Braille Apps multiplayer testing (Dot Pad X, Web)

Hey everyone. I'm here to share an early multiplayer version of Braille Apps, a free collection of apps that work with the Dot Pad X multiline braille and graphics display. These also work on the web, so no braille display is required to play. I'm sure there will be bugs and things to fix, so please put feedback here and I'll do what I can. TL;DR Visit https://braille.atguys.com to get started. Accounts are only required for online play against others. About Braille Apps Many games, such as Chess and Solitaire, benefit from having a layout that is quite visual. While many people can and do play these as audiogames, it can often be a lot easier to touch a physical board. Spatial relationships, graphics, and many points of information can be displayed all at once. When I first got a Dot  Pad X braille display, one of my first thoughts was to make some games that could take advantage of a multiline braille and graphics array. Those ideas led to Braille Apps, which now includes over a dozen games among other apps. These all have full-page graphic and text implementation on the display, but also work from the web. All of the games play from the website at https://braille.atguys.com Games Currently Available Multiplayer games - These can be played against the computer or another online player. An account is required to play other people. • Bricks • Tic Tac Toe • Connect 4 • Battleship • Checkers • Chess Solo games • Blingo The return of a classic. Guess the 5 letter word in 5 tries. Also a new Blingo Blitz mode that gives you 5 words each day to guess as quickly as possible. • Slide Puzzle Put numbered tiles in order in accessible 3 by 3, 4 by 4, or 5 by 5 sliding puzzles. • Memory Match Flip cards to find all 8 matching pairs. Choose shapes, objects, or numbers. • Solitaire • Minesweeper I'd love to hear any feedback you may have, whether it is braille-based, web-based, or visual. Also love ideas for more games to add. My focus will likely be on similar games that benefit from feeling a board or other information. We do use some AI-assisted coding for our projects. It's been a fun journey teaching AI about braille and doing braille front-end design. Thanks, and happy gaming.

Mortal Kombat GameCube accessibility mod testing (Windows, Mac, Linux)

Help wanted: testing two screen-reader accessibility mods for Mortal Kombat on GameCube What these are Two small, free, open-source tools that make the GameCube versions of Mortal Kombat: Deadly Alliance and Mortal Kombat: Deception playable without sight, when the game runs in the RetroArch emulator. They work by reading the running game's memory and speaking the menus out loud through whatever text-to-speech your computer already has — the menu item you're on ("Arcade, 1 of 8"), the sub-menus, and the fighter you're hovering on the character-select screen. Nothing is written to the game. No ROM is modified. No game files are included or distributed. You supply your own legally-obtained copy of the game. They are developed and tested on macOS. The code is written to run on Windows and Linux too — the emulator, the memory addresses, and the logic are identical across platforms; only the "speak this text" and "start automatically" glue is OS-specific. That Windows and Linux path has never been run by anyone. That's what I need help with.     •    Deadly Alliance: https://github.com/Zatoichi420/mortal-k … essibility     •    Deception: https://github.com/Zatoichi420/MK-decep … bility-mod Both are MIT-licensed. Both have Issues and Discussions turned on. What I need help testing Priority 1 — does it work on Windows at all?     •    With NVDA running.     •    With JAWS running.     •    With no screen reader running (it should fall back to the built-in Windows SAPI voice via PowerShell).     •    Does speech interrupt cleanly when you move quickly through a menu, or does it queue up and lag? Priority 2 — does it work on Linux at all?     •    With Orca, or whatever screen reader / speech setup you use.     •    It expects speech-dispatcher + espeak-ng (spd-say on your PATH). Does that path work? Is the speech usable? Priority 3 — behaviour once it's running (any OS):     •    Do the main-menu items read correctly as you arrow up and down?     •    Does character select speak the right fighter names for both players?     •    How does the latency feel — press a direction, how long until you hear it?     •    Anything that reads the wrong thing, reads twice, or goes silent when it shouldn't. Regions: all addresses are for the USA release. If you have a PAL, German, or Japanese copy and some reverse-engineering interest, there's a documented path to retarget it (it's reading a symbol table the disc ships, not guessing).

Paralives access (Windows)

What dis?

Paralives is essentially a Sims® competitor. You build a house and  manage the lives of the people who live in it. Their finances, relationships, needs, wants, you watch them live and grow at your direction. The closest game I know of that has allowed us to do this is Bitlife, which I am pretty sure was mostly text-based. For the rest, we have no game in this genre that is accessible and while the Paralives devs made some claims about accessibility when they started the project, screen reader users have so far been left entirely out of that equation. I have done a lot of research, as well as reaching out to the developers several times to see if we could rekindle their admittedly vague accessibility aspirations. Based on the technical state of the game, the responses (mostly lack there of) of the dev team to screen reader-specific asks, I deem first-party accessibility extremely, extremely unlikely, which is why I started this project. Paralives is not text-based, it's a full-on video game that has a lot of stuff to do and manage. The game is very mouse-driven and yet eats a lot of keyboard keys for its own use, so modding it has been a bit of a challenge. We have, however, risen to said challenge and gotten  a large part of the game to do what we need it to do. This is a link to the first gameplay teaser where we look at the tutorial: https://audiopub.site/listen/acea824b-7 … 45726d93d2 But that's all old news, innit? That's not why you're here. First, what doesn't it do yet?

Paralives essentially has two major modes: build mode and live mode. Build mode is not yet, I repeat, not yet, accessible. If you want to play this game to build houses this is NOT the build for you. Abort mission. Do not touch. We have very rudimentary build access in that you can select items and place them in a way they won't overlap, but that's all that's currently in where that is concerned. The bus system also hasn't seen use yet. It may work already, just clumsily, but so far we're going everywhere on foot. Ok, so what does work? Frankly, a lot. Essentially, the entirely of live mode is anywhere from doable to easy to use through a number of universal systems that work to open up a huge portion of the game to us already. This includes creating characters, visiting game locations, interacting with objects and people in said locations, managing your paras wants and needs, etc. I'm not promising that literally every single activity you could possibly do work without fail, as this game has a lot and will be adding more. I am however promising that we are far enough along that you can have hours of fun with this game as things are now, and that I have no intention of abandoning the project. In fact, let's talk about that for a moment. roadmap These are things I have planned for the mod going forward, not necessarily in this order: - build mode, obviously. I have design prototypes for this that will need to be properly worked out but I have multiple ideas on how to make this doable. - Localization. The game has been tested with another game language and works fine, but the mod announcements are currently English only. - Descriptions: A lot of things in the game could be made a lot more immersive by adding descriptions to items, scenes, rooms, etc. This will be quite the large undertaking, but i will chip away at it when I have some spare cycles. - The bus system, as well as various other systems that could use a touch-up. - Fixes for updates that break the game as we are still in Early Access, although I don't foresee a huge amount of shifts in the underlying game code based on technical evidence I've gathered from how development has been handled over the last 7 years. a heartfelt thank you

My patrons have been an incredibly supportive bunch both with financial as well as moral support, fantastic ideas and super insightful questions that catapulted the mod forward. I can only hope I'm doing right by you lot as I keep working on my various projects including this one, with many exciting other tools and mods in various stages of readiness as we speak. Video editor, anyone? Enough waffling, bored now, game pliss The mod's first release can be found over at https://github.com/zersiax/paralivesacc … ses/latest . This link will stay current for new releases, as well. To install, open the zip file and deposit in your game folder. No installer yet, but for the moment, everything you need is bundled. I will make this more robust later and give you a proper installer but for the moment, this will do. The game largely speaks for itself key-wise, but there is a readme.txt in the release zip that explains the various keys and has a handful of getting started tips by yours truly. Have fun playing! I need to go be a masochist and get started on build mode next.

FtlAccess: Full screen reader accessibility for Ftl: Faster Than Light (Windows)

Hi everyone! I'm back with a brand new mod: FTLAccess! Important notice The current version of the mod is designed for the core game. Hyperspace, Multiverse, and other gameplay overhauls are not supported at the moment. Also, the mod currently supports the GOG version of FTL 1.6.22, so please buy the game from GOG if you want to use the mod with the best compatibility. I cannot currently purchase a Steam copy for testing. If you already own FTL on Steam and would generously volunteer to help with private compatibility testing, please send me a private message. You will not have to send game files or account details. What is FTL: Faster Than Light? FTL: Faster Than Light is a real-time spaceship simulation and roguelike game. You command a spaceship carrying vital information for the Federation while being pursued by the Rebel fleet. During each run, you travel through randomly generated sectors, manage your crew and ship systems, respond to events, collect equipment, upgrade your ship, and fight enemy vessels. Every decision can affect whether your crew survives and whether you reach the Federation fleet. You can buy it on GOG: Here. You can also buy the game on Steam: Here. What is FTLAccess? FTLAccess is an accessibility mod designed to make the real game independently and completely playable by blind screen reader users. It provides an integrated accessibility layer with NVDA support and keyboard navigation. Installation \1. Download the latest FTLAccess installer from the GitHub Releases page: Here. \2. Run FtlAccess-1.0.0.exe. \3. Select the folder that directly contains FTLGame.exe and ftl.dat. \4. Confirm the detected game version and complete the installation. \5. Start NVDA and launch FTL normally. If everything is working correctly, NVDA should say "FTL accessibility loaded. The installer checks the game before changing anything. Unknown, modified, or unsupported versions are refused safely instead of loading incompatible hooks. To remove the mod, run "Remove FtlAccess.exe" from the FtlAccess folder inside your game directory. Bug reports and feedback FTLAccess includes an optional diagnostic speech log. You can enable it from the F12 accessibility menu before reproducing a problem. The log records each announcement separately, which makes interrupted or missing speech easier to investigate. It may contain spoken ship, crew, profile, or custom names, so please review it before sharing. Final notes I’m not really a coder in the traditional sense. A large part of this project was created through AI-assisted development and VibeCoding. However, this was not made by generating something once and calling it finished. The game’s systems, screens, tooltips, controls, and behavior were inspected carefully. The mod has also been tested through real gameplay with NVDA, including the complete tutorial and several normal runs. My goal is to let blind players experience the real FTL rather than a simplified imitation of it. There will probably still be rare situations that need improvement, especially because FTL contains many random events, ships, systems, weapons, and unusual combinations. Feedback and bug reports will therefore be extremely valuable. I hope this project helps more blind players finally enjoy FTL!

bad dream. coma accessibility mod release version (Windows)

Hello people, Today I bring you my accessibility mod for the game bad dream coma, which was battle tested to completion at least 3 times to obtain all the endings. It's a point and click adventure game where your stuck in a dream world and must explore. Since I"m too lazy to write a description I will put the steam description here. Welcome to Bad Dream: Coma. A point & click game where unique minimalistic art style creates an unforgettable and atmospheric experience. Travel through the surreal and disturbing dreamland where everything depends on your actions. You can't die but you can suffer greatly... [TIP OF THE ICEBERG] The game is designed in the "action-reaction" way and there are no obvious choices. Beat the game once and then be curious "What if I would do it differently". Sometimes it's something small but from time to time you'll see huge differences. The smallest things can be the most rewarding. [DARK, SAD AND DISTURBING WORLD] Visit the place known from the previous chapters of the Bad Dream Series. Encounter well-known creatures in their new form, or find a way to erase them from your memory and turn this dream to the peaceful nap. - Highly atmospheric world created with simple yet beautiful graphic design, and carefully selected sounds. - Non-linear gameplay with high replayability. - Hidden content for curious players. - Original soundtrack. The mod allows you to play the game to it's fullest. All the puzzles are accessible, including a drawing puzzle. This game uses a lot of pictures and graphics for it's story, so I've used claude to help me describe all the papers, letters, and drawings, as well as over 1100 of the scenery objects and items to help you get immersed into the game. The mod is feature complete, however I haven't tested on a machine that's not my machine, so issues might arise. My goal is to rectify those. The game is currently $9.00 on steam and $2.25 on gog, which has it on sail for 75%off. The mod will work on both of those versions. This game is mostly menu based so you will not have to learn complex documentation or keys. All the keys used is in the git hub readme. here are the links to download the mod and the game. bdc on gog https://www.gog.com/en/game/bad_dream_coma bdc on steam https://store.steampowered.com/app/5380 … ream_Coma/ the mod's repository https://github.com/president-lion/bdc_access/ direct download link for the latest version. https://github.com/president-lion/bdc_a … s0.91b.zip to install, run the setup program or use the batch script. Constructive feedback is welcome, but for the best experience, please tell any broken things in detail so it's easier to fix them. Enjoy

Rhythm Heaven Fever Accessibility (Windows)

Hello everyone, I'm happy to announce that RH Fever Access is now out. Note that, while the main game can currently be completed, support for extras like 2 player mode, rhythm toys etc. is still being worked on. That, and the fact that this still has some stability issues, is why I still consider this to be a work in progress, but I'm sharing it so I can get feedback. For feedback or discussing the project, you can either do it here or on its channel on the Accessibility Disco Discord server. Get RH Fever Access Join Accessibility Disco

Announcing Mario kart wii accessibility mod (Windows)

Hey everyone! This is the first release of the accessibility mod for Mario Kart Wii. It's a fork of WiiCompiled (the native PC port) with menu narration and audio driving aids built in. The driving side is a mix of Forza's Blind Driving Assist and a bit of how Top Speed handles it: the steering guide lives in your own engine sound, corners get called out ahead of time with countdown beeps, edge cues, item box beacon, the item you get from the roulette gets named, and laps and positions are spoken. English, German, French, Spanish and Italian. Fair warning: some tracks might not be playable yet, especially the Retro Rewind ones. Battle mode isn't accessible yet either. I wanted to get this first version out anyway to get more feedback, and honestly to hear your ideas on how the driving could work better. If you play it and something feels off, tell me. You need your own PAL disc image (RMCP01), a controller (the game doesn't work with the keyboard), and about 21 GB free while it installs. The installer compiles the game on your PC, so the first install takes a while. After that, updates come from inside the installer. Download (always the latest version): https://github.com/Ali-Bueno/Wiicompile … taller.exe Repo and README: https://github.com/Ali-Bueno/Wiicompiled Have fun, and let me know if something breaks.

Dragon Ball Z Budokai Tenkaichi 2 Access (Windows

Note: The linked post and following description leads to a forked version of this mod from post 28. The original release by Nablus only included audio navigation for the dragon adventure mode and did not include any extra speech. It was expanded on by Kigoku with reading of some subtitles and menus while also refining the navigation features, and this is the version you now want to keep an eye on for updates.

Screen reader support for Dragon Ball Z: Budokai Tenkaichi 2 (PlayStation 2, USA release), played in the PCSX2 emulator. It speaks menus aloud and gives spoken navigation guidance in Dragon Adventure, so the game can be played without sight.

It reads the game's memory while it runs. It does not modify the game, the disc, or your saves.

Windows x64. The release version of this build is in BUILD-INFO.json; quote it when reporting a problem.

This package contains no game, BIOS, emulator, save data, memory cards, save states, recorded game images, RAM dumps, or prefilled map atlas. You supply your own. The guide uses the memory card you configured in PCSX2 — it does not swap memory cards or hand you unlocked progress, and the optional teleport changes your live coordinates only when its pause and validation checks pass.

For players

What you need

Windows 10 or 11, 64-bit, with .NET Framework 4.8 (already present on most systems) PCSX2, your own installation. Tested with 2.9.32; the original release targeted 2.6.3 A PS2 BIOS dump and your own copy of the game: SLUS-21441, CRC FE961D28 (USA release). Other regions are not supported NVDA, if you use it. Windows' built-in SAPI voice is the automatic fallback, so the guide still speaks without it You do not need Python, pip, a terminal, or any runtime install. Everything the guide needs is inside it.

Running it

Extract the whole folder, keeping worker beside DBZ BT2 Guide.exe. Do not run it from inside a ZIP. Set up PCSX2 normally first: BIOS, controller, memory card. Open DBZ BT2 Guide.exe. On first run its Settings window searches for your PCSX2 and your game: running instances, installed and portable copies, PCSX2's own game libraries, the common game folders and your local drives. Pick one only if several are found, then Save. Browse is there for a folder it did not think of. Choose Open game. With PCSX2 closed, this switches on the connection the guide needs (PINE) in that installation's own settings, keeping whatever port it is configured for and saving a backup of your PCSX2.ini first. Portable marker files and the -portable launch mode both work. Choose Start guide, then load or begin your own Dragon Adventure game. Alt+Tab returns you to the game. You can also launch the game yourself in PCSX2 and then press Start guide; the Settings paths only matter for the Open game button.

Guidance pauses whenever another window has focus, so you can use your screen reader normally without the guide talking over it.

The guide's own window

It is built from standard Windows controls, so a screen reader handles it normally. Tab and Shift+Tab move between controls; Enter or Space activates a button.

Start guide starts the companion. Stop guide silences and stops it while leaving the game open. Closing the guide also stops its worker. Speak guide messages turns the guide's own speech off if you would rather read it. Latest message and Message history keep what was said available to read back at your own pace. Speech goes through NVDA when it is running, and falls back to Windows SAPI automatically. NVDA is not bundled — install it yourself if you want it.

What it does today

Menus speak. Moving the cursor announces the highlighted option on following menus:

the title screen — New Game, Load Game the main menu — all ten options Options — Save and Load, Controller, Screen, Sound, Exit Select Scenario, the Dragon Adventure scenario list — Saiyan Saga, Tree of Might, Lord Slug, Final Battle and Fateful Brothers, chosen with Up and Down Story Events, the list of a scenario's events between Select Scenario and Game Level — each event as the screen writes it, "00 Mysterious Alien Warrior", read from the game's own text, including when the list scrolls; F12 reads the scenario's synopsis. New on 2026-09-09 and heard in play on five scenarios the same day Game Level, the difficulty chooser reached after picking a story event in Dragon Adventure — it names the event on arrival, "Game Level. 06 Training with King Kai", then Level 1, 2 or 3, chosen with Left and Right Character Select in Dueling — every fighter on the grid, for both players. The first move on player 2's side says "Player 2" first, so you know which panel is speaking Tournament Character Select, the Dragon Tournament entry screen — every fighter on the strip The Item Shop — Buy Z Item and Sell Z Item; then every Z-item in either list as you move through it, across all four category tabs and however far the list scrolls; the how-many picker after X on an item, spoken as "times 1", "times 2" and so on as Up, Down, Left and Right move it; and Baba's "Hey, you don't have enough money!!" when the game refuses. The item names are read from the game's own text, like the fighters Evolution Z — its menu, each entry named as you move: Z Item Collection, Z Item List, Item Fusion, with the game's line for each; the character row behind Z Item Collection, every fighter as you move along it The Z Item List — the catalog of every Z-item, in five category tabs chosen with Left and Right: the tab is named, then each row as "Health +1, 1 of 155", with items you do not own yet read as "???" the way the game draws them, and the count so no two rows sound alike Z Item Fusion — the same kind of list in four tabs, rows numbered "Health +1, row 1"; X on an item you own fills the first plate, spoken as "First item: Health +1", and the list keeps speaking beneath it; King Kai's line when a combination is refused; Triangle empties the plate. What a successful fusion does has not been seen yet The Explanation box, Square on an item in Z Item Fusion — the item's name, its Benefit, Available Location and Available Character, all in the game's words; Square or Triangle closes it The character names are read from the game's own text as it draws them, so every fighter on the disc is covered without a list, and a badge the game draws after some names is left out.

The scenario names are pictures on screen rather than words, but the game keeps its own list of them in memory, and every one on the disc ships with the guide. It asks the game which scenario each row is, so unlocking a new one reads out straight away and never disturbs the others.

If a row ever says "Scenario 5 of 6, name not known.", the game has used a number the guide has no name for. That should not happen, so please report it if it does.

Screens it recognises but has not mapped are named and then stay quiet; screens it does not recognise say so, rather than guessing. Where the game keeps two copies of the cursor, both are read, and if they ever disagree it says so and leaves the row unnamed rather than naming the wrong option.

A few things you may hear it say, and what they mean:

"Unknown screen." — it does not recognise where you are, so it will not guess. F12 still reads whatever is written there "Looking for the subtitles." or "Looking for the menu." — the game has put something somewhere new and the guide is searching for it. It takes a moment and then carries on "Scenario 5 of 6, name not known." — the game used a scenario number the guide has no name for. It should not happen; everything else in the list still reads correctly, and it is worth reporting "the two copies of the cursor disagree" — the guide can see the screen but not which row you are on, so it will not name one. F12 still works F12 speaks the game's own text, on any screen. On the main menu, the character's spoken line for the highlighted option. On Game Level, the instruction line. On a screen the guide has never been taught, whatever is written there. It is on a key press so that browsing stays quick. If the text has moved since it was last recorded, F12 says "Looking for the subtitles", finds it again, and carries on; where there is genuinely nothing written, it says so rather than staying silent.

The story speaks by itself. In a Dragon Adventure cutscene, each line of dialogue and narration is read aloud as the game puts it on screen. There is no key to press — advance the scene as you normally would and the guide reads each text box once.

Only cutscene text is read this way. On a menu the guide has not been taught it stays quiet rather than reading out the flavour text under each option, which is what F12 is for. Notices like "MEMORY CARD slot 1" go with the menus: press F12 to hear one.

This is the game's own text, taken from the pointer the game itself uses to draw it, so nothing has been transcribed and nothing is tied to English.

Two things to know. It waits for a line to be stable before speaking, so there is a fractional pause before each box — that pause is deliberate and stops a half-drawn line being read. And each new line interrupts the one before, so that you always hear the box you are on rather than the one you have left; if you would rather hear every line in full even when it falls behind, say so and it can be changed.

If you ever hear a line that is not on screen — most likely just after a cutscene ends — please report it. The guide cannot yet tell "text is being displayed" from "text was displayed a moment ago", and that is the one case that has never been captured.

Dragon Adventure navigation. The original guidance: it picks an objective from the live minimap, tracks your position, and uses stereo direction and pitch plus spoken messages to steer you there.

Because it reads the minimap off the screen, it needs the game window visible and the minimap unobstructed. Start in windowed mode with the original HUD; texture replacements and HUD modifications are untested and may stop it working.

G says how far, and which way to turn. The tones are in world directions — stereo left and right mean west and east — which only helps if you can see which way you are pointing. G reads your actual heading out of the game and answers in your own terms: "map point 4, hard right, 1691 units." It answers every time it is pressed, whether or not the story objective has been worked out. If your position cannot be read it says so; if it can read your position but not your heading it gives the compass bearing and says that is what it is, rather than dressing a compass point up as a turn.

N and B choose the destination. They step through what the map is offering. G then reports whichever you picked, and T teleports you there — so a place can be reached without flying to it. The guidance tones keep following the story objective, so choosing a destination changes where T goes without changing what the tones are steering you toward.

Once the map is calibrated, the story marker is the last item in that cycle. Keep pressing N past the numbered points and you reach "the story marker"; choose it and T goes there. Before calibration it is not offered, because until then it is a picture on the minimap with no known place.

Teleporting still requires pausing PCSX2 by hand first: writes race the emulator's CPU thread otherwise. The guide says so if you press T without pausing, every write is read back to confirm it, and a failed write is rolled back.

C teaches the map its scale, so T can reach the story marker. Confirmed in play on 2026-09-07. The red story marker is a picture on the minimap, not an entry in the map's coordinate table, so turning it into somewhere teleport can write needs the minimap-to-world scale. That scale is normally learned from flying, which is the one thing this mod cannot ask for. C learns it from teleporting instead. Press C on the world map. It makes six short hops and puts you back exactly where you started, and it tells you what to do at each step: pause PCSX2, wait for "Moved", unpause, and again. Press C at any point to stop; it takes you home before it does. The scale is saved per map, so it is a one-time cost. It will not start if it has nowhere safe to hop — off the edge of the map, or onto another destination. Standing on a destination yourself is fine: that is where teleporting leaves you, and the hops go around it. If it refuses it says which of the two got in the way, and teleporting somewhere else and pressing C again usually settles it. If it cannot tell the arrow from the map's clouds it says that too, and learns nothing, rather than saving a scale it is not sure of.

Reaching a story event. On a calibrated map:

N until you hear "the story marker" — it is the last item. Pause PCSX2, press T, then unpause. You are standing on it. Try the action button. Before C has run on a map, the story marker is not offered and the older loop is what works — press N or B through the numbered points, G to hear how far each is, teleport to each in turn and try the action button until one of them is the event. It is trial and error, and there are usually fewer than ten places to try. Both need no flying, which is the point: they exist because moving accurately without seeing the screen is the part that does not work. It tells you when the map changes under it. If the destinations are rearranged — finishing a story event does this — it says "Destinations changed" and describes the new set. If it has to use a map's destinations without being able to confirm they belong to the map you are on, it says so once rather than presenting a guess as a fact.

With the game focused:

F12 — the game's own text for the current screen G — how far the destination is and which way to turn for it N / B — step through the destinations on the map. G then reports the one you picked, and T teleports there T — teleport to that destination (PCSX2 must be paused first) R — repeat the current destination L1 on a detected DualSense — same as T S, F, U — record what a place turned out to be Maps and progress

The atlas starts empty and learns maps as you visit them. A change of lighting alone does not create a new map.

A newly discovered map is given a descriptive label and a number. Those are descriptions, not the game's official names — they are what the guide could tell about the place, not what it is called. To rename one: stop the guide, select it under Discovered map, type your preferred name in Map name, and choose Save map name. Some maps stay temporary until their identity can be confirmed. Learned maps are stored with your settings and logs, outside this folder — see If something goes wrong.

What it cannot do yet

Being honest about the limits, because silence from a screen reader is indistinguishable from "working, nothing to say":

The story marker can only be teleported to on a map you have calibrated. It exists only as a marker drawn on the minimap, so turning it into a place needs that map's scale — which is what C measures. Until you run C on a map, the trial-and-error loop above is what works there. C has been run on one map so far; whether it holds on every map is not yet known Dragon Library is named but its entries are not read. Ultimate Battle Z, Data Center and the battle menus are not recognised at all; Ultimate Battle Z's character select probably needs one line to add, but has not been seen In Evolution Z, a successful fusion has not been seen, so what the guide says after the second item is chosen is unknown; the equipment view behind a character in Z Item Collection and the password screen are not read; and Z Item Fusion has no item counts, so its rows say "row 5" rather than "5 of 38". Once or twice in play a tab was named with no row after it there; moving once more brought the rows back In the Item Shop, prices and the Zeni you would have left are not spoken. They are drawn as sprite digits and no address holding the price has been found. What happens after X inside the how-many picker — the sale itself — has not been seen, and neither have the Sell side's questions. Your balance is not on a key yet; that is the next thing planned for the shop The scenario descriptions are not read. The introduction to each Dragon Adventure scenario sits in the game's memory and can be found. The guide now knows which scenario is highlighted, so this has become possible; what is left is working out where each description begins The guide cannot tell when text stops being on screen. It reads the pointer the game uses to draw text, and that pointer keeps its last value after a scene ends. Three checks make a wrong read very unlikely, but the one situation that has never been captured is a battle with no text box showing. If you hear a line that is not on screen, please report it Battles are not accessible beyond the game's own audio The event name is not read on Game Level. F12 used to announce one, and it was the first event's name whatever you had picked — so it has been removed. As of 2026-09-09 the event is named again, correctly, from the text the screen draws at the top, and on the Story Events list before it If the guide cannot find any text, F12 says so rather than reading nonsense Navigation is a playtest of Dragon Adventure, not whole-game accessibility. Unfamiliar maps still need wider testing An ambiguous objective may stay unconfirmed. The guide says so rather than inventing a route This build has not been tested on a separate, clean Windows machine If something goes wrong

Waiting for a connection — close PCSX2 normally, confirm the right copy is chosen in Settings, then choose Open game so the guide can switch PINE on Silent — return focus to the game, check Speak guide messages, and read the Message history The runtime is missing — extract the whole package again, with its worker folder The worker stopped — the window keeps the error available; choose Start guide to retry. Runtime errors are retried without closing the guide, and an unrecoverable startup error is written to logs\last-worker-error.txt Settings, logs and learned maps live in %LOCALAPPDATA%\DBZ BT2 Guide, kept separate from this extracted folder and from PCSX2's own saves.

When reporting a problem, include the release version, your PCSX2 version, the map or chapter you were on, what you did and what you expected, and the relevant log. Review logs before sharing; they can contain your map names and local paths. Do not send game dumps, BIOS files or saves.

Snkrx accessibility fork (Windows)

Hi, This is an accessible fork of the open source game snkrx. It still needs a few small improvements, like: - Buffers (ctrl+up arrow, like other games, because things offer plenty of info). - Improve enemy / shooter sound cues - Make it so the tab key moves my groups and not nearly everything. The game is free, so there's nothing to buy. Do check it out, and give me your feedback. So far I've been able to reach round 9 of 25, but only because I didn't level my heroes properly. HEre's a tutorial I recorded https://gomsen.com/files/snkrx.mp3 Game is here https://gomsen.com/files/snkrx.zip Just run snkrx.exe, it should speak.

SNKRX is an arcade shooter roguelite where you control a snake made of multiple heroes, with each one having their own attacks, passives and classes. Inspired by the auto-battler genre, each hero in the snake has a set of classes, and combining enough heroes of the same class together grants additional class bonuses. Heroes can also be upgraded to be more powerful when copies are bought from the shop. Gameplay - Your snake can't stop moving, turn it left or right to steer - Your heroes attack automatically when close to enemies - Combine heroes of the same classes together to unlock unique class bonuses - Clearing arenas grants gold, which can be used to hire heroes at the shop - Buying enough copies of the same heroes levels them up, making them more powerful Features - 40+ heroes, each with unique attacks and passives - 12+ classes, each giving stat boosts and modifiers to your snake - 40+ passive items, each giving strong global effects to your snake - 25+ levels of increasing difficulty as the run progresses - 15+ Steam achievements - Soundtrack by Kubbi

Mortal Kombat x Steam/Pc menu narration (Windows)

Mortal Kombat X (Steam/PC) — menu narration now working with NVDA I honestly didn't expect to be writing this post so soon, but here we are: Mortal Kombat X on Steam now has a working NVDA reader for its menus. Main menu, pause menu, all read aloud, hotkeys and all. I built this with a lot of help from Claude (Anthropic's AI coding assistant) — I asked it to explain what it actually did, so here's that in its own words: Hi, I'm Claude. I helped build this from scratch over one long session: reverse-engineering the game's own debug symbols to understand how its menus work internally, building the screen-reading pipeline (screen capture, OCR, and NVDA speech), tracking down why the reader went silent in fullscreen mode and fixing it, working out why the on/off hotkey wasn't responding, and setting up a one-click installer so none of this needs manual configuration. We tested it together live against the running game — I could actually see the screen through screenshots and confirm what was happening in real time, which made this a genuinely collaborative debugging process rather than me guessing blind. What this is A background reader that watches your screen while MKX is running and speaks what's on it through NVDA — the same idea behind the screen-reader mods that already exist for older Mortal Kombat titles (Deadly Alliance, Deception, and the Legacy Kollection — more on those below), adapted here for a modern PC game with no emulator to hook into. What works right now • The main menu (One Player, Two Player, Online, Faction, Krypt, Options, etc.) is read aloud. • The pause menu is read aloud. • Three hotkeys once it's running: F9 re-reads whatever's currently on screen, F10 turns the reader on/off without closing it (it always tells you which state it's in, so silence never means “did that work?”), and F2 saves the current screen so it can be cleaned up for better narration later. Setup \1. Grab the project from GitHub: github.com/Zatoichi420/mkx-accessibility-mod \2. Make sure NVDA is running. \3. Double-click install.bat. That's it — it installs what it needs and sets itself to start quietly in the background every time you log into Windows. Nothing to configure in Steam, no settings files to edit by hand. \4. Launch Mortal Kombat X normally. The reader notices it on its own and starts speaking once you're past the intro. One thing worth knowing up front: the title screen currently shows “Press the A button,” a controller prompt. I haven't confirmed yet whether there's a keyboard equivalent — if you find one, let me know. What's not there yet • Text is read via live OCR right now, so it can come out a little rough on this game's stylized font — a proper reference library (so common screens are read cleanly and instantly) is in progress but not built out yet. • Character select, options, and other menus haven't been tested live yet. • This narrates menus, not the fights themselves — intentionally out of scope for now. • Online play/Kombat League isn't touched at all. The other Mortal Kombat accessibility projects This one builds directly on work I've done for other MK titles, and all of them can use testers and contributors too: • Legacy Kollection: github.com/Zatoichi420/mk-legacy-kollection-accessibility-mod • Deadly Alliance (GameCube, via RetroArch): github.com/Zatoichi420/mortal-kombat-deadly-alliance-accessibility • Deception (GameCube, via RetroArch): github.com/Zatoichi420/MK-deception-accessibility-mod How you can help If you have MKX on Steam, I'd love for people to try it and report what does and doesn't get read cleanly — especially character select, options, and anything involving a controller. There's a CONTRIBUTING.md in the repo with more detail on what would help most, including for anyone comfortable digging into the technical side. Repo: github.com/Zatoichi420/mkx-accessibility-mod Thanks for reading, and let me know how it goes if you try it.

Koikatsu Access (Windows)

I am pleased to announce this BlindLusion, the lewd project is now ready for public test.

Although it is called a public test, you can play 90% of the game without any issues. Even if there are any, they are very minor bugs that do not affect the gameplay at all.

What is this game?

This game is Koikatsu Party, an adult game from Japan developed by Illusion Games (that's why the project name BlindLusion is a parody of this company's name).

* So who are not comfortable with Japanese adult content, you may not happy with it. As far as I know, some people aren't a fan of Japanese moaning style, unrealistic description of anime characters or Japanese subculture. So I just want to warn you in case you're looking for western adult themes. *

The highlights of this game, aside from being a dating sim and a sex sim, include the ability to create highly detailed anime-style characters (yes, and you can use this mod to create your own too).

Currently, the mod fully supports Story Mode, H Scene (Sex simulator), and Character Maker. Even though Story Mode still has some story-related bugs, they do not affect the gameplay.

You can buy the game on Steam: Steam And download the mod, installation guide, and hotkeys here: BlindLusion KK

Key Features Overview

Free-H fully supported (including H-scenes in Story Mode, effectively a sex simulator mode, though in Japan we call it H). Only minor details mentioned on the project website are not implemented, but they do not affect gameplay.

Character Maker is where the most time was spent. Currently, all sliders, options, and color selections are fully supported, including simplified descriptions for eyes, noses, clothes, and more. Of course, character personality settings are fully functional. the rest depends entirely on your ability to understand each slider and bring your imagination to life.

Card reader and summarization for character appearance, height, three sizes, and clothing. Even though the descriptions are still a bit generic, this is designed to support loading external character cards.

Story Mode is over 80% playable, including DLC, complete with Auto-walk. Naturally, all dating sim systems are fully supported.

And I want to be honest with you by saying

This project has reached a very playable state, but for Story Mode bugs and other improvements that exceed my programming capabilities, I need to ask for your support (because I've already used up all the free front-tier AI plans provided by the government. What kind of person I am? used a government AI plan for something like this?). Since I don't live in a country where money comes easily, and this project requires both front-tier AI models and local models, your support is crucial. (Your support will be AI plan, upgrade GPU for future project, and yes junk food to make me alive. Probably safe me from account lock by using front tier models to build a barely legal project like this as well.) Since I have already completed over 90% of it, asking for support for this project is a very small favor to truly call it fully playable. However, my project will have no paywalls, early access, or pay-for-beta-test models Every bit of support is a collective effort to make this project and future ones succeed, acting more as a donation or crowdfunding.

Of course, it is optional. Actually, both you and I will play the exact same mod version with no differences whatsoever. It's just that bug fixes moving forward will be very slow, or non-existent, if they exceed my own programming skills. Besides, I am already quite happy with what the mod can currently do.

For those who want to support future developments, you will definitely get to play more games of this genre, as well as JRPGs that I am interested in.

If you wish to support: Buy me a Cup of Cola: Ko-Fi Monthly junk food: Patreon

For anyone wondering if this is a scam

because money is being requested, The gameplay audio files are here: Mod Preview

Sorry for Character Maker, I didn't pay attention enough to optimize the saving character window well accessible. But it's 100% doable, you can read how to save the character card properly on my project page under known issues.

To contact me privately, discord @on1xn_th and Steam And check my skyrim modlist project here

access mod for Capcom Fighting Collection II (Windows)

https://www.patreon.com/prismaccess/pos … =join_link Hey friends! Sorry I've been absent the past couple weeks. I was busy making this! Took longer than anticipated. Just copy the DLL files to your game directory and launch the game. Capcom Fighting Collection II is a collection of Capcom 2D fighting games from the early 2000's. Specifically, it contains Capcom VS. SNK, Capcom VS. SNK 2, Street Fighter Alpha 3 Upper, Capcom Fighting Evolution, Power Stone, Power Stone II, Project Justice and Plasma Sword. CVS2 and SFA3 are both considered to be among the best fighting games ever made. CVS2 is my personal favorit fighting game ever, as it contains nearly every character across the Street Fighter and King of Fighters franchises as well as camios from Darkstalkers, Samurai Showdown, Rival Schools and more. It also lets you mix and match your fighting style, so you can for instance play a Street Fighter character with an SNK-style meter build, or vice versa. CFC2 supports offline versus as well as online ranked/casual and training modes for all games. The current state of the mod enables full access to the MTFramework shell that launches and configures the games. This allows your screenreader to read All of the menus outside of the games, and the pause menus inside the games. Nothing more, nothing less. This covers settings, the music player, the art gallery, the achievement lists, all the options when choosing your game both offline and online, all the options associated with choosing an online match, the training menu options, the game display options, and the move lists for each game. It does not read anything that comes from the game itself. Character select, stage select, groove/ISMs selects, and anything related to the current fight are currently silent. I plan to add speech for your current selection in the next version. The version after that will add audio cues for the various gages as they change during the match, as well as for the positions of you and your opponent in the stereo field. However this involves reverse engineering the arcade ROMs, which is a different task from reading the MTFramework shell. They use sprights rather than machine readable text, so it will take time, particularly for all the games in the collection. CVS2 is my test bed, but everything I do there will eventually be ported to the rest of the games once that is stable. Have fun and happy fighting! Feedback is always appreciated.

4th gen access (Windows)

Hey guys. As usual use your own rom, and enjoy. Most things are playable. Path finder is good, not all text reads as quick as i would like. But you should be able to navigate just fine. Works with heart gold and plat version 1 roms. Also, just follow the pokemon access way for j k l and for path finding. Shift p for surfe no surfe. https://github.com/arqmeister/pokemon-4 … indpokemon PM

Grimdark, an accessibility mod for Grim Dawn (Windows)

Grimdark

A screen-reader accessibility mod for Grim Dawn. Status: pre-release, but pretty complete. I'm into act 3 and even have basic support for hazardous terrain obstacles. Disclaimer

This is a hobby project, and it is a mod of a closed-source C++ game. As of 2026-09-18 I have read 0 lines of code; it's all Claude. Any game update could break it forever. It is a low priority for me, so bugs are not going to get fixed promptly; you will have to wait until whenever I have time. This said, it works well and I've got like 50+ hours in the game, and it's better than most accessibility mods. Just know what you're getting into. For those familiar with my prior work, do not think of this as a Factorio Access. I am not treating it like that. You get what you get; hopefully you have fun, but it might also explode on you in ways no one can fix. What you need

  • Grim Dawn v1.3.0.8, 64-bit, Steam build. The mod reaches into the game's private UI objects by code layout; any other build (a GOG build, a Steam patch) gets one spoken line -- "unsupported game build, exe timestamp , supported 1.3.0.8 Steam, the mod is off" -- and the mod installs nothing. Report that timestamp when you ask about a new build. Any install path works; the launcher asks Steam where the game is (see Setup).
  • Windows 10/11 x64.
  • A screen reader (NVDA, JAWS, or any that prism supports). Menu and window text goes to the screen reader.
  • The Windows OneCore voices "Mark" and "Zira" (Settings -> Time & Language -> Speech -> Manage voices, English (United States)). These carry the in-world speech: Mark speaks at the enemy's position, Zira is the player and the room announcer. If they are missing the default OneCore voice is used for both.
  • Steam running (the launcher starts the game outside Steam's Play button, but the game still talks to Steam).

The control scheme is a hybrid of a standard ARPG's and a few others. The game here is that you run around and hit stuff. Since I don't have time for a full tutorial right now I'm kind of assuming you know what Diablo is. Grim Dawn is like that (the game, not the accessibility features). The mod mainly does a few things for you: - Emulates mouse clicks on enemies, loot and so on. - Makes the menus speak. - Adds sonar and wall tones (not really optional). - Telegraphs enemy attacks: as an enemy starts an attack, a short word says its shape (swing, stomp, wave, shot, ring, area, charge) from where the enemy is, so you can step out of it. The game itself has no such markers. - Tags the level data with GPS-like information that is announced as you run around (AI-generated).

Parappa Access (Windows)

I'm excited to share a mod I've been working on for one of the games of my youth. Parappa Access An accessibility mod for Parappa the Rapper on PlayStation. About Released in 1996, Parappa the Rapper is widely considered the first modern rhythm game, spawning an entire genre. This mod makes the original PS1 version of the game playable using modern emulation and audible cues. This mod will allow you to play all 6 stages of the game and access most game screens. If you find something that's not working or could be improved, please let me know. Download and start playing Download the latest Windows ZIP You will need: - A 64-bit Windows PC and an internet connection for initial setup. - Your screen reader for spoken prompts. - Your own US PaRappa the Rapper game dump, SCUS-94183, in a disc-image format supported by the DuckStation PlayStation emulator. - Your own PlayStation BIOS file, such as openbios.bin. No game or BIOS is included. The supported game version is US SCUS-94183. Setup accepts CCD, CUE, BIN, IMG, ISO, ECM, CHD, MDS and PBP, plus M3U playlists. CCD/IMG/SUB and BIN/CUE have been tested locally. Other formats will likely work but have not been tested. The mod will verify the version before playing. Getting Started 1. Make sure you have the game and BIOS files. The game should be unzipped. These can be placed wherever you like. 2. Extract the ZIP to a folder. 3. Go to this folder, and then run Parappa Access.exe. 4. On first launch, setup offers to download the tested official DuckStation build, then asks you to select your game ROM and BIOS files. 5. After setup, the main menu appears. Choose Play to start the game. About the Game The goal in Parappa the Rapper is to pass the test in each of the 6 stages. The teacher for each stage will say one or more words, and then you will match the pattern. The main accessibility feature of the mod adds sound cues to each of the words from the teacher. There are 6 sounds and buttons in the game. If you end the round and do well enough, you can save your progress and continue using PlayStation memory cards. You will be asked if you want to save. Press X (K on your keyboard) to save, then use the arrow keys and X to select a name of up to 6 characters. You can load a saved game from the main game menu. What is accessible? Parappa Access provides speech for the game's main menus, settings, stage screens, results, high scores and save/load screens. Most importantly, sounds are added to each of the notes that are spoken by the teacher. There are 6 different notes used during the game, each represented by a button on your keyboard or controller, and these are consistent throughout the game. You can also request your score, current Good/Bad/Awful/Cool rating and the current screen's controls. An optional handoff sound marks the visual transition to your response. Rating changes are announced as you play. This is an initial version which will let you play the entire game, but it's possible some screens are missing accessibility. In addition, the cut scenes are not currently described. If you want, various websites and wikis do describe many of them. Please share any bugs or ideas you may have on this thread. Enjoy!

Perfect Access: Perfect Dark accessibility mod (Windows)

Hi all, It is my pleasure to announce the first public release of the work I have been doing to make Perfect Dark accessible to blind players. Released for the Nintendo 64 in May 2000, Perfect Dark is the spiritual successor to GoldenEye 007. In this first-person shooter, you take control of Joanna Dark, a newly qualified agent at the Carrington Institute. Set in the then-futuristic year of 2023, the game features a fully voice-acted science-fiction campaign as well as an extensive Combat Simulator in which you can hone your skills or compete in a variety of scenarios. This project is possible because of the tremendous work others have done to decompile the original game and port it to modern platforms. This accessibility project is a source-code fork of those publicly available, MIT-licensed projects, and their license notices are preserved. The downloadable package does not include a Perfect Dark ROM or extracted game assets. You will have to find your own. Wherever possible, the original gameplay has been preserved. If you are unfamiliar with games from around the turn of the millennium, be warned: they can be brutally difficult and confusing. This accessibility mod definitely retains the spirit—and sometimes the stubbornness—of that era of Nintendo 64 games. What the mod adds The mod adds screen-reader narration for menus, briefings, objectives, HUD messages, weapon information, results screens, and other important text. Spatial audio systems identify enemies, doors, computers, pickups, characters, hazards, and selected mission objectives. It also provides an audible virtual cane for examining nearby terrain, responsive aiming and targeting feedback, an accessible compass, player-placed navigation markers, Combat Simulator radar information, and support for many of the game's special devices. The most thoroughly tested control setup combines an Xbox-style controller with a keyboard. Use the controller for ordinary movement, aiming, combat, menus, and interaction, while using the keyboard to adjust accessibility systems and request information during play. Headphones are strongly recommended. What to expect This mod may not be for everyone. It does not provide automatic pathfinding, movement, aiming, or objective completion. You must learn the layouts of the levels, decide where to travel, and determine how to complete each objective. Where the original game communicates a mission-critical location only through visuals, selected objectives have been given distinctive audible landmarks. The goal is to communicate information available to sighted players without playing the game for you. Some environments and legacy collision geometry can still produce ambiguous navigation cues, and there may be objects or interfaces that have not yet been made accessible. A written walkthrough can be very helpful when you become stuck. Current testing status So far, I have completed every campaign mission except the final one on Agent difficulty, the easiest setting. I have also completed several Combat Simulator scenarios, although not every mode, challenge, difficulty, or multiplayer configuration has been fully tested. This is a version 0.9 work-in-progress release, so players should expect occasional inaccessible objects, unclear audio cues, and level-specific edge cases. Windows is currently the supported accessibility platform. NVDA is the primary tested screen reader. Other screen readers supported through Tolk may work, but have not received the same level of testing. Getting started 1. Download the Perfect Access v0.9 Windows package. 2. Extract the entire ZIP file. Do not move the executable away from the DLL files included with it. 3. Supply your own legally obtained US Revision 1 Perfect Dark ROM. 4. Place the ROM in the package's data directory and name it pd.ntsc-final.z64. 5. Run pd.x86_64.exe and your screen reader should start talking when you get to the main menu. Detailed setup instructions, accessibility controls, and troubleshooting information are available in the Perfect Dark accessibility guide. Tutorials To help people get started, I've started creating some tutorials. Sorry about the audio quality of my mic on the first one, I'll try to fix that for the second one. 1. Perfect Dark Access Tutorial 01 - Basic Movement \2. Development and feedback The source code, documentation, release downloads, and development information are available on the Perfect Dark Accessibility GitHub repository. This is an open-source, community-driven project, and detailed testing feedback is extremely valuable. Perfect Dark was my favorite game growing up, so I hope you will enjoy it too. I will try to answer questions in this thread, but please submit bug reports and feature suggestions through the repository's GitHub Issues page. When reporting an accessibility problem, please include the level, difficulty, current objective, what you expected to hear, and what actually happened. Good luck, agent Dark.

Game Updates

  • Erion MUD's September update was all about the newly added cooking feature, complete with a new area, house for interested cooks, many recipes to find and more. In addition a new level 155 area was open and a number of changes were made to make the game more welcoming for new players.
  • Over on Alter Aeon, the September updates include Revising the way a few elemental debuffs work, upgrades to musical instruments, adding jumping over objects, and other combat and navigation changes. As always work also continues on opening new areas and expanding existing ones.
  • Songs of Conquest Access 1.0 is a major update which streamlines UI navigation with new help messages and less tabbing, adds sound queues and a sonar to map exploration, custom categories to the scanner, and describes all 69 battlefields of the game
  • Azmar Quest expansion Adds class talents, for all classes, five new missions, a PvP mode, and Mastery levels through 50 on mobile and Steam.
  • Cookie Clicker Accessibility Enhancements 14.0 Fixes Golden Cookie interaction with Frozen Cookies and improves Stats headings, store sections, and keyboard access to dialogs. This should be the definitive version of the mod.
  • Accessible Othello 3.0 is a complete rewrite of this iOS game, which now features four computer difficulties, Game Center multiplayer, and more access and customization options.
  • Reigns Access 1.1 Restores compatibility with the current Steam build and adds an accessible installer. Many dialogs should now be even easier to read and pressing F6 will speak any visible text on the screen.
  • Dragon Ball Z Budokai Tenkaichi 2 Access revision 13 Adds auto-chase for story targets, more accurate targeting, and faster memory-based menu reading.
  • PlayAural has had a busy September, and the developers promise that's just the start. The major new addition is Breach Point — a turn-based tactical shooter where terrorists and counter-terrorists fight it out to see whether the bomb will be planted or defused. If this reminds you of anything, you know what to expect. Breach Point is the first game using a brand new binaural audio feature to make every shot and movement as immersive as possible. Other major new additions include dedicated buffers for various kinds of chat and messages, language-specific public chat, new reporting tools and many bug fixes.
  • Accessible Arena 1.6.2 makes all information sighted people see in the deck editor accessible, making deck legality issues easier to spot. In general this update refines the way the deck editor, codex of the universe and rewards screen read and work.
  • Zetianji has become free,ware with previously paid items available through the Welfare Envoy. The developers also indicate that there will no longer be any updates or support provided if something doesn't work, though the game should be considered stable and complete.
  • TableEx 3.4.0 adds spades, fixes scrolling issues on iOS 27 and includes many other bug fixes
  • 2D Adventure 1.2.1 Fixes weapon-menu status, platform clipping, final-boss behavior, and AI.
  • Marvel Realm had a few September updates, adding full control remapping for keyboard, mouse and gamepad, refinements to audio and physics, new content for some games (for example takeout and delivery for Springwood cafe), and rush fair was made free to play for everyone
  • Blades of Glory 3.6 Reworks shields with unique perks for each one making them more interesting and rebalances duels and the amalgam wave. There were also other armor adjustments and rebalancing so that weaker armors are now better.
  • CaveDefender 5.2 adds new staff commands and functions, a quicker way to get to the online user list and makes other smaller fixes
  • Simplefighter had many updates in September bringing the game to version 15.0 with many new features. Highlights include the return of building musical instruments, security jets, and many new scripting commands including variables, sequences, branching logic and many new macros.
  • Cookie Craze 6.7 reworks prestige with endless upgrades, and added in version 6.8, endless quests. Plus there were many bug fixes including to formatting of large numbers
  • Adventure to Fate: Dungeons 3.3 adds a music player where you can listen to all of this and previous ATF game's music, complete with playlists, favorites and lock screen controls, adds a quick character randomizer letting you kick off a game with one tap and makes other improvements, including to accessibility of various screens. . Interested people can also join the beta, where the next major expansion featuring the illusionist class and shadowborn race is being tested.
  • Erelong September update Adds mRuby scripting which should hopefully make game creation easier, cartridge loading, and three small example games to the terminal-based community edition.
  • Path of Adventure 2 is now out on Android in open beta, with iOS to follow. The web version available on Itch also received an update
  • Simbuss now has a career mode, which first teaches you how to drive through different scenarios before letting you loose on the street carrying actual passengers. And yes, there is a test. In addition, traffic is more realistic and will get mad at you if you stop for too long. You may need to redownload the game as the online updater has difficulties updating to this new version.
  • Sonarush 0.93 beta adds a new 3-player siege mode, audible map landmarks, walls made of various materials which can act as cover or protection, a new map exploration mode, audio enhancements including unlock able sound skins, daily progression and many more changes.
  • Sidera build 22 Adds defensive cannons, battle reports and queued upgrades.
  • Star Ocean Second Story R Access had 3 updates in September adding subtitle reading for cutscenes and manual navigation using wall and object tones
  • Moonlight Peaks access should now work with braille displays and the demo version of the game. Version 1.3 is now distributed through Nexus mods or the Kinetic mod manager. It brings support for other screen readers and SAPI as well as better feedback for farming IE while digging with the shovel.
  • Beacon Pines Access —Adds positional object beeps, a throwing aim cue and simpler directions for exits and pathfinding.
  • Vision Not Included refines Mac support with text fields behaving more natively and more manlike keyboard shortcuts. In addition there are improvements to following pipes and wires, with new settings to control if this happens.
  • Siv V Access Updates LekMod and Vox Populi compatibility, improves the LekMod lobby, and announces long map-generation progress.
  • Civilization VI Accessibility v1.5.0 is a major update that, in the words of the developer, includes accessibility for the world builder, wonder movie descriptions, a redo of leader and greatwork descriptions, a world climate history rework, and a lot of quality of life improvements. The changelog linked above has much more
  • Non-visual Calculus fixed some issues with the Arabic translation and made pathfinder improvements - you are now told when a detour or flashlight is required
  • Blindest Dungeon switched to Prism supporting more screen readers and improved reading of combat tooltips. Later updates greatly improved the mod's localization, added support for the Butcher's Circus DLC and much more.
  • Harkest Dungeon had a number of updates improving the reading of tutorials, stage cost slots, ranked movement, taking damage due to various effects and resistances in combat, improvements to equipping trinkets, many tweaks to the kingdoms mode and much more
  • SoundRTS Ultimate added a new layer-based hotkey scheme, with a classic option also being available, adds a second configurable voice for speaking more important events like combat and alternate Age of Empires II rules with or without space limits. Later releases improve resource selection and make huge maps save, navigate, and display on the minimap more reliably.
  • Persona 4 Golden Access adds a map description helper, more audio queues for dungeons, adds a new navigation sort setting, includes an installer, has major performance improvements, and includes many fixes particularly with other languages which should no longer crash the game in some situations
  • United Minecraft had many releases in September bringing a massive amount of changes. Some highlights include configurable keys, block descriptions, a map beacon, clickable links in chat, narration of your mount's health, Minecraft 26.3 support, and experimental NeoForge support, and many improvements to the scanner and autowalk. You'll want to look at the full changelogs linked above to see everything that changed.
  • FF XIV Accessibility Also continues getting very frequent updates. Recent releases add dungeon route access, hunting targets, shop and gathering navigation, skill descriptions, job and chat cues, controller cross-hotbar access, and event support. Later patches refine tutorials, quest announcements, and minigame speech.
  • BeamNG Accessibility Mod v0.1.9 — Improves controller binding labels, road guidance, and map-generation tools.
  • MSFS Blind Assist 8.2.0 includes better accessibility of Airbus lighting controls, baudio queues for flaring and better runway guidance. A 8.2.1 preview build includes support for the TFDI MD-11 for the time you want to go back to before the Airbus/Boeing duopoly, a look around key that will describe everything around you on the ground and many other improvements to various readouts and features.
  • CultAccess v0.2.2 adds a keys to read full follower and cult statistics, controller support, and various combat refinements to the public build. A new update to be released soon will feature even more goodies like accessibility for various side activities and even more refinements, this is already available to members of Zersiax's Patreon.
  • Hearthstone is about to experience a number of big updates which have all revealed as part of BlizzCon 2026. On October 20th the monk class will join the game as part of the Reign of the Black Empire expansion, which will also bring its own new mechanics such as the assemble, as well as many new minions including the 4 ancient gods and titans. The Ancient gods also visit Battlegrounds, and this is already live with Patch 36.6, including a new aberration minion type. Also coming is a redesign of the journal, and live with this patch Until October 13th is a new black market with some unique awards, though as of writing this has not been made accessible by Hearthstone access.
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