Here at Phenixx Gaming, part of our mission statement has always been about covering accessibility. Making games more accessible to a wider audience of players is greatly important to us, and that doesn’t change even when big events are going on. Last month, gaming accessibility advocate, consultant, and critic Laura Kate Dale (known as LauraKBuzz in most places) announced a special showcase specifically aimed at accessibility-focused games.

The Access-Ability Summer Showcase is an extension of Laura’s Access-Ability series where she breaks down various accessibility topics and reviews various games. Unlike other showcases we’ve seen this year, not only can you watch it normally, but there is an ASL (American Sign Language) interpreted version, a version with English audio descriptions, and a BSL (British Sign Language) translated version. Let’s get into the 15 games shown during the showcase on June 9th. The announcement video is below to give some details on the showcase.

The showcase started with Laura introducing herself and the showcase. What’s notable about this is she not only breaks down what you’ll expect with the showcase but also gives key visual details for blind viewers. Unlike other showcases, Laura has injected accessibility into every part of the show. This is the first year for the Access-Ability summer showcase, so there may be some issues to work out, but so far this is a well-crafted show.

The goal for this showcase is to make sure that if a game is shown, you know right away what accessibility options it will have at launch. This prevents disabled gamers from being excited about a game, only to discover later that they can’t play it. This showcase also shows off anecdotes from disabled gamers and game developers, talking about accessibility.

I won’t be covering those segments in a huge amount of depth, because I want to encourage you to go watch the showcase yourself. This rundown will mostly focus on games and game-related information from the showcase. With that explanation out of the way, let’s dive into the actual segments.

The first trailer shown was for Mythwrecked: Ambrosia Island from Polygon Treehouse and Whitethorn Games. You play Alex, who has been shipwrecked on an island inhabited by Greek gods. You’ll need to befriend them and restore their memories to uncover the mystery of Ambrosia Island.

Mythwrecked has a variety of text accessibility options, as well as other options that enhance control (such as remapping), visibility, and more. One thing I really like about this segment is that it shows certain accessibility options on screen as they talk about them. You’ll explore the island, uncover secrets, gather items, and more.

The next game is Skye Tales, which is available now on PC, Switch, Xbox One, and PlayStation 4. Skye Tales is a colorful game with lots of “gentle puzzles” to solve. You play as the friendly dragon Skye, helping your friends and neighbors with various tasks. You also can make music with magical instruments and play at your own pace in this cozy, gentle experience.

Skye Tales has a myriad of accessibility options, from options for colorblind people to things like audio options and contrast or saturation alterations. The game is simple in control and mechanics, and since it is out now, you can go check it out after you finish reading this rundown!

After the Skye Tales segment came a segment with content creator Radderss, who discussed her experiences with accessibility. She also introduced the next segment for a game called Bossgame. Bossgame: The Final Boss is My Heart is a “Lesbian Romance Boss-Rush” game for PC and mobile. You play as Sophie and Anna, two girlfriends who hunt devils to pay the rent. It features rhythmic boss battles in a unique 2-hero battle system. Sophie and Anna fight together, and between boss fights you’ll flirt with each other, fight your corrupt employer, and discover the hidden secrets of your city.

Because of how hectic battles are, the developer Lily Valeen of Lilycore Games included a variety of options for accessibility. There are a variety of settings to adjust the speed of battles, the percentage of damage you take (and deal), or things like Invincibility and automatic blocking. These settings are adjustable so you can tailor difficulty and gameplay to suit your needs. Bossgame is out now on mobile devices, but it will come to PC in July on Steam and Itch.io.

Next, Luis Alonso of Recombobulator Games discussed his experiences with accessibility as a disabled game dev, while also showing off his game Spaceboat. Spaceboat is comfortable with a controller and is also playable without complex button inputs for folks that have difficulty with them. Since Spaceboat is narrative-heavy, all dialogue has subtitles, even when text boxes in-game aren’t shown. There are also a variety of colorblind options and options for visual impairments.

Rebellion’s senior accessibility designer Cari Watterson was up next, discussing Sniper Elite 5. There were a variety of options available in Sniper Elite 5 at launch, including things like subtitles (with background options), text size options, motion blur, colorblind options, aim assists, customizable difficulty options, and more. Since release, they’ve added even more options like altered traversal options, toggles, and more.

The next segment was from Tabby Rose, a UX director at Mighty Yell Studios discussing their game A Knight in the Attic. This is a unique segment because it focuses on the fact that A Knight in the Attic is a VR-focused game. As such, there are accessibility options specific to VR, including tutorials that have button icons and controller movements, so you know what to press and how to move. Additionally, they included a reference book that gives you tool-action references as you play, accessible at any time.

They also made dialogue accessible by making it player-controlled and giving you references on where in space the dialogue is taking place. This is coupled with short 5-15 minute levels so that if you need to take frequent breaks, you can. There are also a variety of visual accessibility options, adjustable UI placement, and options that make sure no information is conveyed solely by color. There is more in this segment, including accessibility for seated gameplay and limited ranges of motion. It is impressive for a VR game since I usually find VR to be very inaccessible for me.

The next presenter was Alex Leone, director of Upheaval, a text-based narrative game. Upheaval is turn-based, so you can take the time you need to plan your next move. There is also a relaxed game mode to remove the in-game difficulty of being limited to only 30 in-game days to complete your quest. Additionally, there are control options for mouse-only, keyboard-only, or touch-screen controls.

For blind players, using the version of Upheaval played in a command console supports screen readers. It also supports full-text descriptions of the graphical version’s important visual elements as well. Other visual accessibility features include a dark and light mode, as well as an option to remove background graphics if they are distracting. As someone who gets headaches from light modes, the dark mode option is fantastic. Upheaval has an Early Access version (and demo) on Itch.io, or you can wishlist it on Steam now.

Content creator Arevya took the proverbial stage next, discussing her experiences with accessibility while also introducing the next game. Available now on Mobile, PC, Switch, PlayStation, and Xbox consoles, Princess Farmer (from Whitethorn Games and Samobee Games) is a Match-3 Visual Novel with a diverse cast of characters. The game’s lead designer Charlene injured her hands a few years back, so accessibility informed not only the design of the game but also its development.

Because of this, Princess Farmer is playable with one hand. It also has various puzzle-style options (difficulty options sort of) that vary depending on whether you want to tease your brain or simply just enjoy casual Match-3 elements. There are multiple key options with a keyboard and mouse, multiple button options on a gamepad, and even several control schemes on mobile devices.

The accessibility doesn’t stop there. Everything from visual accessibility, colorblindness, flashing lights or shaking, and more are showcased here. There are also audio options and things like contrast and text options as well. Princess Farmer is very cute, and I’m very excited to check it out now.

Botany Manor (seen at PC Gaming Show I think) also took the spotlight. Created by Balloon Studios and Whitethorn Games, Botany Manor is a first-person puzzle game where you take on the role of Arabella Green, a retired botanist living in a picturesque manor. You’ll explore the manor, discover clues, and unlock the mysteries of forgotten flora.

Accessibility starts with things like motion sensitivity, smoothing, and field-of-view options. Text overlays can help with reading posters and documents that may give you trouble due to their font or size. Botany Manor has no puzzle time limits, so you can take your time as you play too. They’ve also enabled sprint as a toggle, as well as a “Single joystick mode” that allows you to use a button to change whether you are moving or looking around.

CowCat Games’ Brok the Investigator (which I reviewed) was showcased next. The accessibility options included in this Beat-Em-Up Point-and-Click hybrid are immense, so it makes sense that it would be featured here. There are lots of accessibility features for blind gamers, like text-to-speech, screen-reading, visual narration, and more. Additionally, there are options like larger text, higher-contrast interface options, and audio cues (or vibration cues) for collision and proximity. Brok the Investigator is available now on PC and consoles and I recommend it if you are looking for a unique experience.

OnionBlaze’s Himig was the next game showcased, a short slice-of-life adventure about two school kids in a peaceful town. You’ll make friends with a unique cast of characters and make unforgettable memories. The story is split into bite-sized episodes, so you can take breaks if you need to. Your character can be controlled with a keyboard, controller, or with a mouse via a point-and-click style.

At this stage in development, Himig also allows clipboard-based Text-to-Speech for most in-game systems. Proper Text-to-Speech support is planned prior to release. There are also subtitles, audio descriptions, as well as volume sliders and difficulty options for mini-games, and more. There are a lot more options available, as well as a lot of planned features that aren’t implemented yet. Himig is currently announced for Windows, Mac, and Linux computers via Itch.io and Steam.

Tanya Kan of Vivid Foundry Games introduced Solace State, a “Hope-Punk” Visual Novel that is coming to PC and Xbox consoles in 2023. You’ll play as the young hacker Chloe, confronting political plots as she fights for her friends and her city. Your choices and dialogue options can lead to different endings and outcomes.

In terms of accessibility, the options in Solace State can be toggled at any time. They’ve implemented a dyslexic font, a history log in case you miss a piece of dialogue, and adjustable text speed as well. There are highlight color options (that are colorblind-friendly) to showcase which character is speaking in a scene, and there are no time limits or flashing lights in-game.

Hyper Luminal Games’ Pine Hearts was next, showcasing a lighthearted narrative-driven game about coming to terms with grief and reconnecting with nature. You play as Tyke, revisiting a beloved childhood destination (the titular Pine Hearts) to overcome his grief.

In terms of accessibility, the development team has established several places where you can establish basic accessibility options before getting in the game, like a “story mode” with reduced inputs and a “color-blocking” mode that highlights key interactable objects and characters. There is also a dedicated accessibility menu with things like volume sliders and simplified controls that remove prolonged or timed button presses, with more options planned. Pine Hearts will be released on Steam and Nintendo Switch in early 2024.

Changingday Games brought their game Blinnk and the Vacuum of Space to the party for the next segment. In this VR title, you’ll work on space station Norpopolis, where you’ll catch (and clean up after) creatures called groobs that have been let loose on the station. This game has been designed with autistic people in mind, specifically ones that have various processing issues or are easily overwhelmed.

There is no fail state or stressful time limits, and you can go at your own speed, even skipping or repeating tasks if you want. There is also a calm space set up so that if you get overwhelmed you can teleport out of the game area and into this calm space, then return to where you left off. There is also an accessibility menu to fine-tune various settings to your needs.

The last trailer for the showcase has revealed the release date for Stories of Blossom, developed by Soft Leaf Studios. Stories of Blossom is 100% playable by blind people, even people such as the content creator known as SightlessKombat, who presented this segment and has absolutely no residual vision at all.

Stories of Blossom is a Point-and-Click game with a pastel, watercolor-esque aesthetic that will be released on PC and Xbox consoles on August 16th. Accessibility is baked into every element of Stories of Blossom, from the puzzles to the way dialogue is written and presented. The accessibility menu is immense, from adjustable subtitles (outlines and backgrounds) to input prompts and captions for audio elements. There are text-size options, speaker names, and a whole lot more.

With that, the Access-Ability Summer Showcase ended. I really hope that we see more showcases like this and that other, larger development teams take notice and join in. Accessibility is vital for making sure that gamers of any age, mobility, and skill level can experience the vast worlds of video games. If you want to watch the showcase, you can do so below.

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Alexx Aplin

Alexx has been writing about video games for almost 10 years, and has seen most of the good, bad and ugly of the industry. After spending most of the past decade writing for other people, he decided to band together with a few others, to create a diverse place that will create content for gaming enthusiasts, by gaming enthusiasts.

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