Computer Gaming
Every year, around 100,000 people in the UK must come to terms with losing their sight. It is our fundamental belief that everyone should have the right to game, however they see. That’s why we launched ‘Design for Every Gamer’, our initiative to create a better gaming world for people with sight loss and a rallying cry to the industry to start making real change.
This webpage provides information on Accessibility features for hardware and provides accessible game case studies as well as information about RNIB Gaming groups and events. For gaming enquiries contact [email protected]
Accessibility Features for Blind and Partially Sighted Gamers
Sight loss is a spectrum, encompassing everything from nearly full vision to none whatsoever. For videogames, these differences in vision levels also mean that gamers end up relying on a range of strategies and features to play the titles they want to enjoy.
For gamers with usable or residual vision, this could mean using a high contrast mode which allows characters and important interactable objects to stand out from the environment, or increasing text sizes to allow smaller fonts to be more easily read.
For gamers with no usable vision, features that can assist include menu and user interface (UI) narration (where items that are navigated through are spoken aloud), audio cues that play to indicate button prompts, or navigational assists which allow the player to traverse the environment by automatically turning the camera to point to the next objective.
Platforms
Accessibility can vary between platforms, regardless of whether the games are accessible. Games can be either partially or fully accessible, but on platforms which do not support the required accessibility features accessibility of the game is a moot point without additional assistance or workarounds.
The latest iteration of PlayStation, Switch, and Xbox consoles (PS5, Switch 2, and Xbox Series X|S) are equipped with an optional narrated interface. The PlayStation 4 does not support such an interface outside of certain models and region restrictions, while the original Nintendo Switch has no screen reader functionality at all.
For those console gamers with residual vision, various degrees of zoom are available on Xbox, PlayStation and Nintendo’s consoles, although these may not be sufficient for all users.
Game Case Studies
The Last of Us Part 1 and 2
Released in June 2020, The Last of Us Part 2 set a new benchmark for accessibility in AAA gaming. Its extensive accessibility options were widely recognised as a major step forward, enabling many blind and partially sighted players to fully engage with a high-profile, narrative-driven game.
When the original title was remastered for PlayStation 5 in 2022, it included all of the accessibility features introduced in Part 2, along with additional enhancements such as cinematic audio description and advanced haptic feedback. This allowed blind players to experience the story from the very beginning of the series and reinforced the franchise’s reputation as an industry leader in accessible design.
Both games can be played from start to finish by players with no sight, without the need for sighted assistance. While earning every in-game trophy may require minimal support for specific tasks, the core game play experience demonstrates how accessibility can be meaningfully integrated into mainstream gaming. Features include menu and UI narration, navigation assistance, automatic aiming, audio cues for movement and interaction, controller remapping, and high-contrast modes.
God of War: Ragnarök
God of War Ragnarök, released in 2022 for PlayStation 4 and PlayStation 5, built on the success of its 2018 predecessor by introducing a broader range of accessibility features. These include navigation assistance, high-contrast modes, partial menu and UI narration, and audio cues designed to support blind and partially sighted players.
While the game is not fully accessible in all areas, some blind players have completed the main story with minimal sighted assistance. Certain puzzle elements and side content remain challenging or inaccessible, meaning additional support may be required to experience the full range of gameplay. Despite these limitations, the title represents a meaningful improvement on earlier entries and highlights the growing inclusion of accessibility within major game franchises.
Sea of Thieves
At launch, Sea of Thieves offered limited accessibility features for players without sight. However, ongoing development and community feedback led Rare to significantly improve accessibility over time. Features such as menu narration, environmental audio cues, narrated interaction prompts, and audio feedback for in-game activities have transformed the experience.
Today, blind players can steer ships using compass headings, identify interactions, understand character orientation, and participate fully as part of a crew. Activities such as cannon operation, fishing, and navigation are accessible through a combination of audio and haptic feedback. As a result, Sea of Thieves demonstrates how inclusive design can enhance social gameplay and create shared experiences for players.
The Vale: Shadow of the Crown
The Vale: Shadow of the Crown takes a different approach to accessibility by being designed as an audio-led experience. Available on Xbox and PC, the game places sound at the centre of its combat and storytelling, with visuals serving a largely decorative role.
The game can be completed entirely without sight, including on the highest difficulty level, and requires no sighted assistance. Self-voiced menus, clear audio cues, and structured tutorials ensure accessibility throughout. While simpler than many mainstream titles, its high production quality and responsive controls make it a strong example of how accessibility-first design can deliver a compelling and inclusive experience for all players.
Smart Speaker Games
Smart speakers, such as the Amazon Alexa, allow people to play games using only voice and sound. There is a growing range of interactive voice games available. For example, The Magic Door is an adventure game where players explore different lands and make choices that change the story’s direction. Also, there are a range of Song Quiz challenges, where players need to identify songs and artists from short clips, or a variety of quiz-based games for people to test their knowledge.
Players can start a game by simply saying a voice command, such as “Alexa, open The Magic Door.” This hands-free and screen-free experience makes smart speaker games a valuable source of entertainment and social engagement.
Mobile Games
Games on mobile phones use sound, voice, and touch-based gestures to allow blind gamers to interact with game elements. These games are available on iOS and Android devices and can include built-in support for screen readers.
Some examples include Audio Wizards, where players use sound cues to cast spells and defeat enemies, and A Hero’s Call, a large-scale role-playing game that uses rich 3D audio to create a detailed fantasy world navigated entirely through sound. The Blindfold Games series offers a wide selection of mini-games — such as card games, puzzles, and word challenges which are all designed with full audio guidance
PC Gaming
Whether you’re new to gaming or have been playing for years, this resource can help you get the most out of gaming. It brings together practical information about accessible consoles, PC and mobile gaming, accessible games and features, and other useful resources for blind and partially sighted gamers. You’ll also find details of upcoming webinars, recommended websites and content creators, and ways to get involved through our player panel. Whether you want to discover new games, learn about accessibility features or connect with the gaming community, you’ll find a range of information and opportunities to help you get started or build on your experience
Which Games Can I Play?
There are a number of websites which provide lists of games with accessibility features. They include information about whether a game has text to speech or a colour contrast mode, which is helpful for deciding if a game may be playable. It is worth noting, that a games inclusion on one of these websites does not guarantee that it will be fully accessible.
Can I Play That
Can I Play That is a general video game accessibility website that provides news and reviews of the latest videogames from an accessibility and disability perspective.
Audiogames.net
AudioGames.net is an online community and database devoted to audio games and video games that can be played without sight.
AppleVis
AppleVis is an online community for blind and partially sighted users of Apple devices. They have a dedicated gaming section where community members can discuss the latest accessible games on Apple platforms.
Family Gaming Database
The Family Gaming Database is an ever-expanding source of information for parents who wish to be better informed about which games are suitable for their children. Their database has filters allowing users to refine their search results by accessibility options.
Another possible source of information on which games are accessible is online content creators such as Sightless Kombat, Steve Saylor, and Illegally Sighted.
RNIB Gaming Groups
RNIB supports VI Gaming peer-support groups for adults who would like to connect with other blind and partially sighted people with an interest in video games and gaming. The groups are a fun, social space to meet other gamers, chat about the games you’ve been playing, and share accessibility tips and advice.
They are led by volunteers, and group meetings take place online. Along with regular group meetings, RNIB host gaming-themed events.
To find out about the VI Gaming group, or to get involved in volunteering for RNIB, please call the RNIB Helpline on 0303 123 9999 or email [email protected].
Design for Every Gamer Webinars
As part of the DFEG project, the RNIB hosts regular gaming webinars where developers from game studios, members of the community and other related professionals share their experience and journey into accessible gaming.
Future RNIB gaming Webinar content will be available to catch up on here
How you can get Involved
RNIB knows that without the input of blind and partially sighted gamers, accessibility cannot improve. To get involved with research projects and help developers make their games more accessible sign-up to our DFEG Player Testing Panel.
RNIB aims to be a key advocate and stakeholder in advancing accessibility in video games. We work with researchers to study the gamer experience, we host discussions to shape stronger policies supporting accessible games and we collaborate closely with developers, publishers big and small across the world. Our aim is to make sure, regardless of what level of vision you have, you can play titles that are popular, niche or anywhere in between.