What already helps
- No reflexes required. Combat resolves automatically; nothing in the game demands fast reactions, precise timing or sustained input.
- Playable one-handed and touch-first — every action is a tap, and the travel modes mean extended sessions need almost no input at all.
- No punishment for pace. There are no timers, energy bars or daily deadlines; the game never penalises playing slowly or stepping away.
- Idle and offline modes can carry progression entirely, for players who prefer supervising to steering.
- This website uses plain semantic HTML, system fonts, no third-party scripts, and works without JavaScript (except the live status check and the game itself).
Current limitations
- The game renders to a canvas, so screen readers cannot read the game world. Menus and panels are HTML and fare better, but full non-visual play is not currently possible.
- There is no colour-blind mode yet; gear tiers and rarity are colour-coded, though names and numbers always accompany the colours.
- Text size in-game follows your device/browser zoom rather than an in-game setting.
- Some feedback is visual-only (damage flashes, ambient effects); sound is atmospheric rather than informational, so playing muted loses nothing — the reverse isn't true.
Tell us what would help
Accessibility improvements get prioritised the same way everything else does: by players saying what would make a difference. If a specific barrier keeps you from playing — or a specific small change would help — the contact form reaches the developer directly, and requests like these are taken seriously.
