Accessibility
We strive to make Catastrophic Inversion playable for as many people as possible. This is not always easy with an independent solo studio, but here is our current progress and future plans.
Please reach out to us with areas of improvement. We would like accommodate whatever is feasible for us to do.
(Click to expand any section).
Left / Right Handedness & Single Hand Operation
Weapons, Turrets, and Menus can all be operated by either hand independently.
Single-Handed locomotion methods (for Standing/Roomscale mode) are available in-game. (For Shared-Space mode, you are really walking as you would in real-life.)
Planned Improvements:
The shield currently needs to be operated by your non-dominant hand (determined by gripping with your other hand after equipping your weapon).
We will eventually add a button on the dominant hand to bring the shield up in front of you without need of the second hand.
Height & Mobility
Current Accommodations:
All interactable objects are at 1 meter, which we hope is a reasonable height for seated and standing players of all heights.
In-game buttons can be shot, which should help with reach if needed.
If real movement is difficult, the entire game can be played while seated using joysticks (or solo joystick).
Planned Improvements:
Occasionally, flags and weapons may drop from other players at higher or lower heights than expected and can be hard to reach for some players. We will address this issue more thoroughly in the future.
We would like to add a futuristic hover-pod seat to expand your player model if you are in a wheelchair.
We would like to add a height equalizer if you are seated or would otherwise like to artificially adjust the height of your player.
Color Blindness
The game currently relies on color slightly more than necessary, but we have tried to make it more friendly to the more common kinds of color-blindness.
Interactable elements (and only interactable elements) are bright white in-game.
Team colors are Red and Blue
Future Improvements:
We plan to add an option to adjust team colors in the game as needed.
We plan to make opposing team armor distinct shapes to avoid the need for color altogether.
Epilepsy & Seizure Risk
Our game has a laser-tag theme, so unfortunately, bright flashing lights are common.
We have not explicitly done anything to accommodate seizure risk from Epilepsy, but hope to do so soon:
We plan to allow an option to disable bright gunfire illuminations and/or particle effects.
We plan to allow an option to mute the game's bright colors for less contrast.
We plan to allow an option to disable the partial-screen red damage indicator.
Beyond that, we are not sure what else would be helpful and will do some more research and are open to suggestions.
Hearing
Current Accommodations:
Text is present for all instructions. Spoken language is provided for some (but not all) announcements and instructions
There is a red damage indicator that rotates around the HUD to provide information about direction of attackers.
Language
The game is currently exclusively in English.
Outside of setup and tutorials, language is not an essential part of the game.
We plan to include Spanish language mode, and may offer other additional languages further down the line.
Motion Sickness
Current Accommodations:
Full-Scale mode mimics your real-life motion exactly, removing the disparity between real and virtual actions that usually causes motion sickness.
Motion sickness-prone players who have played the game report it to be extremely comfortable.Standing/Roomscale Mode defaults to Teleport Locomotion, which shoul also help with motion sickness.
Areas of High Potential Discomfort:
Auto-Rotating Turrets
A few arenas have turrets that will cause you to appear to rotate within the world while standing still in real-life. We have seen a few players get extremely dizzy after more than brief use of them. Most handle it fine.Stairs
A few arenas have stairs that raise to meet you and move you up or down, almost like an escalator that doesn't travel horizontally. They can be very disorienting the first few times you use them.Falling
There are a few areas you can fall to your death. These include the gondola stations while the gondolas are not present, and the gap in the railing for second-story turrets. While a few players are startled by these. We have yet to see someone lose their balance completely. Avoid these areas if you do not want to fall.
Areas of Low Potential Discomfort
Gondolas
Some levels have gondolas that bring you across large gaps. These will generally be slow and somewhat comfortable, but looking over the edge can be disorienting, and there is one which is more of a zip-line taking you diagonally downwards at ever-increasing speeds.Elevators
Most levels have elevators in them which will lift you between levels. We have not had any complaints about discomfort from these.