
The Access-Ability Summer Showcase returns with the latest in accessible games
'At a time where we are seeing a slowdown in accessibility adoption in the AAA games space,' organizer Laura Kate Dale says, 'we're showing that there are interesting accessible games being made, games with unique and interesting features, and that being accessible is something that can bring an additional audience to purchase and play your games.'
The showcase is growing, too. In 2025, it's longer, more packed with games, and streamed concurrently on Twitch, Youtube (where it's also available on-demand), and on Steam's front page. That growth comes with its own challenges — mitigated this year by Many Cats Studio stepping in as sponsor — but the AA Summer Showcase provides an accessible platform in response to the eye-watering costs of showcasing elsewhere (it has previously been reported that presenting trailers across Summer Game Fest starts at $250,000), while providing disabled viewers with the information they need to know if they can actually get excited about new and upcoming releases.
It's lesson Dale hopes other platforms might take on board. 'I grow the show in the hopes that other showcases copy what we're doing and make this the norm,' she says. 'If I could quit hosting the AA Summer Showcase next year because every other show in June committed to talking about accessibility as part of their announcements, that would be wonderful news.'
To help that along (sorry, Laura, don't quit just yet), The Verge has collated the games featured in this year's Access-Ability Summer Showcase below.
Visual accessibility in focus
A major theme that emerged from this year's showcase is color blind considerations. The showcase kicked off with ChromaGun2: Dye Hard by Pixel Maniacs, a first-person color-based puzzler. In its color blind mode, colors are paired with symbols for better parsing and those symbols combine when colors are mixed.
A similar spirit is echoed in Sword and Quill's Soulblaze, a creature-collecting roguelike that's a bit of Pokémon mixed with tabletop RPGs (dice included). It also pairs colors and icons, adding a high level of customization to color indicators, difficulty, and an extensive text-to-speech function that supports native text-to-speech systems and NVDA.
Later, Gales of Nayeli from Blindcoco Studios, a grid-based strategy RPG, showcased its own color blind considerations and an impressive array of visual customization options.
Room to breathe
A welcome trend carried over from last year, games continue to eschew time pressure and fail states. Dire Kittens Games' Heartspell: Horizon Academy is a puzzle dating simulator that feels like Bejeweled meets Hatoful Boyfriend. Perhaps its most welcome feature is the ability to skip puzzles altogether, though it also features customization for puzzle difficulty. Sunlight from Krillbite Studio is a chill hiking adventure that tasks the player with picking flowers while walking through a serene forest. It does away with navigation as you'll always be heading the right way, while sound cues direct you to nearby flowers.
This year's showcase featured two titles from DarZal Games. Quest Giver is a low-stakes management visual novel which casts the player as an NPC handing quests out to RPG heroes, while 6-Sided Stories is a puzzle game involving flipping tiles to reveal an image. The games were presented by Darzington, a developer with chronic hand pain who develops with those needs in mind and, interestingly, with their voice (thanks to Talon Voice). Both games feature no time pressure, no input holds or combos, and allow for one-handed play.
Single-handed controls are also a highlight of Crayonix Games' Rollick N' Roll, a puzzle game in which you control the level itself to get toy cars to their goal without the burden of a ticking clock.
Highlighting highlights
Speaking of highlights, this was another interesting trend to emerge from this year's showcase. Spray Paint Simulator by Whitethorn Games is, in essence, PowerWash Simulator in reverse. Among a suite of accessibility features that help players chill out and paint everything from walls and bridges to what looks like Iron Man's foot, the game allows you to highlight painting tasks and grants a significant level of control over how those highlights appear and how long they last. Whitethorn Games provides accessibility information for all its games here.
Cairn, by contrast, is a challenging climbing game from The Game Bakers which looks like transplanting Octodad onto El Capitan. As it encourages players to find new routes up its mountains, the game allows players to highlight their character's limbs, as well as skip quick reaction minigames and rewind falls completely.
Highlights are also important to Half Sunk Games' Blow-up: Avenge Humanity, in which players can desaturate the background and customize the size and tone of enemy outlines to make its chaotic gunplay more visible. Something Qudical's Coming Home, which debuted during the showcase, also offers in its tense horror gameplay as you evade a group of murderers. You can switch on a high-contrast mode that highlights objects to distinguish them from the environment (including said killers).
Unsighted
If this year's been challenging for accessibility, it's been even more disappointing for blind players when it comes to games that are playable independently. The AA Summer Showcase, however, included an interlude showing off the best titles from the recent Games for Blind Gamers 4, a game jam in which all games are designed with unsighted play in mind and judged by blind players. Four games were featured: Lacus Opportunitas by one of last year's standouts shiftBacktick, The Unseen Awakening, Barista, and Necromancer Nonsense. This was chased by a look at Tempo Labs Games' Bits & Bops, a collection of rhythm games with simple controls and designed to be playable in its entirety without sighted assistance.
A difficult subject
Accessible indie games often favor the cozy, but this year's AA Summer Showcase brought a standout game that bucked that trend. Wednesdays by ARTE France is a game that deals with the aftermath of childhood abuse. That's certainly in keeping with the host of trauma-driven indie games out there. Wednesdays, however, positions itself as a more hopeful examination of that trauma, both through its visual novel style memories and theme park manager gameplay.
Like so many of the showcase's games this year, Wednesdays includes mitigations for color blindness — though no essential information is tied to color in-game — as well as a comprehensive text log for cognitive support, manual and automated text scrolling, and customization options for cursor speed, animations, fonts, inputs, and more. Better yet, all those options are displayed at launch and the game always opens in a windowed mode to allow for easier setup of external accessibility tools.
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