Roguebook Accessibility Report
We've documented 34 accessibility features for Roguebook in the Difficulty, Getting Started, Reading, Navigation, Controls, Visual and Audio areas to aid enjoyment of the game for different players. This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.Roguebook is a fighting game where you build a deck of heroes to go on an adventure. Drawing on Slay The Spire battles, but with world exploration to discover shops, relics, new cards and powerups.
There are minimal tutorials or little assistance at the beginning of the game and it seems to assume you are familiar with the gameplay of similar deckbuilding games (like Slay the Spire) which may be confusing if you are new to the genre.
The final boss Avatar of Greed has a flash effect when damage is dealt, which can become rapid when you hit with attacks that do damage multiple times in a row, or with several allies at the end of the turn.
We've documented 4 accessibility features for Difficulty in Roguebook which deal with how you can adjust the challenge of play, and assistance the game offers when you fail or get stuck.
Reaction-Time Not Critical: Individual game actions don’t need quick reactions, or there are settings to lower the requirement for quick reactions. This means you don't need to quickly press a button in response to an on-screen prompt, target a fast-moving target or skillfully complete a scenario against the clock.
Low Pressure: Game tasks aren't time-limited or there's a low-pressure mode. This avoids the pressure of being put on the clock for overarching missions, or failing tasks because you didn't reach a destination in time.
No Jump Scares: No sudden loud noises or popping-up scary visuals that unexpectedly appear without warning, or the option to disable them.
Save Anytime: The game automatically saves progress or you can save any time, and not lose progress. This avoids being forced back to the start of a level, or checkpoint when you fail a particular challenge.
Similar Games With More Accessibility Features for Difficulty
If you want to play Roguebook, but it doesn't offer the Difficulty accessibility features you require, these similar games extend the Difficulty accessibility:
We've documented 1 accessibility feature for Getting Started in Roguebook which deals with what support is offered to get started with the game. This includes customising the experience when you first open the game via any onboarding processes it provides as well as tutorials and other assistance when you first start playing.
Assistance During Play
View Control Mapping: You can view a map of controls during play. This clearly displays the mappings of actions to buttons/keys/mouse/keyboard without having to leave the game.
Similar Games With More Accessibility Features for Getting Started
If you want to play Roguebook, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
We've documented 3 accessibility features for Reading in Roguebook which deal with how much reading or listening comprehension is required, how well the game provides visual and audible access to the text and whether subtitles and captions are a good fit for purpose.
Moderate Reading: Moderate reading required. The quantity and complexity of reading are at a level that a high school student (14-year-old) would appreciate.
High Contrast Text: Text colour contrasts to the background or can be adjusted to be. The text in menus, instructions and other information is presented in high contrast with a solid background.
Some Dialogue is Voice Acted: Some of the game dialogue and narrative is voice acted. This reduces the pressure on reading all the dialogue text, although not everything is provided audibly.
Similar Games With More Accessibility Features for Reading
If you want to play Roguebook, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
We've documented 7 accessibility features for Navigation in Roguebook which deal with how the game provides guidance and assistance to navigate its worlds and spaces.
Large Clear Navigation: The in-game navigation and maps are clear to read. They offer large text and offer markers that are large and of high contrast. Where text or information is small, there are settings to zoom-in and increase visibility.
Clear Mission Objectives: The game provides clear, structured missions with directional guidance and advice on which can be attempted next. This also states which missions can't be attempted because you do not have the appropriate items yet.
Visual Directional Cues: Additional visual cues that signpost where to go next and how close you are to arriving. This can be with camera movement to focus on your destination or important items. It can use light, breadcrumb trails, in-world pointers to identify your mission's target location.
Head-Up Display Navigation: Indication of where to go next with arrows, minimaps and cookie trails. This provides clear ongoing guidance about where you are and where you need to go.
Game Map: View a map of the game world during play, with the landscape, points of interest and missions highlighted throughout the entire game. This enables the orientation of the player and the world, confirming a direction of movement and the location of destinations or points of exploration.
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
Menus Don't Wrap: Menus don't wrap and stop the cursor at the bottom of the list if you press down. Or menus do wrap but make it clear that you are back at the top of the list with sound or narration.
We've documented 10 accessibility features for Controls in Roguebook which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Multiple Buttons & Single Stick: Can play with multiple buttons and a stick.
Mouse And Keyboard
Keyboard Alone: Can play with just the keyboard.
Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.
Mouse and Keys: Can play with mouse and multiple keys.
Additional gestures may be required for games played with a screenreader like VoiceOver.
One Tap Targeted: Can play with touchscreen, tap in specific locations.
Can customise the controls for the game as follows:
Remap Mouse and Keyboard: Can remap mouse and keyboard key bindings, on systems that support these controls.
Specific button operation required to play
Holding Down Buttons Optional: Holding down buttons for prolonged periods (a second or more) is not required or can be switched to toggling the action on and off. This is in addition to the movement stick/button which is not considered a hold for this purpose.
Rapid Repeated Pressing Optional: Quick, repeated button pressing (more than 2 times a second) is not required, can be skipped or switched to holding a button to trigger a repeated action.
No Simultaneous Buttons: Only one button or key required at a time, in addition to direction stick(s).
Vibration Optional: Controller vibration not used in the game or you can disable it.
Similar Games With More Accessibility Features for Controls
If you want to play Roguebook, but it doesn't offer the Controls accessibility features you require, this similar game extends the Controls accessibility:
We've documented 8 accessibility features for Visual in Roguebook which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Colourful Contrasting Palette: Game uses generally high contrast and bright visuals, or has a slider to make this the case.
Large Game Elements: Game characters and other elements are large and distinguishable. Enemies and player characters are at least 1/6 of the height of the screen. Or there is a zoom feature to make them larger.
Outline Interactive Elements: Characters, platforms and enemies can be outlined or highlighted for visibility. This can be with a large border around the character or a special visual mode that adjust the colour to make characters more visible.
No Screen Shake: No screen shake effect or it is included but it can be disabled. This includes the absence of screen shake for dramatic effect as well as to indicate hits on a target.
Audio Cues for Visual Events
Audio Cues for Visual Events: Audio is provided to indicate visual events. Game events or progress highlighted by visual icons, effects or animations are also accompanied by audio to signify that progress. This is useful for blind players.
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
Motion Sickness Friendly
Motion Sickness Friendly: Option to reduce motion sickness in 3D games. This includes the ability to disable motion blur, depth of field and field-of-vision effects. It also includes games that don't have these movement elements in the first place.
Colour blind friendly: Game doesn’t rely on colour or can switch to colour blind friendly mode.
Similar Games With More Accessibility Features for Visual
If you want to play Roguebook, but it doesn't offer the Visual accessibility features you require, this similar game extends the Visual accessibility:
We've documented 2 accessibility features for Audio in Roguebook which deal with how you can adjust the audio of the game and whether audio cues compensate for aspects of the game that are hard to see.
Customise Audio Levels: Control volume levels of specific events and elements in the game. This enables you to tailor the most important sound levels to ensure you can hear them.
Play Without Hearing
Play Without Hearing: No audio cues are necessary to play the game well.
Similar Games With More Accessibility Features for Audio
If you want to play Roguebook, but it doesn't offer the Audio accessibility features you require, this similar game extends the Audio accessibility:
System Accessibility Settings
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
Nintendo Switch has some built-in features, including a lockable zoom, that can be used on all games.
Windows has extensive accessibility features. Some, like colour correction, work with games. Lots of accessibility software can be used with PC games, from voice recognition to input device emulators.
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
Xbox One has a system features, the excellent co-pilot share controls mode and adaptive controller support for all games.
Read more about system accessibility settings.
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