We've documented 26 accessibility features for Season: A Letter to the Future, including Fully Voiced (Or No Speech), Large Subtitles, Large Text, Low Pressure and No Quick Reactions. Its accessibility is strongest in Reading and Controls but it also has features in Getting Started, Visual, Audio and Navigation to reduce unintended barriers.
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.
Our accessibility examiner, Andy Robertson, first checked Season: A Letter to the Future accessibility 14 months ago. It was re-examined by Andy Robertson and updated 14 months ago.
Accessibility Notes
Items you can interact with are signposted with an icon as you approach them. The Subtitles can be made very large. Some secondary text in the game is smaller or written in handwriting style, but this is not essential to progress.
The Dual Sense PS5 controller's force feedback triggers are used a lot. You can turn this off. You can also opt to not have to hold them down when cycling.
Game Details
Release Date: 31/01/2023
Out Now: PC, PS4 and PS5
Skill Rating: 9+ year-olds
Players: 1
Genres: Collecting, Narrative (Adventure, Communication, Creative and Traversal)
Accessibility: 26 features
Components: 3D Third-Person and Cartoon
Developer: Scav Studio (@ScavStudio)
Costs: Purchase cost
Controls
We've documented 6 accessibility features for Controls in Season: A Letter to the Future which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Gamepad
Can play with the following:
Multiple Buttons & Two Sticks: Can play with multiple buttons and two sticks.
Mouse And Keyboard
Can play with the following:
Keyboard Alone: Can play with just the keyboard.
Button Combinations
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).
Controller Vibration
Informative Vibration: Controller vibration indicates events or interactions in the game, echoing visual and audio cues. This can provide additional information about progress, approaching enemies or hitting a target.
Similar Games With More Accessibility Features for Controls
If you want to play Season: A Letter to the Future, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
- Morgan: Metal Detective (13 Controls Features)
- Simpler Times (11 Controls Features)
- Beasts of Maravilla Island (11 Controls Features)
- My Friendly Neighborhood (10 Controls Features)
Difficulty
We haven’t documented any accessibility features for Difficulty in Season: A Letter to the Future which deal with how you can adjust the challenge of play, and whether this is locked once chosen or can be adjusted as you play. The following games are similar to Season: A Letter to the Future, and offer accessibility features for Difficulty:
- Rainbow Billy (3 Difficulty Features)
- My Friendly Neighborhood (1 Difficulty Feature)
Getting Started
We've documented 5 accessibility features for Getting Started in Season: A Letter to the Future which deal 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 Getting Starting
These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges.
Tutorials: There are helpful tutorials and instructions on how to play. Information is provided in a timely manner, with appropriate level of detail.
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.
Assistance For Progressing
These features aid your progress through the game offering different ways of maintaining your progression.
Bank Progress With Frequent Checkpoints: If you fail you can retry that level or aspect of the game without losing a lot of progress (less than 5 minutes). This is often provided via Frequent Checkpoints combined with restarting without losing time, equipment or score.
Similar Games With More Accessibility Features for Getting Started
If you want to play Season: A Letter to the Future, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
- A Walk With Yiayia (12 Getting Started Features)
- Lushfoil Photography Sim (10 Getting Started Features)
- Morgan: Metal Detective (9 Getting Started Features)
- Dordogne (9 Getting Started Features)
Reading
We've documented 7 accessibility features for Reading in Season: A Letter to the Future 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.
Reading Level
How much reading is required to play the game's main path or story and how complex the language is. The presence of voiced characters doesn't reduce this requirement, as it's recorded as a separate datapoint.
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.
Text Visibility
Large Clear Text: All essential text is large and clear or can be adjusted to be. The general text used throughout the game in menus, instructions and other key information (excluding subtitles that are assessed separately) is at least 1/20 (46 pixels on 1080 screen) the height on landscape screens and at least 1/40 height on portrait screens. We base this on the full line-height, including the space above and below the letters.
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.
Subtitles
Large Clear Subtitles: Subtitles are large, clear and of good contrast. They are at least 1/20 (46 pixels on 1080 screen) the height of a landscape screen and at least 1/40 height on portrait screens, or can be adjusted to be. We base this on the full line-height, including the space above and below the letters. Considered separately from the general text of the game, the subtitles are large, clear and of good contrast.
All Speech Subtitled (Or No Speech In Game): All spoken content has subtitles, or there is no speech in the game. This means there is no requirement to hear spoken dialogue or narrative to play the game.
Captions
Speaker Indicator: Textual captions indicate who is speaking (or there is only ever one person speaking). This can also be indicated visually in the game with character icons or placing text in speech bubbles next to the person speaking.
Voice Acted
All Dialogue is Voice Acted (Or No Speech In Game): All of the game dialogue and narrative can be voiced, or there is no speech in the game. This means there is no requirement to read the dialogue and narrative text to play the game.
Navigation
We've documented 1 accessibility feature for Navigation in Season: A Letter to the Future which deals with how the game provides guidance and assistance to navigate its worlds. These are only for games that have traversal and exploration in 2D and 3D spaces.
Head-Up Display
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.
Similar Games With More Accessibility Features for Navigation
If you want to play Season: A Letter to the Future, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
- Sable (7 Navigation Features)
- My Friendly Neighborhood (6 Navigation Features)
- My Time At Portia (6 Navigation Features)
- Harmonium: The Musical (5 Navigation Features)
Visual
We've documented 5 accessibility features for Visual in Season: A Letter to the Future which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Interactive Elements
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.
Visual Distractions
No Flashes: No flashing strobe effects or you can disable them. This includes the absence of flashing from dramatic visual effects, explosions or weather effects like lightning.
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.
Audio Depiction of Event Location: Indication with positional/stereo audio of where directional events are on the screen for things like damage, footsteps, environmental elements. This is useful for blind players.
Similar Games With More Accessibility Features for Visual
If you want to play Season: A Letter to the Future, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
- My Friendly Neighborhood (7 Visual Features)
- Sable (7 Visual Features)
- Rainbow Billy (6 Visual Features)
- A Walk With Yiayia (6 Visual Features)
Audio
We've documented 2 accessibility features for Audio in Season: A Letter to the Future 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.
Audio Events
Visual Cues for Audio Events: Text or other visual indicators of audio events. This mirrors audio indicators of progress in the game with a corresponding visual indication.
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 Season: A Letter to the Future, but it doesn't offer the Audio accessibility features you require, these similar games extend the Audio accessibility:
- Harmonium: The Musical (3 Audio Features)
- Simpler Times (3 Audio Features)
- Paradise Marsh (3 Audio Features)
- Beasts of Maravilla Island (3 Audio Features)
System Accessibility Settings
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
PC
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
PlayStation 4 has a range of accessibility settings. Some are system only, some work in games (invert colours and button mapping).
PlayStation 5
PlayStation 5 has a range of system-wide accessibility settings.
Read more about system accessibility settings.
Accessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors Andy Robertson