In this update10
Full notes
Full Frame of Mind - A game of thoughts. update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- UI and audio
- Events
- Performance
- Gameplay
Frame of Mind - A game of thoughts. changes
These are for the time being our information on accessibility. Our game is pretty accessible and still in development. Many features are only planned as of now. Information are categorized by different kinds of disabilities. Known barriers are grouped at the beginning and will be repeated below.
Due to time constraints, a lot of accessibility features will not be available during the semi-open beta. We expect some options to only become available after release.
Known Barriers
This game contains sensitive content that may be re-traumatizing, especially for people that survived social or sexual trauma.
The game does not support sign language.
The game is not available with simple or easy English.
The game has many emotional stories. Much is written in between lines. It is a game to think about. That is difficult.
Listening to the stories takes a lot of concentration.
Not all planned features will be available on release.
Accessibility Features
Post Traumatic Disorders
This game uses content notes to inform about sensitive topics.
Content Notes are integrated into the play experience
planned: Sequences can be skipped.
planned: there will be neutral summaries for sequences.
Motor Impairments
planned: Controls can be customized using SteamInput.
There are no quick-time-events or sequences that require high input skills.
The game can be controlled in multiple modes:
Mouse and Keyboard (classic FPS)
Gamepad (classic FPS)
planned: only mouse or only touchpad (point-and-click-style controls)
Visual Impairments
The game can be understood playing color-blind. A color correction filter is not provided. This is because many find them mostly unhelpful.
All Interfaces have sufficient contrast. (At least 7:1 for normal text and 4.5:1 for big text)
The UI can be scaled.
planned: Text can be displayed with a hyper-legible font
planned: Text can be displayed using the default font of your operating System.
planned: Text can be read by a screen-reader.
planned: The game can be played fully blind. It can be navigated like a website
Hearing Impairments
The game can be played fully deaf.
planned: the game has closed captioning.
The game does not support sign language.
Cognitive Impairments
The game is not available with simple or easy English.
There are no decisions that need to be taken under time pressure.
The game has many emotional stories. Much is written in-between lines. It is a game to think about. That is difficult.
ADHD
The game requires a lot of listening and concentration.
planned: the game will have a built-in fidget toy in each bunk-bed.
Side-node: Yeah it is pretty ironic that a game on ADHD is not really ADHD accessible. We've realized that pretty late in development, but in my defense: I have ADHD.
Miscellaneous
Text, Music and Speech volume can be configured.
The game has a mode with reduced motion. It recognizes the reduce motion setting on apple devices.
There is a filter that muffles high frequencies and tones down overwhelming noises,
The game is Open Source. It is easy to develop your own accessibility-mods.
The game can always be saved and loaded.
Raising Issues and Filing Complaints
If you find an issue, let us know via support@polynormal.games .
These information are voluntary. As a small business, we are exempt from German regulation of barrier-free access to digital services. If Germany followed its laws, you could file a formal complaint with a supervising agency if we ignored your complaints.
This agency does not exist for the jurisdiction of Saxony as of now.
If you want to file a complaint about not being able to file a complaint, we presume that the State Commissioner for the Inclusion of Saxony has jurisdiction.
Source
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