We've documented 26 accessibility features for Bonfire Peaks, including Guaranteed Progress, Adjust Speed, Low Pressure, No Quick Reactions and No Button Combos. Its accessibility is strongest in Controls and Getting Started but it also has features in Visual, Reading, Navigation and Audio 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 Bonfire Peaks accessibility 24 months ago.
You can get into a stuck state in puzzles but you can always retry.
You can view control mappings on PC/Mac but not on console yet.
Holding down the undo button speeds up undoing but isn't required.
We've documented 7 accessibility features for Controls in Bonfire Peaks which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
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.
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.
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We haven’t documented any accessibility features for Difficulty in Bonfire Peaks 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 Bonfire Peaks, and offer accessibility features for Difficulty:
We've documented 7 accessibility features for Getting Started in Bonfire Peaks 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.
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. This includes games that always display buttons to press during play.
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.
Adjust Speed: Adjust the speed of the game at critical moments or throughout, or rewind play for a second attempt, to ease reaction times. By slowing the game, you have more time to interpret what is happening and then execute your actions. It also reduces the pressure on getting things right quickly or the first time you attempt them.
Assistance For Progressing
These features aid your progress through the game offering different ways of maintaining your progression.
Guaranteed Progress With God Mode: There is no fail state for any game level, where you lose progress or have to start again. Or there are options to make failing impossible: infinite health or lives, unlimited time. Sometimes called God Mode or Unfailable.
Save Progress Anytime: The game automatically saves progress or you can save any time. This doesn’t mean you never lose progress, but it does mean you can stop whenever you want (without having to get to a save point) without losing progress.
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We've documented 3 accessibility features for Reading in Bonfire Peaks 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.
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.
Simple Minimal Reading: Minimal reading is required. The quantity and complexity of reading are at a level that a primary/elementary student (9-year-old) could understand.
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.
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.
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We've documented 2 accessibility features for Navigation in Bonfire Peaks which deal 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.
Clear Mission Objectives: The game provides clear, structured missions with directional guidance and advice on which can be attempted next. This also indicates (ideally on maps where they are provided) which missions can't be attempted because you do not have the appropriate items yet.
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
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We've documented 6 accessibility features for Visual in Bonfire Peaks which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
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.
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.
Menu Audio Cues: Navigating menus provide an audio cue for each selection.
Colour Blind Friendly: Game doesn’t rely on colour or can switch to colour blind friendly mode with double coding or similar way to avoid colour dependance.
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We've documented 2 accessibility features for Audio in Bonfire Peaks 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.
Balance Audio Levels: Set music and game sound effects separately. This enables you to select your preference as well as ensure critical game sounds aren't obscured by other audio.
Play Without Hearing
Play Without Hearing: No audio cues are necessary to play the game well.
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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).
PlayStation 5 has a range of system-wide accessibility settings.
Read more about system accessibility settings.