We've documented 18 accessibility features for Samsara Room, including Large Text, Low Pressure, No Quick Reactions, No Button Combos and No Repeated Pressing. Its accessibility is strongest in Reading and Controls but it also has features in Getting Started, Visual 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, Ben Kendall, first checked Samsara Room accessibility 18 months ago. It was re-examined by Ben Kendall and updated 18 months ago.
The game is very difficult, and will often require extreme thought and patience to overcome challenges. You can use hints in the game when you get stuck, and the developers have a full tutorial posted to their YouTube channel.
All in-game events are triggered by your actions and there is never any need to react quickly to things happening in the game.
As some clues are only shown (or implied) through visual or audio cues, sound and visuals are required to beat the game. Some visual clues are very subtle or faint, and/or use colour, which is important to note for colourblind players. In addition, some of the audio cues require attentive listening.
Release Date: 06/09/2013, updated in 2020
Out Now: Android, Mac, PC and iOS
Content Rating: PEGI 3
Skill Rating: 13+ year-olds
Genres: Point-and-Click (Brain Game, Narrative and Puzzle)
Accessibility: 18 features
Components: 2D Side-On and Hand-Made
Costs: Free. In-Game Purchases, In-Game Pass and Advertising
We've documented 4 accessibility features for Controls in Samsara Room which deal with how you control the game, different options for alternative inputs and whether you can remap these settings to suit your needs.
Mouse And Keyboard
Can play with the following:
Mouse Alone: Can play with just the mouse/mouse-button/mouse wheel.
Can play with the following. Additional gestures may be required for games played with a screenreader like VoiceOver.
One Motion Targeted: Can play with touchscreen, tap and swipe or hold gesture.
Specific button operation required to play
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).
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If you want to play Samsara Room, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
We haven’t documented any accessibility features for Difficulty in Samsara Room 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 Samsara Room, and offer accessibility features for Difficulty:
We've documented 4 accessibility features for Getting Started in Samsara Room 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.
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.
Assisted Progress With Hints: The game notices if you get stuck (or you can press a button) and provides information to help you progress. This can offer hints or tutorials popping up during play. This includes hints after you have died, where it can suggest strategies or difficulty settings to adjust or offer to skip past problematic levels.
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If you want to play Samsara Room, but it doesn't offer the Getting Started accessibility features you require, these similar games extend the Getting Started accessibility:
We've documented 5 accessibility features for Reading in Samsara Room 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.
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.
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.
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 Samsara Room, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
We've documented 1 accessibility feature for Navigation in Samsara Room 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.
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.
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If you want to play Samsara Room, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
We've documented 4 accessibility features for Visual in Samsara Room which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
Medium Contrast: Game uses generally well contrasting and bright visuals, or has a slider to make this the case.
No Busy Backgrounds: No distracting backgrounds or you can make them static or blank. This includes the absence of other movement elements in the background that might distract or confuse the action. Where foreground contrast is high, this includes games with some movement in the background that doesn't make it overly difficult to distinguish what is happening.
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.
Motion Sickness Friendly
Motion Sickness Friendly: Doesn't have 3D movement elements that may trigger motion sickness, like motion blur, depth of field and field-of-vision. Or includes the ability to disable motion blur, depth of field and field-of-vision effects.
Similar Games With More Accessibility Features for Visual
If you want to play Samsara Room, but it doesn't offer the Visual accessibility features you require, these similar games extend the Visual accessibility:
We haven’t documented any accessibility features for Audio in Samsara Room 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. The following games are similar to Samsara Room, and offer accessibility features for Audio:
System Accessibility Settings
In addition to the accessibility features provided in the game, you can also use system-wide accessibility settings:
Android has accessibility settings including ways to navigate and interact, although not all games support this.
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.
iOS has a very extensive suite of accessibility settings including ways to navigate with voice and comprehensive screen reading, though most of the features don't work with games.
Read more about system accessibility settings.