We've documented 25 accessibility features for Starlink: Battle for Atlas, including Large Subtitles, Control Assists, Select Difficulty, No Repeated Pressing and Motion Aiming. Its accessibility is strongest in Controls and Navigation but it also has features in Getting Started, Reading, Visual, Difficulty 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.
External examiner, Jibb Smart, first checked Starlink: Battle for Atlas accessibility 2 years ago. It was re-examined by Ben Kendall and updated 2 years ago.
A full list of the official accessibility settings for the game can be found here.
You can adjust the difficulty in the gameplay menu once you have started a playthrough, and you can adjust it at any time. During dogfights, timing and the precision of button presses are essential, especially on higher difficulties. You can disable friendly fire, and motion aiming is only supported on the Switch version. On the switch version, you can also remove button-mashing requirements, a feature not available on other versions. You can remap buttons only in the PC version.
Everything you do is automatically saved, but if you quit and then come back, you're not put back where you left, but rather at specific checkpoint areas.
Much of the text throughout the game is quite small and cannot be adjusted. On top of this, much of it can be hard to read against the background, especially during space battles where your focus is primarily on the action. However, subtitles can be adjusted in size, and you can add a background behind them that makes them easier to read.
There is only a speaker indicator available during gameplay, not cutscenes, so it isn't possible to fully play the game without sound.
Release Date: 16/10/2018
Price: 87% off
Out Now: PC, PS4, Switch and Xbox One
Content Rating: PEGI 7
Skill Rating: 8+ year-olds
Accessibility: 25 features
Components: 3D Third-Person
Costs: Purchase cost, In-Game Purchases and In-Game Pass
We've documented 7 accessibility features for Controls in Starlink: Battle for Atlas 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:
Mouse and Keys: Can play with mouse and multiple keys.
Games that can be played with different sorts of motion controllers.
Motion Aiming: Can use small movements of the gamepad to fine-tune aiming or as the main aiming mechanism. This is sometimes known as Gyro-Aiming. This usually provides the ability to calibrate these controls to taste.
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.
Vibration Optional: Controller vibration not used in the game or you can disable it.
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.
You can adjust
Adjust Mouse/Stick/Touch Sensitivity: Adjust how sensitive touch/mouse/stick controls are.
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If you want to play Starlink: Battle for Atlas, but it doesn't offer the Controls accessibility features you require, these similar games extend the Controls accessibility:
We've documented 2 accessibility features for Difficulty in Starlink: Battle for Atlas 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.
Select Difficulty: Select the level of difficulty from a range of presets. This not only offers a way to adjust the challenge of a game but enables you to do so without dealing with individual criteria.
Adjust After Setting
Adjustable Anytime: You can adjust the difficulty while playing, without having to restart the level you are on. This enables you to quickly adjust the game to suit your needs and see the difference immediately.
We've documented 3 accessibility features for Getting Started in Starlink: Battle for Atlas 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.
Assistance With Controls: The game can automatically assist with aiming, steering, reloading, jumping, running etc. This reduces the challenge of certain aspects of play to remove barriers and make control of characters more accessible.
Assistance For Progressing
These features aid your progress through the game offering different ways of maintaining your progression.
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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If you want to play Starlink: Battle for Atlas, 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 Starlink: Battle for Atlas 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.
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.
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.
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We've documented 5 accessibility features for Navigation in Starlink: Battle for Atlas 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.
Head-Up Display Navigation: Indication of where to go next with overlaid arrows, minimaps and waypoint markers. This supplements in-game visual and audible cues with additional guidance about where you are and where you need to go.
Adjust Head-Up Display: Resize and adjust the content of the head-up display. This enables it to be made more visible. It can also enable the removal of too much information that can be distracting or confusing.
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.
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 Starlink: Battle for Atlas, but it doesn't offer the Navigation accessibility features you require, these similar games extend the Navigation accessibility:
We've documented 3 accessibility features for Visual in Starlink: Battle for Atlas which deal with how you can adjust the visuals to suit your needs, and offer additional information if you can't hear the game.
High Contrast: There is high contrast between elements that need to be distinguished from each other, such as characters, interactive objects and game environment, either by default or a high contrast mode. This is different to a slider that increases contrast or brightness between light and dark.
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.
Colour Adjustments: Adjust colours of characters or game elements for greater visibility. Includes the ability to select which type of colour blind mode you require.
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If you want to play Starlink: Battle for Atlas, 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 Starlink: Battle for Atlas 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.
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.
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If you want to play Starlink: Battle for Atlas, 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.