What It's Like Gaming as a Blind, Autistic, Chronically Ill Woman
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Gaming has been a part of my life for as long as I can remember. From puzzles as a child to text-based adventures in school, games have always been a place of joy, challenge, and escape.
As a blind, autistic, chronically ill woman, though, finding games I can actually play — and enjoy — has become increasingly difficult.
This post is for other disabled gamers, accessibility advocates, and developers who want to understand what accessibility looks like in practice, not theory.
Why Accessibility Is More Than Screen Readers
Because I’m totally blind, this article doesn’t include screenshots. Instead, I focus on the features that actually determine whether a game is playable for me.
Accessibility isn’t just about adding text-to-speech. It’s about:
- Cognitive load
- Sensory overwhelm
- Pace and pressure
- Whether the game respects limited energy
Games I Play Now
My current gaming rotation is small but intentional.
Word and Card Games
These are ideal on low-energy days. They’re mentally engaging without being overwhelming, and most are fully accessible with screen readers.
Incremental Games
Incremental and idle games work well for me when they:
- Don’t require fast reactions
- Allow pauses without penalty
- Avoid visual-only mechanics like maps or graphs
Games like Evolve and Trimps let me think, plan, and optimize without rushing.
MUDs and Text-Based Games
I enjoy MUDs in theory, but in practice they can be exhausting:
- Heavy typing
- Spatial memory requirements
- Social expectations
I still return to them occasionally, but they aren’t always sustainable.
What Makes a Game Accessible for Me
Some features that consistently matter:
- Untimed gameplay or generous pacing
- Minimal audio clutter with the option to mute sound
- Offline or idle progress
- Keyboard-only interaction
- Clear, labeled controls that work with screen readers
A game can be technically accessible and still be unplayable if it overwhelms my nervous system.
Why Finding New Games Is So Hard
Many games recommended for blind players rely on:
- Audio navigation
- Spatial awareness
- Fast reactions
Those are dealbreakers for me.
On the other side, many indie or incremental games use:
- Canvas
- WebGL
- Unity interfaces with poor labeling
I’ve lost count of how many times I’ve spent hours on a game only to discover I can’t finish it.
Final Thoughts
Gaming is still meaningful to me — but only when developers understand that accessibility isn’t one-size-fits-all.
For multiply disabled players, accessibility means:
- flexibility
- respect for energy limits
- and the freedom to play slowly, thoughtfully, and on our own terms
I hope sharing my experience helps others feel less alone — and helps developers build games that more people can actually enjoy.