
Building VR for Everyone: How Accessibility Shapes Owlchemy Labs Game
At Owlchemy Labs, accessibility isn’t a box we check at the end of development, it’s a philosophy woven into the very start of every project. Accessibility in VR means designing so that players with disabilities can fully experience the joy (and chaos) of our games without barriers holding them back. It’s about building spaces where everyone can play, connect, and cause a little delightful mayhem together.
Jazmin, our head of accessibility, goes into the importance and the process of accessibility in game design. In our latest dev vlog, she shares that her process begins with research: gathering notes, sketches, and insights from both our team and the broader accessibility community. Playtests and user interviews follow, giving us the opportunity to watch how players interact with our games in real time. We’re looking at everything from how far someone needs to lean to read text, to whether an avatar comfortably fits in the virtual space, to the subtle cues that can make a world feel intuitive…or confusing. Players are encouraged to speak freely about what feels good, what feels broken, and what feels “what in the digital dimension just happened.” Every bit of feedback becomes data we carefully prioritize and bring back to the team for iteration.
You didn’t think the work stopped there, did you? In the above video, Jazmin also details how our QA team joins in toward the end of a project to ensure nothing slips through the cracks, because QA is vital when looking to make it to the finish line. Together, the teams push beyond the standard playbook to find new ways to remove barriers. One shining example noted in Jazmin’s behind-the-scenes look at accessibility goals is with Cosmonius High’s vision accessibility update, a feature that introduced object descriptions, environmental narration, text-to-speech for posters and books, teleportation cues, and high-contrast highlights. The result? A more inclusive experience that empowered more players to truly inhabit the game’s quirky world.
That same philosophy lives in Dimensional Double Shift, where accessibility shows up in ways big and small. Subtitles ensure that no one misses ALICE’s sharp wit, while also helping players with ADHD process dialogue more smoothly. Visual design avoids relying solely on color by incorporating unique shapes and patterns. Adjustable handlebars account for differences in player height, making play comfortable for more bodies. And, importantly, some accessibility isn’t a toggle at all… it’s simply baked into the core design.
At the heart of it all is a simple truth: VR is awesome and everyone should be able to play. Accessibility is not a finish line; it’s an ongoing commitment, one we’re proud to champion. After all, Conglomni Corp demands maximum fun output across all dimensions and making sure everyone can join in is the best way to deliver.
Owlchemy Labs builds VR for everyone, because games are meant for everyone. And this is just the beginning.