KNUCKLEBONES
Accessibility and languages. What the game supports, how, and what it does not support yet.
Motion
Reduce Motion, from either place
The iOS Reduce Motion setting and the in-game Reduced Motion toggle are both honored, and either one is enough. With it on, the dice, the background, Kit, the title, and every transition keep their opacity fades but drop travel, bounces, hops, parallax, the accelerometer tilt, the score-driven atmosphere motion, and the rare heat-lightning spread. Nothing flashes or strobes at any setting; the one ambient bloom is a single soft event, minutes apart.
Touch and haptics
44-point targets and one primary action per screen
Every control meets the 44-point minimum. Each screen has one orange primary action; blue is navigation, green is a purchase, red is destructive. Standalone buttons are capitals; list rows are mixed case.
Haptics you can turn down or off
Haptic Strength is a slider from off to full. Cues are built on Core Haptics with intensity and sharpness, so a die roll, a landing, a cancelled die, a coin, a purchase, a win, and a loss each feel distinct. Reduce Motion also silences haptics. No information is carried by haptics alone, and the setting does not appear on iPad, which has no Taptic Engine.
Reading
Contrast and OLED
Text and dice pips are checked for contrast against their surfaces, and every screen is audited on a simulated OLED that crushes near-black, so nothing essential lives in the darkest tones. The digit 6 and the letter G in the pixel typeface were redrawn so they cannot be confused at small sizes.
Not yet supported
VoiceOver and Dynamic Type are not supported in this version: the game draws its own interface and does not expose an accessibility tree. Colour is never the only signal for a rule (dice faces and words carry it), but there is no dedicated colour-blind mode.
Languages
Nine languages, each written and reviewed by hand rather than machine-translated: English, Turkish, Spanish, German, Japanese, Korean, Simplified Chinese, Traditional Chinese, and Arabic.
- Arabic is right to left with a dedicated shaper for the pixel typeface, and mirrored layout where text direction matters.
- Japanese, Korean, and Chinese use dedicated pixel fonts with full glyph coverage verified at build time.
- Kit speaks like a kid in every language; his lines were rewritten for register, not just meaning.
- Every rule line, tooltip, and label is checked at the smallest supported screen (iPhone SE) in every language so nothing wraps into a neighbour.
Tell me what is missing
If something in the game is hard to see, hear, feel, or read, email selim@onder.ai. I read everything and it changes the next update.