Fun Audio GamesFun Audio Games
Updated 11 October 2026

Accessibility

Fun Audio Games is made for blind and partially sighted players first, and for everyone else as well. This page lists everything the apps and this website do to make that work, what we're still testing, and how to tell us what gets in your way.

The short version

  • Every question can be answered by speaking, typing or tapping. You never have to speak.
  • Every word the games say is shown on screen as it's spoken, and nothing your screen reader would say is said twice.
  • High contrast, bigger text, voice speed, music volume and spoken help are in Settings, and the apps follow your phone's own settings too.
  • The apps work on tablets and with a keyboard, and our watch apps buzz when the microphone opens.
  • We're still testing the apps with VoiceOver and TalkBack on real phones. Tell us about anything that gets in your way.
  • The app's usage data never includes anything about accessibility.

What we aim for

We design the apps for blind and partially sighted players first. We follow Apple's and Google's accessibility guidelines, and we use the Web Content Accessibility Guidelines (WCAG) 2.2 as our yardstick: text with a contrast of at least 7:1 (level AAA), at least 3:1 for everything else that carries meaning, text that grows with your settings, nothing shown by colour alone, and nothing that moves when you've asked for less motion.

The game speaks, and the screen shows the same words. Nothing you need is only on screen, and nothing you need is only in the sound.

Screen readers

The apps are built to work with VoiceOver on iPhone and iPad and TalkBack on Android. Every screen has headings, every button has a name, and nothing the game says out loud is read out a second time: the lines on screen aren't announced as they appear, because you've just heard them.

  • Each line of the story is one item, read as who says it and what they say. Your own answers are read as "You said", then your words.
  • The big picture in a game says what it will do and what's happening: Skip while the game speaks, Talk when it's your turn, Stop listening while it listens, Carry on when it's paused.
  • Messages such as "Pack installed" or "Microphone allowed" are announced, but never while the microphone is listening.
  • When a game opens, the focus goes to the picture; when a level ends or the game pauses, it goes to the heading of what's shown. The transcript only scrolls when something new needs you, so nothing moves under your finger.
  • The welcome has a page about playing with VoiceOver or TalkBack, shown when one is on, and Help has a topic on each.

With a screen reader on, the microphone doesn't open by itself, so your screen reader isn't heard as your answer. You open it when you're ready: with the mic button, by tapping the picture, or with your headphones' button. If you'd rather it opened by itself, change Open the microphone by itself in Settings, under Microphone: Not when a screen reader is on (the default), Always, or Never.

VoiceOver on iPhone and iPad

Magic Tap (a two-finger double tap anywhere) skips the voice, starts or stops listening, or carries on, whichever comes next. It also skips the intro, plays and pauses spoken help, and carries on from a pause. Escape (a two-finger scrub) closes a sheet or a Help page, or leaves a game, keeping your place.

TalkBack on Android

Double tap the picture or the mic button to talk. Back closes a sheet or a page, or leaves a game, keeping your place. TalkBack's two-finger double tap, its play and pause gesture, should do the same as tapping the picture, but we're still testing it on real phones.

Playing with your voice

  • The game speaks, and you answer. Say your answer, type it, or tap one of the options: every question takes all three, and typing and tapping work without a connection.
  • A short rising sound and a small vibration tell you when the microphone starts listening, and a falling sound when it stops. The app never says "listening" out loud, so nothing it says is heard as your answer. Both can be turned off in Settings.
  • Time to answer, in Settings, gives you 6, 10 or 15 seconds before the game asks again. If nobody answers twice, the game pauses until you're ready.
  • One button always does the next thing. Tap the picture, press your headphones' button or Space on a keyboard, or press the big button of our watch app, to skip the voice, talk, stop listening or carry on. On iPhone and iPad, Magic Tap does the same.
  • Say "pause", "stop" or "cancel" to pause the game, and "repeat" or "say that again" to hear the question again. Where a game uses "pause" as an answer, saying it answers instead.
  • A Pause button is always in the game's header, and Carry on asks the question again.

Reading along

  • Every line is shown on screen as it's spoken: a transcript of the whole game, like captions, that you can scroll back through.
  • The word being spoken is highlighted. You can turn the highlight off, and choose whether each line appears all at once or word by word.
  • The name of who's speaking is shown above their lines. You can hide the names; a screen reader still says them.
  • Text is set in Atkinson Hyperlegible Next, a typeface the Braille Institute designed for readers with low vision, or in your phone's own font if you prefer.
  • Help is spoken as well as written: every help topic has a Listen button, with the words highlighted as they're read.

Seeing the screen

  • Light, Dark and High contrast (black, white and yellow) themes, or match your phone. The apps follow your phone's increased contrast setting too: Light gets stronger edges and Dark becomes High contrast.
  • All text has a contrast of at least 7:1, and text is never made paler with transparency. In High contrast there are no gradients or shadows, and every card and option has a solid outline.
  • Text follows your phone's text size and bold text settings, up to the largest sizes, and Settings can make it larger still: Standard, Large or Larger. Nothing is cut short, and at the biggest sizes the game's layout makes room for the words.
  • Nothing relies on colour alone: every state has words and an icon too, and links are underlined.
  • Buttons and options are at least 48 points across, so they're easy to find and to tap.
  • On iPhone and iPad, Reduce Transparency, Differentiate Without Colour and Button Shapes are followed too.
  • Reduce motion follows your phone's setting, or can be turned on in the app: nothing pulses, slides or moves.

Listening your way

  • Voice speed from 0.5 to 2 times, without changing the pitch, with a sample to try it.
  • Music volume, from off to full, with a sample of each step. A few scenes have their music mixed into the voices, and those stay as they are.
  • The intro sound can be turned off, which skips the intro too.

Keyboards and voice control

  • Everything can be reached with Tab and the arrow keys, and whatever has the focus has a clear ring around it.
  • Space taps the picture, unless you're in the answer box. Return or Enter sends your answer, Escape pauses the game or closes a sheet, and Control with 1 to 4 switches between the tabs (Command with 1 to 4 on an iPad).
  • A mouse or trackpad can do everything a finger can.
  • Every button is named by the words you see on it, so you can press it by saying them with Voice Control on iPhone and iPad or Voice Access on Android.

Headphones and the lock screen

  • Wired and Bluetooth headphones work. If they have a microphone, the game listens through it.
  • Your headphones' button does what tapping the picture does, even with the screen off. Taking your headphones out, or a phone call, pauses the game.
  • You can lock your phone, or turn its screen off, and keep playing: the game goes on talking and listening, and its controls are on the lock screen.

Tablets and Chromebooks

  • The same apps run on iPad, and on Android tablets, foldables and Chromebooks, in any orientation and at any window size, split screen included.
  • On a wide screen the tabs move to the side or the top, the games sit side by side, a game shows its words beside the picture and the answers, and Help shows its topics beside the one you're reading. Text keeps to a comfortable reading width, and a screen reader goes through a game in the same order as on a phone.

Watches

  • Your watch's own controls work without our watch app: Now Playing on an Apple Watch, and the media controls on a Wear OS watch, show the game. Pause stops the voice or the listening, and play carries on, or starts listening when it's your turn.
  • Our watch apps, for Apple Watch and Wear OS, do more. They show the game's title and what it's doing in words, with one big button that does what tapping the picture does, and Pause.
  • The watch buzzes when the microphone opens, and differently when it stops, so you know when to answer even if you can't hear the sound.
  • The watch apps work with VoiceOver and TalkBack on the watch and follow its text size, and all their text has a contrast of at least 7:1. On an Apple Watch, Magic Tap and double tap press the big button. Your phone still plays the game and does the listening.

Everything else

  • The games are inside the app and play offline. Packs download once.
  • The apps have no ads and no subscriptions, and nothing in them is timed except how long a game waits for your answer, which you can change.
  • What you say is heard by your phone's own speech recognition, Apple's or Google's. It's never sent to us, and the app never records it.

This website

This website aims to meet WCAG 2.2 at level AA, with text at the AAA contrast of at least 7:1 in every colour theme. It has:

  • Your device's own settings followed: dark or light mode, increased contrast (a High contrast theme in black, white and yellow), reduced motion, and Windows' contrast themes. There's nothing to set up on the site itself.
  • Text that grows with your browser's text size and zoom: everything is sized to follow it.
  • Links to skip to the content, headings and landmarks on every page, one main heading, page titles that say where you are, and link text that says where it goes.
  • A visible keyboard focus everywhere, buttons and links at least 44 pixels across, and pages that reflow to a narrow screen or 400% zoom without scrolling sideways. There, the top bar scrolls away with the page, so it never covers what's under it.
  • The same Atkinson Hyperlegible Next typeface as the apps, served from this site, and no text in pictures except the games' own logos, which have alt text.
  • No ads or analytics, cookies only to sign you in and to keep your place in the games, and nothing that flashes.

The games on the home page

The home page is the games, played by ear as you would with a smart speaker, with what the game says shown in captions as it's said.

  • Nothing plays until you press Play, which has the focus when the page opens, so Enter starts it. If you're not signed in, it's Play without an account, after the two ways to sign in.
  • Every line the game says is shown in the captions as it's said, for you to read at your own pace. Your screen reader isn't made to read them out over the game, which says them, unless you ask it to: turn on Read the captions with my screen reader in Settings, above the game, for a braille display or your screen reader's own voice. The question being asked is also the text box's description.
  • Answer by speaking, typing (then Enter or Send), or pressing an option: when there's a choice, it's also on buttons above the text box.
  • A short sound means the game is listening, and another that it's stopped. Speak listens straight away, and pressing it again stops listening. Typing, Enter or Skip stops the voice straight away, Again plays the last thing the game said once more, Pause holds it until you press Carry on, and Stop ends the game.
  • Keys: Escape is Pause and Carry on, as in the apps, and stops listening while the game listens; Enter with nothing typed stops the voice and listens; Alt+R (Option+R on a Mac) is Again, and Alt+P is Pause too, for screen readers that keep Escape for themselves. What can I say?, above the game, lists them with the words the games understand.
  • Settings, above the game, has the game's own volume, so it can be quieter than your screen reader. Both settings are kept in your browser.
  • Once you've picked a team, your team, its place this month, your coins this month and your rank are shown above the game.
  • If nobody answers, the question plays again; after a second silence the game waits for you to type.
  • The microphone is your browser's own speech recognition, which asks your permission first. In a browser without it, such as Firefox, type your answers, or sign in to talk.
  • The site's top bar and footer are there as on every page, and typing a page's name in the text box opens it too.

Known limitations

  • We're still testing the apps on real phones, tablets and watches with VoiceOver, TalkBack, Voice Control, Voice Access, Switch Control and keyboards. Until that's done, we don't claim full support for them in the app stores.
  • TalkBack's two-finger double tap may not reach the game on every phone yet.
  • The games on the home page are new (November 2026). So far we've tried them with a keyboard in Chrome; we're still testing them with screen readers, voice control and other browsers.
  • The watch apps are remotes. Watches can't recognise speech for apps, so your phone plays the game and does the listening, and the watch has to be able to reach it.
  • Speech recognition is your phone's own, Apple's or Google's. Some phones need a connection for it, or English downloaded for offline use. Typing and tapping always work.
  • On iPhone, Bluetooth headphones can sound like a phone call while the game listens through their microphone, on older versions of iOS and with some headphones.
  • The apps and the games are in English only.
  • Some scenes have their music mixed into the voices, so the music volume setting can't change them.
  • On this website, the demo needs JavaScript, and speaking your answers needs a browser with speech recognition (such as Chrome, Edge or Safari), which may send your voice to the browser maker's service. The demo has no music volume or voice speed setting.

Your usage data

The app's usage data never includes anything about accessibility: not whether a screen reader is on, not your theme, text size, font, motion, voice speed, music volume, time to answer or microphone setting, and not which help topics you read. The privacy policy's usage data section lists everything it does include, and how to turn it off.

Report a problem

If something in the apps or on this website doesn't work for you, or you'd like to help us test, email [email protected]. Tell us which phone, tablet or browser you have, any assistive technology you use, and what happened. We read every email.

About this statement

We wrote this statement on 9 October 2026 and updated it on 11 October 2026, before the apps' release. The website was checked with automated tests (axe) and by keyboard, at narrow widths and in every theme; it hasn't had an independent audit. We'll review this statement after testing with screen readers on real phones, and whenever the apps or the website change.

For help with playing, see Support.