Home / Accessibility Policy
Accessibility Policy
This page sets out what Drone Warz gets right, what it gets wrong, and every setting you can change to suit how you play. It is deliberately specific rather than reassuring — a vague promise helps nobody decide whether a game is playable for them.
Last updated 18 August 2026
1. Our commitment
Drone Warz should be playable by as many people as possible, and where it cannot be, we would rather say so plainly than imply otherwise. The information pages on this site aim to meet WCAG 2.2 Level AA. The game screen itself meets much of that standard but not all of it, for reasons set out under known limitations.
Accessibility here is treated as an ongoing obligation rather than a finished task. Where a barrier can be removed, it gets removed; where it cannot, it gets documented so you can judge for yourself.
2. Settings that change difficulty and demand
Most of what makes a game hard is adjustable. Everything below is on the start screen under Play On My Own or Options, and every choice is remembered between sessions.
| Setting | Options | Helps with |
|---|---|---|
| Round length | 30s to 5 minutes, or unlimited | Removing all time pressure |
| Magazine size | 15, 30, 50, 120 rounds, or unlimited | Removing reload interruptions entirely |
| Airspace arc | 45°, 90°, 180°, 360° | Limiting how far you must physically turn |
| Difficulty | Easy, Hard, Extreme | Easy draws visible scoring rings on every target |
| Range rings | On or off | Distance cues without judging size by eye |
| Fire mode | Single, semi-auto, full auto | Fewer repeated taps per target |
| Recoil | On or off | Off keeps the sight perfectly steady when firing |
| Backdrop | Camera or black | Playing without the camera, or in a calmer visual field |
| Sound | Shot and explosion sounds, volume, or off | Silent play, or louder feedback |
| Practice range | Guided, no timer, unlimited ammo | Learning at your own pace with no failure state |
For the least demanding game: unlimited round length, unlimited magazine, 45° arc, Easy difficulty, recoil off, and the black backdrop. That combination has no clock, no reloading, no reason to turn round, and visible scoring rings on every target.
3. Vision
- Contrast. Text colours across the interface were measured against their true blended backgrounds rather than judged by eye, and adjusted until every element cleared the WCAG AA threshold for its size. The lowest ratio on the start screen is 4.6:1 against a 4.5:1 requirement.
- No colour-only meaning in the interface. Selected options carry a border, a background change and a text-colour change together, so the selection never depends on hue alone.
- Text size. All interface text scales with your browser's font settings on the information pages. Game text is drawn at fixed sizes with a floor of about 10px for labels and 24px or larger for scores and timers.
- Targets carry labels, not just colours. In team games each drone shows its side's name in text beside the coloured ring, and your own side is marked "HOLD" so you are not relying on telling red from green.
- The black backdrop removes the busy camera image, leaving high-contrast targets on a plain dark field. Many people find this substantially easier to read.
4. Movement and dexterity
- You do not have to move your body. On a phone you can drag the screen to aim instead of turning around, and a 45° arc keeps every target within a narrow band in front of you. On a desktop the mouse and keyboard do everything.
- Keyboard play is complete. W, A, S, D or the arrow keys swing the sight, space fires, R reloads, F changes fire mode, 0 resets zoom. No mouse is required to play a round.
- Edge panning lets you hold the pointer near any screen edge and let the sight travel on its own, instead of making repeated drag gestures.
- Touch targets. Interactive controls in the game are at least 44 by 44 pixels, the size Apple and the WCAG target-size criterion both call for.
- Auto fire means one sustained press instead of many taps, which matters if repeated tapping is painful or tiring.
- The selector lock earned by a centre hit will take a target for you: tap a drone and the sight tracks and fires on it without further input.
5. Hearing
No information is conveyed by sound alone. Every audio cue has a visible counterpart: hits show a floating score and a burst at the point of impact, the magazine is drawn as a pip bar, reloads show a status change, and in multiplayer the Brooks Command Net prints every event as text. Sound can be turned off completely without losing anything you need to play.
6. Attention and cognitive load
- The practice range introduces one drone type at a time with a written instruction for each, has no timer and unlimited ammunition, and cannot be failed.
- Unlimited round length removes the countdown entirely, so there is no time pressure and no end-of-round alarm.
- Nothing is hidden behind reflexes in the menus. Setup screens are static, scrollable and have no timers.
- Reduced motion. These information pages honour the operating system's reduced-motion preference and drop their transitions when it is set.
7. Known limitations
These are real barriers we have not solved. They are listed so you can make an informed decision rather than discover them mid-game.
- Screen readers cannot play the game. The gameplay view is drawn on a canvas, which exposes no structure for assistive technology to read. Menus, setup screens and these information pages work with a screen reader; aiming and firing do not. There is no audio-only mode.
- Aiming needs sustained fine control. Holding a small target inside the reticle demands steady, precise pointing. Easy mode and a narrow arc reduce how much, but they cannot remove the requirement.
- Some scoring depends on judging size. The three scoring zones are concentric, so the highest score needs precision within a few pixels. Easy mode draws them; it cannot make them larger.
- Extreme mode is deliberately demanding. It requires holding a target for a full second before a shot counts. It is an optional difficulty setting, never a requirement.
- The camera view cannot be described. Because the backdrop is your real surroundings, there is no way to caption or narrate it.
- Text in the game does not resize with browser settings, since it is drawn on the canvas rather than laid out as HTML. Browser zoom scales the whole view instead.
8. Standards and testing
Our reference standard is WCAG 2.2 Level AA. The information pages are built with semantic headings, landmark regions, a skip link, visible focus indicators, and text that reflows to a single column on narrow screens without horizontal scrolling.
Contrast has been verified by measurement rather than estimation, compositing each element against the actual blended colour behind it, including translucent panels. Touch target sizes and keyboard routes have been checked directly in the running game.
We have not commissioned an independent third-party audit, and no formal user testing with assistive technology users has been carried out. We would rather state that than imply a level of verification we have not done.
9. Tell us what is not working
If something on this site blocks you, we want to know — including the things listed above, since knowing they matter to real players affects what gets built next. Write to access@dronewarz.online.
It helps if you can mention the device and browser you were using, whether you were on a phone or a computer, and what you were trying to do. We aim to reply within five working days.