accessibility
Accessibility
This page is short on purpose. It lists what WASCAPE currently supports for assistive tech, what I know is gapped, and where to email if I missed something. I'd rather be honest about the gaps than market my way around them.
THE COMMITMENT
I'm implementing toward WCAG 2.2 AA on the public marketing surfaces and the driving demo. No third-party audit has happened yet, so what this page claims is direction and current state, not certification. The known gaps are listed below, next to what already works. The interactive game has input considerations the marketing pages don't (driving, photo mode, photo-hunt scoring), and those are called out separately.
WHAT'S SUPPORTED
Keyboard navigation
Every interactive element on the marketing pages is reachable by Tab. ESC closes overlays: the arena picker, the pause surface, the settings drawer, the photo mode. The driving demo accepts keyboard input throughout.
Skip to content
A “Skip to content” link is the first element a keyboard user focuses on every page. It jumps past the header nav straight to the main content landmark (#main).
Focus indication
Visible amber focus rings on every button and link (focus-visible in styles/globals.css), drawn with a 2-pixel outline and a 2-pixel offset. There's no outline: none without a replacement.
Reduced motion
The home hero's Ken Burns drift is disabled under prefers-reduced-motion: reduce. The in-game settings drawer also exposes a manual reduced-motion toggle that propagates to the canvas (camera sway, screen shake).
Color contrast
Body text on the wascape-bg backdrop (#0D0E10) hits AA at 4.5:1; headline / large text hits 3:1. This applies to the marketing pages (/, /how-it-works, /press, /faq, /privacy, /contact, this page). The same claim doesn't cover every surface inside the driving demo yet.
Screen-reader semantics
Landmark elements: <header>, <main>, <footer>, <nav>. Decorative SVGs are marked aria-hidden so they don't pollute the reading order. Imagery that carries meaning ships alt text.
KNOWN GAPS
Captions on demo footage
The /how-it-works page autoplays muted demo clips. Captions aren't wired yet. They're queued.
No non-visual path through the driving demo
The marketing pages carry a skip-to-content link, landmarks, and alt text, but the driving demo at /play is a visual-only WebGPU canvas: there's no text alternative or non-visual way to drive it yet. A keyboard user can reach and launch it, but a screen-reader user has nothing to read once it loads. This is the biggest open gap; /play now announces it on load.
Color-blind safety audit of the in-game UI
The marketing-page palette passes contrast. The in-game HUD (combo meter, drift score, photo-hunt nameplates) hasn't been put through a color-blindness pass (deuteranopia, protanopia, tritanopia) yet.
One-handed mode for game controls
No remap layer for one-handed play. Keyboard layout is fixed (WASD / arrows / space-brake) and not yet rebindable.
External accessibility audit
No public audit by an outside firm has happened yet. When one does, the findings + the dates land on this page.
THE GAME ITSELF
The driving demo is playable by keyboard, gamepad, and touch. Controls aren't rebindable yet. See Known Gaps above. Photosensitivity: the current shipped arenas don't flash above 3 Hz, and the reduced-motion toggle dampens camera sway and impact shake. If a future arena needs to flash for a narrative reason, there'll be a warning before you enter it.
PHOTOSENSITIVITY
The DRIVE demo contains motion and brief flashes: an ignition flash on start, an animated scanline overlay, speed-driven camera motion, and collision blur. If you're sensitive to flashing or motion, treat this as an advisory before you enter. The in-demo accessibility panel offers a reduced-motion toggle, and the site honors your OS prefers-reduced-motion setting.
REPORT A BARRIER
Anything on this site or inside the game that gets in your way, email [email protected]. Tell me what assistive tech you're using and what happened. Accessibility bugs get treated the same as any other regression.
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