Sign in Start free
← Knowledgebase
SteamGUIDE

Steam accessibility features: the store section and the wizard

30 Oct 2026 · 8 min read

Steam lets you list the accessibility features your game supports. They show on your store page, and players can search for games that have them. This guide covers where they appear, how to set them with the Accessibility Feature Wizard, and what Valve means by each of the 20 features, from Valve's accessibility features doc, checked 30 Oct 2026.

Where players see them

▪Store page: the features you indicate are shown on the side of the store page. The section is collapsed by default, and expands to show them in categories.
▪Store search: players can search specifically for games that have accessibility features enabled.

Valve's stated goal is to make it easier for players to find games that meet their needs and interests.

The Accessibility Feature Wizard

You set the features with the Accessibility Feature Wizard, found on the Basic Info tab of your store page in Steamworks. The wizard walks you through a series of questions to identify which features your game supports. It is separate from the Tag Wizard you use for genre and theme tags.

Answer for the game you ship. Each feature below has a precise meaning in Valve's doc. Players use these labels to find games they can play, so read the definition before you tick a box.

All 20 features at a glance

CategoryFeatures
GameplayAdjustable Difficulty, Save Anytime
AudioCustom Volume Controls, Narrated Game Menus, Stereo Sound, Surround Sound
VisualAdjustable Text Size, Subtitle Options, Color Alternatives, Contrast Controls, Camera Comfort, Playable without Vision
InputKeyboard Only Option, Mouse Only Option, Touch Only Option, Playable without Quick Time Events, Playable at Your Own Pace, Chat Text-to-speech, Chat Speech-to-text

Gameplay

Adjustable Difficulty. Players can adjust gameplay difficulty.

Why players look for it: difficulty made to engage a player with full mobility might frustrate a player with limited mobility.

▪Give granular control where you can. Valve's FPS example: enemy health, aim assist, one-hit kills or invulnerability.
▪If you offer preset levels (easy, medium, hard), explain how they differ.

Save Anytime. Players can save with both automatic and manual saves, at any point in the game.

Why players look for it: players may need to stop safely at any time without losing significant progress.

▪Allow saving at any time, except while loading or where loading the save would break the game.
▪Offer manual and auto saves in separate slots, so auto saves never overwrite manual ones.

Audio

Custom Volume Controls. Players can adjust volume, and mute different types of audio independently.

Why players look for it: players may need to turn down distracting sounds to focus on the ones they need.

▪Separate controls for music, sound effects, ambient audio and character speech.
▪More is better: for example, split gameplay-critical effects (footsteps, gunshots) from background effects (traffic, background speech).

Narrated Game Menus. Players can listen to game menus with narrated audio.

Why players look for it: players with low vision may rely on narration to use menus.

▪Expose your UI tree to screen readers (for example through Microsoft UI Automation), or narrate all menus and notifications.
▪Narrate headings, alt text for meaningful images, and the name, role and state of controls ("Volume, slider, 60%").
▪Narrate every context change, such as switching tabs or leaving a loading screen.
▪Let players turn narration on as early as possible on first launch, or start with it on.

Stereo Sound. Players can tell how far left or right a sound comes from.

Why players look for it: players can tell whether a sound came from their left or right.

▪Pan located sounds between the left and right channels by their position.
▪Consider an optional visual indicator for the direction of critical sounds.

Surround Sound. Players can tell which direction a sound comes from, in any direction.

Why players look for it: players can locate sounds above, below, behind and ahead.

▪Output spatial audio channels for located sounds.
▪Consider an optional visual indicator for the direction of critical sounds.

Visual

Adjustable Text Size. Players can adjust the size of in-game, menu, dialog and subtitle text.

Why players look for it: larger text helps players with low vision and players on a big or distant screen.

▪Use a large default size, or let players increase it.
▪Allow text to scale to at least 38 px tall at 1080p or 76 px at 4K.

Subtitle Options. Players can customize subtitles for all spoken content and essential audio information.

Why players look for it: basic subtitles can fall short for players with impaired vision.

▪Show who is speaking.
▪Keep HUD elements from overlapping subtitles.
▪Use a readable sans-serif font.
▪Offer a background box with adjustable opacity.
▪Let players scale subtitle text separately from UI text.

Color Alternatives. Gameplay does not rely on color alone for important information, or players can change the colors used.

Why players look for it: not every player sees color the same way.

▪Back up color with shape, patterns, icons or text.
▪If color is unavoidable, let players change the colors.
▪Do not rely only on full-screen filters: alongside presets such as red/green modes, let players pick colors per element.

Contrast Controls. Players can adjust contrast, for example foreground and background colors, highlighted foreground elements, a dark or light mode, or display contrast.

Why players look for it: some players need more contrast to separate elements, others need less to avoid eye pain.

▪Let players switch high contrast modes on and off during gameplay.
▪Offer several levels, not just on and off.

Camera Comfort. Players can adjust or disable uncomfortable camera movement, or the game has none.

Why players look for it: screen shake, motion blur and camera bob can cause discomfort or harm.

▪If players control the camera, let them adjust its speed.
▪Effects Valve lists: screen shake, motion blur, camera bob or sway, and taking camera control away from the player. Let players reduce or disable them.

Playable without Vision. Players can play the whole game without ever seeing the screen, through gameplay that needs no vision or complete screen reader or narration support.

Why players look for it: many games playable with partial vision are not playable with none.

▪If core gameplay is text-based, narrate it or support screen reader APIs.
▪If menus are narrated but core gameplay still needs sight, do not apply this feature.

Input

Keyboard Only Option. The game is playable with just a keyboard.

Why players look for it: some players prefer a keyboard, or use accessibility tools that map to keyboard inputs.

▪Allow binding every action to the keyboard, including camera movement.

Mouse Only Option. The game is playable with just a mouse.

Why players look for it: some players prefer a mouse, or use accessibility tools that map to mouse inputs.

▪Offer on-screen controls or click-based movement.

Touch Only Option. The game is playable with just touch controls.

Why players look for it: some players prefer touch inputs, such as a touchpad or touchscreen.

▪Offer on-screen controls or touch-based movement.

Playable without Quick Time Events. Gameplay does not require precisely timed button presses, or players can turn that off.

Why players look for it: timed sequences and button mashing can be uncomfortable or impossible for some players.

▪Let players disable quick time events, or avoid them.
▪Where mashing is required, offer holding the input instead.

Playable at Your Own Pace. Players can take as long as they need for any input, or timed inputs can be disabled or skipped. Valve's examples: a turn-based game with no turn timer, or a visual novel with no timing.

Why players look for it: some players cannot make quick or many precise inputs.

▪If core gameplay does not need fast reactions, do not add time limits.
▪Avoid timers on narrative text and dialogue choices where you can.

Chat Text-to-speech. Text chat can be read out loud in real time.

Why players look for it: text chat can be out of reach for players with low vision.

▪Narrate both text chat and canned responses ("Good job!").
▪Give text-to-speech its own volume control.

Chat Speech-to-text. Voice chat can be read as a live text transcript.

Why players look for it: voice chat can be out of reach for players with hearing impairment.

▪Transcribe all player-to-player voice chat in real time.
▪Show the transcript where text chat appears, so both read together.

Sources: Accessibility features. Checked 30 Oct 2026. Valve updates these pages; the Steamworks docs always win.

Where a broadcast fits

Valve's accessibility doc covers the game and its store page listing; it says nothing about broadcasts, and a broadcast is not one of the features. A store page broadcast is a separate thing: your game in motion on the store page. Loopcast keeps one running from an uploaded video, billed per minute on air. You can try it free for 7 days, no card needed.

FAQ

Where do accessibility features show on a Steam store page?

On the side of the store page. The section is collapsed by default and expands to show the features in categories: gameplay, audio, visual and input.

How do I add accessibility features to my Steam store page?

Use the Accessibility Feature Wizard on the Basic Info tab of your store page in Steamworks. It asks a series of questions to identify which features your game supports.

Can players search Steam for games with accessibility features?

Yes. Valve says players can search specifically for games that support these features.

How large should text scale for the Adjustable Text Size feature?

Valve recommends allowing text to scale up to at least 38 pixels tall at 1080p, or 76 pixels tall at 4K, or providing a large default text size.

When can I mark a game Playable without Vision?

When players can play the whole game without ever seeing the screen, either because the gameplay does not need vision or because screen reader or narration support covers the entire game. Valve says not to apply it if menus are narrated but core gameplay still needs sight.

Put your game live in 5 minutes

Upload a video, paste your stream key, hit start. From $0.72/day.

Start your free week

✓ No credit card required · pay as you go, no subscription

Stuck on something? Ask in our Discord →
Status