Deaf Game Review – Koral

Review copy provided courtesy of Carlos Coronado.

Koral Deaf Accessibility
6 / 6 Reviewer
Lore text is resizable and against a dark background, helpful visual cues paired with game sounds
Not a thing!
Visual Representation of Dialogue
Visual Representation of Sound
Visual Cues

A fitting game to release on Global Accessibility Awareness Day, Koral is a game from Carlos Coronado, developer of Infernium, who believes accessibility is of the utmost importance in his games (see how highly we ranked Infernium here).

In Koral, you play as the sea current and you make your way through a stunning and heartbreaking undersea world solving puzzles and learning about coral reefs and the destruction of them in the process.

There isn’t much in the way of deaf/hoh accessibility to speak of, as there is no voice acting and no enemies to speak of that will sneak up on you, so no need for visual cues for that. What is present that deaf/hoh (all players, really) will rely on is superb.

Accessibility menu

The sea lore text size is scalable and you’re shown what size it will be right within the menu.

Under sea scene showing lore text example.

Here is the lore text as it appears in the game. Always very clear and easy to read thanks to a good font choice and the dark text box.

Puzzles and game objects that make a sound are all paired with a visual effect, so deaf/hoh players won’t be missing out on any of the brilliant little details of the game.

Koral is a joy to play. It’s simply a good game and its deaf/hoh accessibility is outstanding.

(See our mobility review of Koral for physical accessibility info.)

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Co-founder and EIC of Can I Play That?, captioner of many things, occasional writer of fiction. Any pronouns.