The Stanley Parable Ultra Deluxe accessibility features spotlighted

Ben Bayliss2 minute read

The Stanley Parable developer has shared a number of accessibility features available in the freshly launched Ultra Deluxe Edition.

With the launch of The Stanley Parable: Ultra Deluxe, developer Crows Crows Crows took to Twitter where it highlighted accessibility settings and quality of life improvements. The studio stated that “It’s important to us that The Stanley Parable can be enjoyed by as many people as possible.”

Subtitles are shown off for the dialogue-heavy title in the first of many tweets. It shows a preview panel and options to adjust the size from Very Small to Very Large along with a background opacity slider. It’s also noted that the text has been changed to one that’s “easier on the eyes.”

There’s also a Translation Labels feature shown off that reminds me of a similar feature in Psychonauts 2 last year. This displays a label over text that isn’t in the user’s language and will translate it. What’s more, users can customize the label presentation for size, color, and background opacity.

There are simplified controls toggle and a one-handed walk mode that is essentially an auto-walk option. Colors also have a label toggle available which is similar to the above. The example given shows a red and blue door with their color shown as text on the door itself.

Additionally, the in-world text has been replaced with meshes for important places which improves how clear it looks apparently. There’s an example shown off in this tweet.

The Stanley Parable: Ultra Deluxe edition accessibility journey doesn’t stop there, and it’s confirmed that both keyboard and gamepad controls are fully customizable.

The Stanley Parable: Ultra Deluxe has sensitive content throughout, so Crows Crows Crows have detailed a content warning option. This will warn players of upcoming content and they are given the opportunity to skip them.

The Twitter thread comes to an end by highlighting some upcoming features that have been put into development from player feedback. Players can expect to see a toggleable reticle to help reduce motion sickness, and also a slow time feature for time-sensitive inputs.

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Ben is the one in charge of keeping the content cogs at Can I Play That? turning. Deafness means that he has a focus on discussing captions, but with experience in consultancy and advocacy, he covers what bases he can. Having written about accessibility in video games at DualShockers, GamesRadar+,, Wireframe, and more he continues his advocacy at CIPT. He was actually awarded a Good Games Writing award for an article he wrote here! He enjoys a range of games, but anything that’s open-world and with a photo mode will probably be his cup of tea. You can get in touch with him at:

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