Heya folks, for those of you who have been paying attention to my Audio Tetris project, I have a big announcement: Version 1.1.1 is now out and ready for you to enjoy. What's new? Audio Tetris now is localized for UK/US English, European/Canadian French, Italian, German, European/Latin American Spanish, Simplified/Traditional Chinese, Japanese and Korean. Audio Tetris also now supports dark and light modes plus larger fonts for the menu system meant for low vision users. Grab your copy here: https://github.com/thegregariousdragon/audio-tetris/releases or if you have v1.0.4 or later, just use the built-in updater to update to the latest version. If you have any issues, please get in touch and feedback is definitely encouraged. One more thing... I'd like to welcome Jericho Dread as a collaborator to the project. I'm looking forward to the contributions that he brings to the project... #A11Y #Accessibility #Blind #AudioGame #Tetris #Update #NewFeatures
#audiogame — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #audiogame, aggregated by home.social.
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So, I'm trying to figure this out, but why do people keep boosting my post announcing the initial release of Audio Tetris when I've posted about the 5 releases since then? v1.0.5 is the latest version, not v1.0.0, so why focus your boosts on that? I feel like the effort I put in with Google's Antigravity to actually fix it's mistakes is being ignored by the community. I'm not just vibe coding and pushing it out the door, I spend somewhere between 3 to 5 hours each session trying to make sure that there's as few bugs as possible. Usually, I blow through my 5 hour quota fixing issues that crop up, and sometimes come dangerously close to my weekly quota. Yes, doing an audio-first version of Tetris is complicated, and yes it's incredibly frustrating when it feels like my announcements of new versions are disappearing into the void. All I ask is that people look past v1.0.0 and acknowledge that I've continued to release newer (and hopefully better) versions of Audio Tetris. #A11Y #Accessibility #Blind #AudioGame #Tetris #SoftwareDev #Frustrations
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New update.
Added 7 new levels: Data Flip-Flop, Register, 8-Bit Register, 8-Byte RAM, 64-Byte RAM, 512-Byte RAM, and 4K RAM
Fixed the reported bug that caused the game to crash when navigating between connections sometimes.
https://byte-bender.itch.io/bac/devlog/1627456/update-level-drop-friday-august-14-2026#bac #bitsandchips #blind #audiogame #audio-game #audiogames #audio-games
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So, I'm curious to know what people think of this track I created using Google's Flow Music? It's essentially like Suno, but by Google. This track is called Mellow Pixels and will probably wind up as a track in Audio Tetris #A11Y #Accessibility #Blind #AudioGame #Tetris #BackgroundMusic
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New update.
Added 1 new level: 8-Bit Arithmetic Logic Unit. This is the first culmination level, using almost all the chips you have built so far, and it mostly completes the first phase of the campaign. The next update starts the sequential phase of this campaign.
https://byte-bender.itch.io/bac/devlog/1618167/update-level-drop-for-wednesday-august-5-2026#audiogame #audiogames #audio-game #audio-games #blind #bitsandchips
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This week's levls are out, featuring 6 new levels: 8-Bit XOR, 4-Way 8-Bit Multiplexer, 8-Way 8-Bit Multiplexer, 1:4 Demultiplexer, 1:8 Demultiplexer, and 8-Bit Barrel Shifter!
Fixed a minor bug that conflated the changeable display name with the type for custom chips, causing a rename to speak it without the type first as intended.
We've crossed the 20 levels milestone. As such, the early access discount is now 25% instead of 40%. People who already bought the game aren't affected of course. If you haven't bought the game yet, there's still time to lock in this discount before it goes up even more as we get closer to the full campaign!
Have fun with the new levels. In the next drop, we'll have the boss of combinational logic: the ALU, And then, we'll start with sequential circuits. Keep an eye out, and do not hesitate to let me know your thoughts about your experience.
https://byte-bender.itch.io/bac/devlog/1604017/update-level-drop-for-sunday-july-26-2026#blind #accessible #audiogame #audio-game #audiogames #audio-games #bitsandchips
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New update. The levels for this weekend are now out!
Added 8 new levels: Half Adder, Full Adder, 8-Bit NOT, 8-Bit AND, 8-Bit OR, 8-Bit Adder, 8-Bit 2:1 Multiplexer, and 8-Way OR.
Expanded the demo to include 2 more levels. Now it features NAND gate, NOT gate, and AND gate.
Completed the editor tools to support bulk wiring for multi-bit components. These include Smart connect, connect without unlock, and settings for adjusting default focus behavior when navigating between chips on the grid. These tools and settings are explained in the 8-bit NOT level.
Fixed a bug that caused running the demo while you had the full game to overwrite your campaign progress.
https://byte-bender.itch.io/bac/devlog/1593674/update-level-drop-for-sunday-july-19-2026#audiogame #audio-game #audiogames #audio-games #blind #bitsandchips
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Bits and Chips, my new audiogame, is in early access! After months of fascinating research and work, I’m happy to get the game stable enough such that finishing the level progression is the only thing that remains before 1.0! Bits and Chips is a computer-science logic puzzle game. To avoid overly long posts, Read more at the launch thread: https://forum.audiogames.net/topic/59775/early-access-bits-and-chips-a-computerscience-logic-puzzle-game
Thanks!#audiogame #blind #audio-game #audiogames #audio-games
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hello there!
For #linux #audiogame players, this is going to be really good news indeed.
Remember the tolk speech dispatcher proxy I made, the one that used the same way of interfacing with speech dispatcher as nvda2speechd, aka another server binary which hosts the websocket endpoint, and based on what was sent from the windows dll to the websocket, it would do the connections to speech dispatcher? that worked, for a while, and probably people who play games relying on tolk using audiogame manager are still using it, so it works to this day.
However, this solution is janky, I always thought it to be that way, but I didn't know of any alternative at the time, so I accepted this to just be the way things are for now.
Every once in a while, I keep revisiting the idea of trying to make this better, so I went to the wine HQ channel on irc.
After a long stream of messages exchanged with @r in that channel, I learned not only that it's possible to do so, in rust of all things, which I didn't think possible at all, but also that wine has two ways of going about this, winelib and unixlib. The details aren't very important, all that's important is that we can, actually, create a windows dll which interfaces with linux components through wine, even if yes, the connection point is kinda painful and arcane because of the way wine makes you specify things.That discussion resulted not only in me knowing this stuff, but also in them making a better version of the tolk spd proxy, which doesn't use any third party server binary at all, so you don't have to run any external processes. The code is here:
https://github.com/ArcaneNibble/tolk2spd
There are details on how to build this, or run it from the precompiled artifacts present on the releases page in the readme of the repository, although building it yourself is quite involved.
If this ends up included in audiogame manager, considering that it uses a wine prefix per game, we may not have to include the environment variable whatsoever, because audiogame manager controls the prefix, so the file can be moved in the right place inside there.
The original discussion included this as well, but I was initially asking if something like the mechanisms presented above exist because I was wondering, would it be possible to bridge Microsoft's MSAA or UIA to at-spi? the outcome of the experiment with tolk2spd demonstrates this can be done, although the current way in which things have to be specified would make it really hard, as it already made things relatively cryptic for this project, but this is considered accepted complexity since wine has no other way of going about it. What do people think? would bridged accessibility API's help us?
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The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
https://itch.io/jam/making-games-accessible
#GamesForBlindGamers
#AudioGame
#GameDev
#ScreenReader
#VisualImpairment
#BlindTech -
The Games for Blind Gamers Game jam community is hosting an event this July that is encouraging you to work on blind accessibility gaming projects (new or old) and find collaborators!
https://itch.io/jam/making-games-accessible
#GamesForBlindGamers
#AudioGame
#GameJam
#GameDev
#ScreenReader
#VisualImpairment -
This #Draugnorak #Audiogame is actually really fun. I'm a little worried though about the lack of updates, or what seems to be a lack of updates. Anyone know what space to watch for announcements? This game has some really cool potential, and it makes me sad to think it's just kinda plateaued.
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I am now live on #AudioPub streaming the modern #SuperLiam. Join me at https://audiopub.site/live/ed0bde66-bf23-4fdd-a263-07ba52451dd0 #AudioGame #AudioGames #AudioGaming #Game #Games #Gaming #LWorks #Blind #Accessibility
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I am live on #AudioPub streaming #ShadesOfDoom Level 9 on the “It’s a Good Day to Die” difficulty level. Join me at https://audiopub.site/live/a57a58d0-280e-4f51-aa84-bdfd667e5eaf #AudioGame #AudioGames #AudioGaming #Game #Games #Gaming #Blind #Accessibility #LiveStream
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I'm going to be streaming #ShadesOfDoom on #AudioPub in a little over 3 hours. You don't need an account to listen to the stream, but I think you need one to use the built-in live chat. For those of you who don't have an account, you can reply to my stream post on Mastodon. I will have auto-read turned on for that conversation, so I will be able to read your messages on stream. #AudioGames #AudioGame #AudioGaming #Games #Game #Gaming #Blind #Accessibility
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I am now #Live on #AudioPub playing #ShadesOfDoom on the highest difficulty level! Tune in at https://audiopub.site/live/67e4e19f-4934-41ef-b65f-45c0262bd3c1 #Blind #AudioGame #AudioGames #AudioGaming #Game #Games #Gaming #Accessibility
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Hi all! I'm going to be streaming the #ShadesOfDoom #AudioGame on #AudioPub at 12:00 PM Eastern Standard Time, if you'd like to join me for it. I'm going to be playing on the highest difficulty level. #Blind #Gaming #Accessibility
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Hello #Audiogame fans. I'm running a Windows 11 VM via parallels on a Mac. I've gotten Packman Talks to install and work just fine, but I'm trying to install Alien Outback from Draconis Entertainment. I was able to get this to work at one point while running Windows 10, but running on Windows 11 results in a runtime error: Run-time error '91': Object variable or With block variable not set. Is there any way to run this game on Windows 11? Or am I just out of luck?
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And there is more where that came from! While the earlier clip was about combat, this one is about peaceful exploration, which is the other side of an MMO. This is still early but the direction is clear! Listen to how Oscar's badass sound design interacts with the audio engine in the game world.
https://audiopub.site/listen/fa6220e1-a1a9-48b5-934c-8543c437cbc8 -
New Kirandur gameplay audio! If you aren't familiar with the name, Kirandur is our upcoming flagship audio MMO ( https://kpguild.games ). Here's an unstructured gameplay audio for your enjoyment and so you can experience a little of the sound design and audio system. Have fun and let them know your thoughts! P.S. Read the audio description for context.
https://audiopub.site/listen/56f87b15-cb35-41d2-bf3a-375075e792ae
#blind #audiogame #Kirandur #Audiopub -
I'm looking for a side scroller/endless runner-style #audiogame to play over the weekend, similar to SideParty. Preferably not on Steam.
Please, give me your best suggestions!
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The Kuloran Players show you around their residence, and they’ve got unwanted company! Listen to a new early gameplay demo for our audio MMO in development, Kirandur, and get some insight into our team spirit!
Listen through the pub: https://audiopub.site/listen/fe33cdd7-e7e5-4f1f-8929-8b0b757700c2 -
Fengshen Tale CONFERRED GODS: I felt bad about kind of trashing the last Chinese mobile game I played. So I looked around for something better. But did I find it? stuff.interfree.ca/2025/12/22/confered-gods.html #a11y #accessibility #audiogame #blind #screenreader -
CW: Gaming, Sonar Islands
Hi all. I realize #SonarIslands may not be the most popular thing out there, but if anyone is interested and would like to join my tribe, feel free. It's called The Sufferin' Succotashers and is open to anyone who wants to join. Note that tribes can only hold ten members at a time. #Blind #Gaming #Audiogame #iOS
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For people who play the #AudioGame #CrazyParty, I understand that it's been difficult or impossible to connect to the central server recently. As the ability to see other public servers is also broken and has been for months, you are welcome to use our server at klingon.be on port 2500.
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CW: Gaming, Swordy Quest
Hey guys, can somebody please tell me the use of being able to smelt metal bars? I was hoping we'd be able to enhance our weapons that way, but this doesn't appear to be the case. There are no hints on recipes for cooking either... Is this just a trial and error thing? Thanks# #SwordyQuest #iOS #Audiogame #Gaming #Blind
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CW: Gaming, BK3 Spoiler
Asking for #spoilers because I suck LOL. Any #Blind #Audiogame folks play BK3 and know how to get through the stone hopping game in 8-1? I've got the regualr jump shoes and can't seem to calculate the distances right. Thanks!
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The generative AI that stole the book you wrote, the picture you shared, the post you're writing, and the music you composed, without your consent, just to train, is not--and will not--make its way to The Kuloran Players creative assets. You will not see generative AI sfx, AI writing, AI music nor AI voice acting in Kirandur (our MMO in development) or any of our other productions. See our complete AI statement in this blog post: https://kpguild.games/posts/on-ai-and-kirandur
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Today in The Kuloran Players, we have published an imersive, interactive world map for #Kirandur! The scale may not be 1 to 1 perfect, but this will give you an idea of where everything can be found. Feel free to explore right from your web browser at https://maps.kpguild.games
The engine powering it is also open source, and created with Svelte. Feel free to contribute, or just give it a star for visibility! https://github.com/kpguild/audio-explorer