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Accessibility

Effective date: October 7, 2026 · Applies to the Bruk It Up mobile game (iOS and Android)

We want Bruk It Up to be playable by as many people as possible. Here is an honest account of where accessibility stands as of the current app version and where it is still going. This statement is based on an internal review; we have not yet completed a formal, tool-verified conformance audit.

What’s built in

  • Reduced motion. The game honors your device’s Reduce Motion setting and adds an in-app toggle — either one turns it on. With it on, animations fade instead of fly, and the card-to-card attack effects are dropped entirely.
  • A non-gesture control scheme. Beyond swipe controls, a docked ◀ ⟳ ▶ ▼ button bar offers 44 pt targets with screen-reader labels and no timed or held presses, so the game is playable without fine gestures. The board’s swipe strip also supports the screen reader’s adjustable-control gestures to move and drop a piece.
  • Screen-reader labels throughout. Menus, the bottom navigation, buttons, the store, and the in-match rival panel carry screen-reader names — including icon- and symbol-only controls such as the back button, the power-up slots, and the “slowed” / “locked” status pills. Action buttons use people’s names rather than internal ids, and special tiles announce as Wild, Bomb, Blank, or Rubble instead of a bare symbol.
  • Spoken game feedback. Live events — line-clear combos, a player being knocked out, and the 3-2-1 count-in — and form errors are announced to a screen reader as they happen, not shown only on screen.
  • Managed dialog focus. When a pop-up opens (delete account, sign-in, the end-of-run screen), the screen reader moves to its heading and the content behind is set aside, so focus doesn’t wander off the dialog.
  • Readable contrast and structure. Body and secondary text meet the 4.5:1 contrast target, and screen titles and section labels are marked up as headings so a screen reader can jump between them.
  • High-contrast number tiles, and cues beyond color. The seven number tiles pair distinct hues with always-visible numerals, each inked in a contrast-tuned shade of its own tile — so color is never the only signal — and other indicators, such as a friend’s online status, use shape as well as color.

Known limitations

We’re honest about what still isn’t there:

  • The play board isn’t screen-reader navigable tile by tile. The board itself is not yet exposed to VoiceOver or TalkBack cell by cell. The labeled button-bar control scheme is the accessible way to play, and the menus, buttons, dialogs, and status around it are navigable.
  • No dedicated colorblind / high-contrast theme. There is no separate colorblind or high-contrast mode; contrast is fixed by the palette, with tile numerals and control shapes as the non-color cues.
  • Limited text scaling. Text scaling beyond the in-game stats strip is limited, and board cells use a fixed size that can feel tight on very small screens; scalable sizing is planned.
  • No formal audit yet. We have not run a full on-device VoiceOver and TalkBack pass on every screen, or a formal WCAG conformance review.

Our target

We aim to meet WCAG 2.1 AA where it applies to a real-time game. We are not claiming full conformance today — the limitations above are the distance still to cover, and we treat them as a live to-do list, not a finished state.

Tell us where we fall short

If something is hard to use, we want to hear it — that feedback drives the next fix. Email info@brukitup.com.

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