Repeated Friction
Every title uses proprietary setting names, hidden sliders, and non-standard terminology. Players are forced to spend 25–30 minutes recalibrating before gameplay even starts.
For disabled gamers and web users, opening a new experience shouldn't mean spending 30 minutes wrestling with inaccessible settings menus. AnyUser is an open-source, portable accessibility passport: calibrate your visual, motor, audio, and cognitive requirements once, and games adapt automatically on launch.
👁️ Vision & Motion
UI Scale: 1.25x · Screen Shake: 0.0 (Suppressed)
Filter: Protanopia Matrix · Dyslexia Font: Enabled
🕹️ Motor & Input
Hold-to-Toggle: True · Tremor Delay: 250ms
QTE Bypass: Auto-Complete · Aim Assist: 1.0 (Magnetism)
🎧 Audio & Frequencies
Tinnitus Filter: 1.8kHz Low-Pass · Mono: Downmix
Dialogue Boost: +8dB at 2.5kHz · BGM Ducking: -6dB
🧠 Cognitive & Pacing
Pacing: Infinite Timers (∞) · Reading: Plain Language
HUD Hints: Persistent · Overwhelm Triggers: Muted
⚡ Applied on Frame 1 via Zero-Touch Behavioral Interceptors
The Reality of Accessibility
Today, starting a new game or tool is often an obstacle course rather than an inviting experience. Disabled players must spend their first half hour hunting for subtitles, adjusting colors, and reconfiguring controls across proprietary, inconsistent menus.
Every title uses proprietary setting names, hidden sliders, and non-standard terminology. Players are forced to spend 25–30 minutes recalibrating before gameplay even starts.
If an initial menu lacks font scaling, high contrast, or motor toggles, players may not even have the physical or cognitive ability to navigate to the settings screen in the first place.
OS-level accessibility settings (Windows, iOS, Android) rarely communicate intent directly into game engines. AnyUser bridges this gap with drop-in engine interceptors.
Specification Architecture
Mathematical controls for visual clarity, typography, and motion sickness prevention.
Hardware-level action translation for tremors, limited dexterity, and motor fatigue.
Acoustic isolation and spectral sculpting for sensory comfort and auditory safety.
Low-pressure pacing, simplified language, and predictable visual feedback.
Developer Ecosystem
Developers don't have to write custom menus for dozens of individual sliders. AnyUser SDKs ingest the profile.anyuser payload and wire directly into camera viewports, canvas scalers, and input listeners automatically.
Godot Engine 4
GDScript & C# support. Auto UI scaling, top-layer Daltonization shader pass, and camera shake damping.
GitHub Repository →Unity 2021.3+ / 6
Zero-touch bootstrap, automated CanvasScaler adjustments, and Input System latching via asmdef architecture.
GitHub Repository →Unreal Engine 5
Engine subsystem with Enhanced Input modifiers, Slate/UMG ApplicationScale, and audio submix routing.
GitHub Repository →Web & Extension
Universal DOM injector, CSS custom property runtime, and browser extension for universal web adaptation.
GitHub Repository →Accessibility profiles contain deeply personal biological and sensory details. AnyUser has no cloud database, no user accounts, and zero tracking cookies. Your calibrated .anyuser file resides exclusively on your local device.
Digital accessibility is a fundamental human right, not a monetization opportunity. The Web Calibrator, JSON schema, and open-source engine SDKs are published under the permissive MIT License and will always remain completely free for players and developers.
The Cwtch & Code Mission
While Cwtch Corner and Cwtch Words bring calm, safe spaces to everyday apps, AnyUser tackles systemic accessibility across all gaming and web platforms. Calibrate your passport today or integrate the open SDK into your game.