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Open Standard · AnyUser.Net

Eliminating configuration fatigue before Frame 1.

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.

profile.anyuser
v1.0 Standard

👁️ 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

Why an open configuration standard matters.

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.

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.

Physical Inaccessibility

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.

The Engine Disconnect

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

The Four Canonical Pillars of AnyUser v1.0

👁️ Vision & Motion

Pillar 1

Mathematical controls for visual clarity, typography, and motion sickness prevention.

  • ✓UI Scale Multiplier: Seamless viewport & canvas scaling from 0.5x to 3.0x.
  • ✓Colorblind Matrix Shaders: Full-screen W3C & Daltonization shaders (Protanopia, Deuteranopia, Tritanopia, Achromatopsia).
  • ✓Camera Shake Dampening: Clamps camera trauma from 0.0 (static lock for vestibular comfort) to 1.0 (default).
  • ✓Accessible Typography: OpenDyslexic fallback injection and high-contrast subtitle backplates.

🕹️ Motor & Input

Pillar 2

Hardware-level action translation for tremors, limited dexterity, and motor fatigue.

  • ✓Hold-to-Toggle Latching: Converts sustained button presses (sprinting, aiming, crouching) into single toggle events.
  • ✓Hardware Tremor Filter: Configurable input repeat delay (0–1000ms) to suppress accidental double-clicks.
  • ✓QTE Auto-Completion: Automatically passes rapid button-mashing quick-time events.
  • ✓Reticle Magnetism: Customizable aim assist and expanded target acquisition zones.

🎧 Audio & Frequencies

Pillar 3

Acoustic isolation and spectral sculpting for sensory comfort and auditory safety.

  • ✓Tinnitus Relief Filter: 1.8kHz / 4kHz low-pass notch to strip harsh, pain-inducing high frequencies.
  • ✓Dialogue Clarity Boost: +8dB parametric mid-boost at 2.5kHz for enhanced voice intelligibility.
  • ✓Real-Time Audio Ducking: Automatic suppression of background music and explosive sound effects when speech occurs.
  • ✓Stereo-to-Mono Downmix: Ensures all sound cues are heard even by single-ear listeners.

🧠 Cognitive & Pacing

Pillar 4

Low-pressure pacing, simplified language, and predictable visual feedback.

  • ✓Infinite Timer Overrides (∞): Removes arbitrary countdown limits to eliminate stress and executive dysfunction panic.
  • ✓Plain Language Localization: Swaps complex instructions for direct, clear, plain-language text strings.
  • ✓Persistent HUD Guidance: Keeps current objectives, controls, and navigation waypoints calmly visible.
  • ✓Sensory Overwhelm Safeguards: Disables flashing lights, sudden jumpscares, and sensory overload triggers.

Developer Ecosystem

Zero-Code Drop-In SDKs for Every Major Engine.

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

Autoload Addon

GDScript & C# support. Auto UI scaling, top-layer Daltonization shader pass, and camera shake damping.

GitHub Repository →

Unity 2021.3+ / 6

UPM Package

Zero-touch bootstrap, automated CanvasScaler adjustments, and Input System latching via asmdef architecture.

GitHub Repository →

Unreal Engine 5

Engine Subsystem

Engine subsystem with Enhanced Input modifiers, Slate/UMG ApplicationScale, and audio submix routing.

GitHub Repository →

Web & Extension

TypeScript & CSS

Universal DOM injector, CSS custom property runtime, and browser extension for universal web adaptation.

GitHub Repository →

🔒 100% Zero-Account Architecture

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.

🤝 Free Forever & Open Source

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

Designing with empathy across the entire digital ecosystem.

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.