Accessibility
Two things follow your iOS settings with no configuration: Larger Text and Reduced Motion. Beyond those there are colour-vision options in the game's own Settings. This page says exactly what each one does — and, where something has a limit, says so rather than leaving you to discover it.
Larger Text
Current Draw uses Dynamic Type throughout. Menus, the How to Play guide, Best Runs, Settings, the board-finish picker and every dialog are set in the game's own typefaces but sized relative to your system text size, so raising it in iOS Settings → Display & Brightness → Text Size — or the larger range under Accessibility → Display & Text Size — enlarges them immediately. Nothing needs restarting.
The limit, stated plainly. Two areas stop growing at the xLarge step: the in-play stats bar along the top (score, week, trace, bridge) and the Menu button beside it. Those sit over the board in a fixed strip, and past that size they begin covering the thing you are trying to play. Every other surface in the game scales the whole way.
Reduced Motion
If iOS Settings → Accessibility → Motion → Reduce Motion is on, the game picks it up automatically. There is also an independent Reduce Motion switch in the game's Settings, so you can quiet the board without changing anything system-wide. Either one turns it on.
With it on:
- Parts stop spinning — motors and fans hold still instead of rotating under load.
- Spark bursts are replaced with a single static scorch mark at the fault.
- Delivery pops and the coil shimmer stop.
- The end-of-run fade is shortened rather than played out — the board dims in about half a second instead of nearly two, and the summary panel arrives promptly rather than after a long settle.
Nothing is only conveyed by an animation, so turning this on costs you no information about the state of the board.
Colour vision
The board separates five live nets, and colour is the fastest way to read them at a glance — so there are two independent switches in Settings that stop colour being the only thing carrying that meaning. Use either, or both. They are off by default.
Colour-Blind Cues
Gives every net a second and third identity that survive in greyscale — a distinct shape badge on each component, and a distinct dash pattern along the trace itself:
| Net | Badge | Trace pattern |
|---|---|---|
| 1 | ● circle | solid |
| 2 | ▲ triangle | long dash |
| 3 | ■ square | dotted |
| 4 | ◆ diamond | dash-dot |
| 5 | ✚ plus | short dash |
The silhouettes were chosen to stay separable at small size and with no colour at all. Unpowered track is drawn as sparse dots, and a cross-fault gets a coarse hazard dash of its own, so "off" and "broken" do not rely on colour either.
CVD-Safe Palette
Swaps the five net colours for the Okabe–Ito set, chosen to stay distinguishable under the common forms of colour blindness. On the light board finishes the same five hues are used at lower lightness so they read as ink on paper. This is a separate switch from the cues above — you can take the palette without the badges, or the badges without the palette.
Faults never depend on the toggles
A warning badge appears on any part that is at fault or over its limit whether or not you have turned anything on. That one is not optional, because it is the cue you most need and the least fair to hide behind a setting.
Sound
Audio is short synthesised blips — laying a trace, a delivery landing, a bridge placed, a fault. There is no speech, music or dialogue, so nothing needs captioning, and no information reaches you only through sound. It can be switched off entirely in Settings.
VoiceOver — partial, and here is the honest boundary
Controls are labelled: tools announce themselves and their selected state, the pause button reads Pause or Resume as appropriate, and the stats bar is read as values rather than bare numbers. Key events are spoken as they happen — a cross-fault and what to do about it, the week ticking over, an upgrade choice arriving, and why a run ended. Those announcements are posted only while VoiceOver is actually running, so the game stays silent otherwise.
But the board itself is not playable eyes-free. Drawing a trace means dragging a path across a grid, and that remains a sighted interaction: the board is labelled, not navigable cell by cell. We would rather write that down than let you find out after paying. If eyes-free play is what you need, this is not there yet.
What is not in the game
There is no separate high-contrast mode. The colour-vision options above are the provision for reading the board; they change hue and add shape, not contrast. If you have tried them and the board is still hard to read, please write — that is useful to know and it is the sort of thing that gets built next.
Tell us what is missing
This is a one-person studio, and the list above is where it has got to rather than where it stops. If something here blocks you, email hello@currentdraw.app and say what you were trying to do. Specific beats polite — "I cannot tell the amber and lime nets apart on the 400V board with the palette on" is something that can be acted on.