Dead Cells - mezzamazza55
Hello everyone,

The alpha for our next update is live!

This update will be all about making Dead Cells more accessible to everyone. It's been five years since our Early Access release, and it's about time that we made sure that Dead Cells can be enjoyed by as many people as possible.

We're trying to achieve this in two ways – one is a bunch of new accessibility options such as outlining sprites in-game, holding a button to jump/roll a second time, or button remapping (full list below).

The other angle is an Assist Mode with sliders to adjust elements of the game such as enemy damage, enemy health and trap damage, options for slower parry window and trap speed, plus auto-hit and continue mode options.

There's also a rework of 8 weapons, and the cost of early game weapons is being heavily reduced to allow players to unlock weapons while working towards the crucial upgrades like health flasks and gold.


So, why are we adding the accessibility options?

Well, Dead Cells is intended to be tough but fair - sure, you die a lot, but you grow your skill while gaining new weapons & powers until you can beat the final boss, then add a Boss Cell to up the challenge and die to a rat on the next run. And so it begins again...

This is our vision of Dead Cells and we encourage players to try to beat the game as it is, however, we've received quite a lot of feedback that this experience is just inaccessible for a decent chunk of players with the game in its current state, for various reasons.

These new options are designed to allow specific adjustments of the game, to make this tough but fair gameplay accessible, while leaving other parts of the game the same.

We hope that these changes can let more players enjoy Dead Cells as we intended, and if the unaltered version of Dead Cells already hits the right balance of challenge and progression for you, then these changes are all optional - just leave the game as it is and continue having fun :)


What are the new options?

All the changes that are described below were tested (and are still being tested) with a panel of players with various impairments at Able Gamers, but if we're not addressing a need or are attempting to address it in the wrong way, please let us know how we could do better in the comments or on Discord.

Input
  • Hold to second jump
  • Hold to roll
  • Shield toggle option, instead of long press
  • More options to customise controls, especially actions that require a long press or a complex input + joystick action

Additional input options


Control customisation menu


Visual
  • Customisable interface size and transparency
  • Choice of game font styles (including pixellated)
  • Game font colour customisation
  • Stats colour customisation
  • Display stats icons next to character stats
  • Options to outline the Beheaded, projectiles, enemies, active skills and secrets
  • Synergy and stat icons in equipment menu
  • No-blood mode
  • Adjustable particle limit
Making the text size adjustable is on our list too, but the game really, really, hates it when we make the text bigger. This was requested a lot, so we're not giving up yet, but we can't promise that it will be in the update.


Font colour menu


Stat icons displayed next to items


Outlines applied to Beheaded and enemies (plus customised stats colours in bottom left)


Synergy and stat icons in equipment menu


Sound
  • Adjust volume of different sound effects separately


There are some other options that we'd like to add which are proving a bit tricky to implement, so bear in mind that this isn't a complete list of what might be in the update at the end.

We're also working on creating an accessibility menu to gather all these options in one place as they're all spread out in the options menu at the moment, but again the UI is being a bit tricky!


Assist Mode
  • Continue mode – each time you die you can resurrect from the beginning of the biome (this effectively already existed by quitting the game when you die, now it's just 'official')
  • Auto-hit mode – automatically target nearby enemies with your primary melee weapon. The one time that the mobile version was ahead of us!
  • Adjustable trap damage, enemy damage and enemy health in % increments
  • Option for slower parry window and trap speed



Weapon Reworks

This update also brings some reworks of older weapons, which were in pretty dire need of a tune-up:
  • Barnacle: new crit condition on bleeding or poisoned targets to make it less awkward (and bad).
  • Tentacle: lots of bug fixes. It should be way more reliable now.
  • Crowbar: new crit condition on stunned enemies to make it less awkward too.
  • Magnetic Grenade: full rework: it doesn't send enemies flying around (often in your head) but instead pulls them towards the explosion.
  • Biters pets: now way more resistant to attacks and effects that don't specifically target them.
  • Corrupted Power: now in % instead of a flat bonus. No other difference functionally speaking.
  • Wings of the Crow: lots of bug fixes.
  • Decoy: can be manually detonated after a few moments (it's not a grenade, but you don't have to awkwardly wait for it to explode if you don't want to)

Obviously this is an alpha so we might have been over eager with some of these changes. Have fun with that while you can, because we will be adjusting them where needed!


Early-game item cost reduced

The cost of most of the beginner items has been drastically cut, to make the early game less tedious for new players and to make new items a viable unlock option while trying to get your flask, gold and other useful upgrades. This should also make it easier to catch up on your item pool when starting a new save.


How to access the alpha:

Back up your save first. The alpha shouldn't affect your saves but better to be safe than sorry (and if the worst happens then there’s a save restore hack detailed here - https://steamcommunity.com/games/588650/announcements/detail/1696100248017690442

Then follow these instructions to access the alpha:
  • Go to your Steam game library.
  • Right click on Dead Cells and click "properties".
  • Select the tab "Betas".
  • In the first dropdown box select "Alpha - Not for the faint hearted".
  • Click close and wait for the upload to finish downloading.
  • Start playing.

As always, everything is still being tweaked according to feedback. So some things may break, have strange interactions or just straight up crash the game.

If you want to leave feedback you can do so in the comments here, or on our official Discord - there are two channels called accessibility-alpha-discussion and accessibility-alpha-feedback specifically for alpha conversations, so please use them!



Well, that's it for this post, and if you know anyone who bounced off Dead Cells because they found it inaccessible then let them know what's coming!


Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hey,

Happy Monday! We’ve just released a patch to fix some bugs introduced by the “Break the Bank” update.

Here are the bugs we’ve fixed:


General
  • Using Hunter's Grenade on Mimic and Gold Gorger spawns Elite Zombie
  • Tonic's health recovery is taken into account by Midas' Blood
  • Crash on Runner teleport and BC4+ mob teleports if hero is not in the room
  • Soft lock when queen dies while you’re being resurrected by her when she has low enough health
  • Pickpocket bugged SFX


Mimic bugs
  • Mimic pulls you through the floor
  • When using the Hunter’s Grenade on the Mimic, the item you attempt to buy is sometimes unavailable
  • Obtaining a two-handed weapon from the Mimic only upgrades the primary hand.
  • Extracting blueprint from mimic breaks the purchase
  • Food mimic + Hunter's grenade = bugged food


Twitch integration bugs in the Bank
  • Streamer is able to navigate to the Bank before next level modifier vote is settled
  • During darkness modifier, player gets killed in the elevator before he can do anything
  • Twitch chest replaces special chest at the end of obstacle course, summoning enemies when you're unable to use conventional weapons, and seemingly disabling the outfit loot drop.

That’s it, short & sweet, we’ll be back very soon with a new public alpha!


Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hey Steam Deck players,

We've been made aware of an incompatibility with proton 7.0.1 and earlier.

Dead Cells is a linux native game, so we highly recommend you keep on playing the game without any compatibility layer for the best experience.

Additionally we cannot provide support with issues linked to unofficial forks of compatibility layers (ie. ProtonGE).

Thanks,
EE & MT

Dead Cells - mezzamazza55
Hey everyone,

Our next update ‘Break the Bank’ is here!



TLDR:
  • New optional biome – The Bank
  • 3 new enemies
  • 3 new gold-based weapons
  • 3 new gold-based mutations
  • More updates and DLC are coming
  • Many QoL changes and bug fixes - my favourite is items dropped after boss fights now have +1 item level, so no more unsatisfying boss loot!



What is it?

The Bank is a brand-new optional biome that randomly appears in your run, replacing the immediately following biomes if you choose to enter it.

To unlock it you just need to reach the Hand of the King once, easy right? If you've already reached the Hand of the King, then The Bank will start appearing the next time you start from Prisoner's Quarters.



We're also introducing more ways of using gold. Let's face it, when you finish a run you usually have a ton of gold left, so we wanted to give it more utility through new weapons and mutations. This will change nothing for people who don't want to risk their gold, but those who want to roll the dice can gain strong but risky effects!


So how do you get there?

A flashy chest is guaranteed to appear at a random point in your run, in the transition area between biomes (but not before a boss). You can only enter The Bank by opening the chest right there, if you don't go for it then you lose the opportunity and the chest won't reappear in the same run.



Hold on for this next bit, it's slightly wordy... The Bank will replace the next biome in your path. For example, if you enter The Bank at the transition after Prisoner's Quarters, you will exit The Bank having skipped the biomes after Prisoner's Quarters - Toxic Sewers, Promenade of the Condemned and Dilapidated Arboretum (if you have The Bad Seed DLC).

The Bank will contain one less scroll than the 'best' biome that's being replaced, i.e. the one with the most scrolls. BUT it will also contain a guaranteed Cursed Chest. For example, if the 'best' replaced biome has 4 scrolls, the Bank will have 3 scrolls + a Cursed Chest. So you'll always be able to gain the same number of scrolls that you would have got in a biome that The Bank replaced, we've got you covered!

There are several platforming sequences in The Bank that are tricky but give good rewards if you're willing to take them on. You'll also be able to take out a loan for gold at the beginning of the level, but you'll have to pay it all back at the end, so take care not to spend it all...


What's in The Bank?

Enemies

Mobs will be present from all the biomes that The Bank has replaced. So, if you enter The Bank at the transition after Prisoner's Quarters, you will face mobs from Toxic Sewers, Promenade of the Condemned and Dilapidated Arboretum.

There's also three new Bank-specific mobs:

Agitated Pickpocket wants your gold and has the claws to get it.



Gold Gorger collects gold as it grows, but don't let it reach it's final form, it'll kick your ass!



Golden Kamikaze Bat is the same bat you know and love, but it drops more moneyyy!


Weapons

We're also adding three new weapons, all centered around gold of course!

Gold Digger - gives gold on hits, plus it critical hits if you're filthy rich.



Dagger of Cupidity - crits for 3 secs after picking up gold.

Money Shooter - fires your gold. If you run out of gold, no more shots...



Mutations

You can find three new mutations too! You won't believe it, but these are also focused on gold mechanics...

Midas' Blood - gives you gold when you lose health.

Gold Plating - you lose gold, not health, when you get hit.

Get Rich Quick - stack bonus gold by killing enemies while you have a speed boost and cash in when it ends. Gotta go fast...


There's also 2 new bank-related outfits and some lore rooms.


Other changes

Balancing

- Items dropped after boss fights now have +1 item level. Boss loot felt unrewarding due to its level, so we increased it by +1.
- Vampirism rework - now you sacrifice a percentage of your maximum health to gain life leech on your melee attacks (double effect with heavy weapons) and gain a speed boost for 10 seconds.
- Increased War Spear damage. It is no longer flagged as a heavy weapon - this mainly impacts its affix pool.
- The Queen's resistance to “crowd control" effects (Stun, Root, etc) has been increased.
- Removed ‘Shield on Use' from Face Flask and Serenade affix pool.


UI / Graphics

- Scarecrow outfits now have proper names!
- Maw of the Deep and Bladed Tonfas text updated to reflect the changes made in the DLC3 hotfix.
- Conjunctivius' eye now searches for the beheaded if invisible in tentacle phase.
- Custom mode Cursed Chest's maximum curse increased to 999.


Quality of Life

- Added the last fight of the Servants in the training room.
- Upgrading an item in quality at The Blacksmith's Apprentice doesn't re-roll affixes anymore.
- Added permanent light in Servants boss rooms for the Follow the Light custom game gameplay modifier.


Bug fixes

- Maw of the Deep now properly displays crits.
- Fixed invisible bullets for out of screen traps.
- Fixed servants dying off screen after boss fight due to Barbed Tips.
- Fixed some custom mode softlocks.
- Fixed Giant's slam attack not spawning crystals.
- Fixed various bugs and crashes for the Queen.
- Fixed Pause Bug. Hopefully for good this time.
- Fixed custom mode gameplay modifiers incompatibility.
- Fixed Spoiler Boss's flask not appearing in the UI.
- Fixed falling through the ground on Carnivorous Plants.
- Cursed Sword now displays its true damage values.
- Various visual optimisations.


Quick word on future plans

This free update is thanks to your continued support of our DLCs. So thank you to everyone for allowing us to keep making Dead Cells content and for getting Motion Twin's new project over the line.

But, we’re not finished yet – there'll be more DLC and free updates coming for AT LEAST another year and some of that content has got us very, very excited...

You’ll have to wait to find out what it is though!


Cheers,
Matt, EE & MT


Community Highlights


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Dead Cells - mezzamazza55
Hey,

Hope you're all good and ready for the Bank to land!

By the way, if you don't use legacy branches, you don't really need to read this post.

Anyway, we have hit the maximum number of branches that Steam will allow, so we need to cut access to some of them, in order to accommodate newer branches.

There are some that we're pretty sure are used more than others, v1.0 and Barrels o'Fun for example, but we don't have concrete data on which ones are used the most.

This is a good problem for us to have as it means we've released a ton of updates and content - 27 updates since Early Access! But, it is still a problem...

So, we've created this handy form for affected players to complete to help us figure out which ones need to be kept.

Please use the form and not the comments, otherwise it's a massive pain to track what people are saying :)

Back soon with more news,
Matt
Dead Cells - mezzamazza55
Hey,

You might have noticed that we released a hotfix for the update 28 beta. The full list of changes are below:

Bug Fixes:

- Crash on loading into save on Bank
- [MAC] Bank chest does not spawn in passage
- Training room and world map biome images disappear
- Crash when exiting then returning to Scarecrow during sickle attack
- Null access after Vampirism dive attack
- Leghugger actives crash
- Crash when using Dagger of Profit with Scarecrow Outfit
- Phaser makes the Queen get stuck on phase change
- Enemies in the bank drop keys from the biome it is replacing
- Gold Digger + Scarecrow crash

Balancing

- Gold Gorger crowd control resistance and HP nerf in its bigger form
- Queen's crowd control resistance buff

Language:

- Languages are localised


Let us know if you have any issues!

Cheers,
Matt, EE & MT
Dead Cells - mezzamazza55
Hello!

The Bank has had a little polish, so we're here again with a new beta to check that we didn't break anything on the way.

If you missed all the details of what's inside this shiny new biome, check out the last post from a week ago for the details.

The changes for the beta are mainly balancing & bug fixing, but we've also added a load of SFX/music and lore room text, so the biome should feel closer to the real deal.

Balancing:
  • Slight damage nerfs to Big Gold Gorger and Mimic
  • Reactivity and damage buff to Evil Guillain
  • Midas’ Blood now interacts with Face Flask
  • Guillain can now spawn in Cliff after the Bank
  • Survival Vampirism buff: effect doubled on heavy weapons
  • War Spear damage buff but is no longer a heavy weapon
  • Gold Plating doesn’t protect from curses anymore (as planned)
  • Getting hit while using Gold Plating now properly resets the kill streak / breaks flawlessness on bosses

Bug fixes:
  • “Bag enemy whom we try not to spoil” is now unavailable in the Training Room
  • Shark now properly displays crits
  • Reaching the Crown now also unlocks the Bank
  • Gold Digger crash in Clock Room solved
  • Dagger of Profit had no cooldown after its attacks, making it glitch weirdly and launch attacks while the previous one was still resolving and breaking its balancing and FXs in the process.

Localization:
  • Various additions to existing U28 features (lore rooms, tooltips, etc.)
  • EN corrections

Sound design:
  • Lots of SFX
  • Music mastering update

To try out the beta just:
  • Go to your Steam game library.
  • Right click on Dead Cells and click "properties".
  • Select the tab "Betas".
  • In the first dropdown box select "Beta".
  • Click close and wait for the upload to finish downloading.
  • Start playing.

You can leave any feedback here or on our official Discord - there are two channels called the-bank-alpha-discussion and the-bank-alpha-feedback. We also published a shiny bug report form specific to this update.

Got nothing more to add here, so go and check out the changes we've made, or don't and wait for the official release!

Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hey everyone,

We've put a new alpha out for our next free update, introducing The Bank!



This is a brand new optional biome that randomly appears in your run, replacing the following biome if you choose to enter it.

To unlock it you just need to reach the Hand of the King once. If you've already reached the Hand of the King, then The Bank will start appearing the next time you start from Prisoner's Quarters.



We're also introducing more ways of using gold. When you finish a run there's often a ton of gold left, so we wanted to give it more utility through new weapons and mutations - it will change nothing for people who don't want to risk their gold, but those who do can gain strong but risky effects.


So how do you get there?

A flashy chest is guaranteed to appear at a random point in your run, in the transition area between biomes (but not before a boss). You can only enter The Bank by opening the chest right there, if you don't go for it then you lose the opportunity and the chest won't reappear in the same run.



The Bank will replace the next biome in your path. For example, if you enter The Bank at the transition after Prisoner's Quarters, you will exit The Bank having skipped the biomes after Prisoner's Quarters - Toxic Sewers, Promenade of the Condemned and Dilapidated Arboretum (if you have The Bad Seed DLC of course!).

The Bank will contain one less scroll than the 'best' biome that's being replaced, i.e. the one with the most scrolls. It will also contain a guaranteed Cursed Chest. For example, if the 'best' replaced biome has 4 scrolls, the Bank will have 3 scrolls + a Cursed Chest.

There are several platforming sequences in The Bank that are tricky but give good rewards if you're willing to take them on. You'll also be able to take out a loan for gold at the beginning of the level, but you'll have to pay it all back at the end, so take care not to spend it all...


What's in it?

Enemies

Mobs will be present from all the biomes that The Bank has replaced. So, if you enter The Bank at the transition after Prisoner's Quarters you will face mobs from Toxic Sewers, Promenade of the Condemned and Dilapidated Arboretum.

There's also three new Bank-specific mobs:

Evil Guillain wants your gold and has the claws to get it.



Gold Gorger collects gold as it grows, but don't let it reach it's final form, it'll kick your ass!

Golden Kamikaze Bat is the same bat you know and love, but it drops more moneyyy!



Weapons

We're also adding three new weapons, all centered around gold of course!

Gold Digger - gives gold on hits plus critical hits if you're filthy rich.

Dagger of Cupidity - crits for 3 secs after picking up gold.

Money Shooter - fires your gold. If you run out of gold, no more shots...


Mutations

You can find three new mutations too! You won't believe it, but these are also focused on gold mechanics...

Midas' Blood - gives you gold when you lose health.

Gold Plating - you lose gold, not health, when you get hit.

Get Rich Quick - stack bonus gold by killing enemies while you have a speed boost and cash in when it ends. Gotta go fast...


Other changes

- Vampirism rework - now you sacrifice a percentage% of your maximum health and can recover % of your HP per attack and gain a speed boost for 10 seconds.
- Scarecrow outfits now have proper names!
- Maw of the Deep and Bladed Tonfas tooltips updated to reflect the changes made in the DLC3 hotfix.


How to access the alpha:


In and out, real quick. 20 minute adventure...

Back up your save first although the alpha shouldn't affect your saves (if the worst happens then there’s a save restore hack detailed here), then follow the instructions below to access the alpha:
  • Go to your Steam game library.
  • Right click on Dead Cells and click "properties".
  • Select the tab "Betas".
  • In the first dropdown box select "Alpha - Not for the faint hearted".
  • Click close and wait for the upload to finish downloading.
  • Start playing.
Bear in mind that everything is still being tweaked according to feedback, so some things may break, have strange interactions or just straight up crash the game.

If you want to leave feedback you can do so in the comments here, or on our official Discord - there are two channels called the-bank-alpha-discussion and the-bank-alpha-feedback. After a few days we might also send out a few questions but for the moment just have a mess around and see what's up!

Thanks for taking part :)

Cheers,
Matt, EE & MT

Dead Cells - mezzamazza55
Hey,

Quick post to let you know that we've just pushed a hotfix sorting out various bugs introduced with The Queen and the Sea DLC, as well as some balancing changes too.

The full list is below (or you can read them on our website) and I want to highlight the adjustments we made to the DLC weapons as we can't update their descriptions until the next update:

Bladed Tonfas - Damage no longer scales on speed. The first attack always jumps forward, with subsequent attacks always critting if the first one hit.

Maw of the Deep - Crits on rooted enemies. Also got a damage boost.

Wrecking Ball - Speed on first two attacks increased.

Queen's Rapier - Crits on all hit enemies instead of only the first one.


Balancing
  • Decreased the Servants' HP.
  • Increased the Queen's HP
  • Armored Shrimps no longer take damage from spikes.
  • Bladed Tonfas rework. Damage no longer scales on speed. The first attack always jumps forward, with subsequent attacks always critting if the first one hit. Please note that we will only be able to change the description in the next major update, sorry about that.
  • Hitting an enemy with the Queen's Rapier in the Backpack triggers a Reality Slice.
  • Shark crits on rooted enemies. Once again, we won't be able to change the description until the next major update.
  • Increased Shark's damage.
  • Gilded Yumi deals damage when releasing the enemy.
  • Increased Wrecking Ball's speed on the first two attacks.
  • The Rapier's now crits on all hit enemies instead of just the first one.

Quality of life
  • Added screenshake to Machete & Pistol, Queen's Rapier and Hard Light Sword.
  • Disabling screen-shake disables screen-bump as well.

Bug fixes
  • Fixed Crows not moving in Fractured Shrines.
  • Fixed the Giant's Hands getting stuck when pushed out of the arena during an attack.
  • Armored Shrimps no longer attack when rooted.
  • Fixed Mutineers ascending after dodging their attack.
  • Kleio no longer acts during cinematics
  • Fixed Kleio phasing through the floor when killed while on the wall.
  • Fixed a crash if Euterpe is killed in less than two seconds during the chase sequence.
  • The Queen no longer drops Boss Cells with an Aspect equipped.
  • Fixed The Queen's Firewall attack not updating if it's off-screen.
  • Fixed a crash during The Queen's Grenade Slice attack.
  • Fixed a crash when killing The Queen during a phase transition.
  • Fixed a crash when dying to The Queen while she's teleporting.
  • Fixed a crash when killing The Queen by parrying the last Reality Slice of a series.
  • Fixed The Queen's animations freezing after being rooted.
  • Fixed multiple softlocks during the Spoiler Boss fight.
  • Fixed a crash when quitting and re-loading while Spoiler Boss drinks potion.
  • Killing a boss-summoned enemy no longer clears malaise.
  • Leghugger can no longer de-evolve into its first form.
  • Fixed the Hand Hook's DPS value in the pause menu being random.
  • Fixed a crash with the Hand Hook, when killing an enemy during the hook phase.
  • Fixed Wrecking Ball not triggering its crit condition.
  • Fixed Wrecking Ball's projectile despawning when offscreen.
  • Lava now deals damage to the player during the Pollo Power's transformation.
  • Fixed a softlock when dying with the Cursed Sword in the Training Room.
  • Fixed a softlock while jumping in the lava during Pollo Power's transformation.
  • Fixed a duplication glitch with the Crowned Key.
  • Fixed the player's Health Flasks not getting refilled when dying to the Spoiler Boss in the Training Room.
  • Fixed a generation error where the Toxic Sewers' Fisherman room would not be accessible without certain Runes.
  • Edited Shipwreck's level generation a bit to prevent a lot of softlocks, especially without the Spider Rune.
  • Fixed the Trident room not appearing in Shipwreck when the "disable lore rooms" option is on.
  • Fixed items spawning in Shipwreck's diorama.
  • The door to The Crown no longer hides its name.
  • Removed a Collector Sign duplicate in the transition level to The Crown.
  • Pulleys can no longer be activated with the Homunculus Rune.
  • The Homunculus Rune can be used after a Boss fight, even if the player is cursed.
  • Fixed a bug where the Flawless Outfits would drop no matter what, when quitting and re-loading during a boss fight.
  • Fixed a blueprint duplication bug in the Collector's UI.
  • Fixed a duplication glitch when picking up an item while the game is lagging.
  • Fixed a lag spike when breaking the ground in Shipwreck.
  • Fixed long loading times in Custom Mode.
  • Fixed Custom Mode's set equipment not giving a second skill.
  • Prevented already obtained achievements from triggering again.
  • Fixed some achievements not triggering on console.
  • Fixed achievements not unlocking after The Queen, if "Skip Cinematics" is on.
  • Fixed a crash when using any of the Scarecrow Outfits.
  • Fixed a crash when playing certain sounds.

Hopefully we've caught all the major bits, let us know if there's anything that we missed!

Cheers,
Matt, EE & MT
Dead Cells - mezzamazza55
Hello!

Recently we've been having conversations about making sure that everyone can experience Dead Cells, because the whole world should know the sheer joy of sacrificing Mushroom Boi to save your own skin.

Obviously we're doing our own research, but the best way to figure out what we're missing is an open dialogue with you, the players.

So far we have several ideas that we're exploring, such as introducing options to:
  • Adjust font size & colour
  • Adjust color palette for colorblindness
  • Increase UI size
  • Adjust contrast of background
  • Enable autohit
If you have any thoughts or requests then please leave a comment on this post and we'll see what we can do :)

Cheers,
Matt, EE & MT
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