Accessibility
Built so the whole room can play.
A game night mixes fast phones, slow phones, small screens, and a TV across the room. This is what the game does about that today, and where it still falls short.
What the game does today
- Zoom is allowed. Nothing blocks pinch-to-zoom or browser zoom on any screen, including the game itself.
- Reduced motion is honoured everywhere. If your device asks for less motion, every animation in the game and on this site respects it.
- Verdicts are stated in words and icons, never colour alone.
- Keyboard focus is visible on every control, and touch targets are at least 44 pixels.
- Phone layouts are tested down to 320 pixels wide.
- The Big Screen is a 16:9 canvas that scales to whatever it is shown on, from a laptop to a projector.
- Server clocks decide timing. Deadlines are shared and absolute, so a slow phone or a laggy connection is not penalised, and no device gets a head start.
- Music is optional. A mute control sits in the header, and the choice is remembered on your device.
Known limits
- Dark theme only. There is no light theme yet.
- Music and sound effects use OGG audio, which not every browser supports.
- Live rounds are timed. If the pace is the problem, the Host can lengthen the discussion timer (10 to 300 seconds) when setting up the room, and can pause the match at any point.
This page describes what is implemented. It does not claim conformance with any accessibility standard.
If something here stopped you playing, write to support@stealtheround.com and say which screen it was, on what device, and what you were trying to do. A barrier someone hit in a real game night is worth more than any audit, because it names a moment the game can be tested against.
Ready to steal the round?
Put it on the TV, or host from a phone. Everyone else scans a code.