Explore the accessibility features in Golfing in Aether
This page lists the accessibility feature tags currently supported by Golfing in Aether, covering auditory, gameplay, input, and visual accessibility. For each feature tag, we explain what it does, how it can help while playing, and where to find or enable the relevant settings in the game. We will also state whether each feature can be configured independently for individual players in local multiplayer or whether it affects all players in the game. The accessibility features described on this page are available on all supported platforms.
The feature tags used on this page follow the terminology of the Accessible Games Initiative (AGI) Feature Tags and Xbox Accessibility Feature Tags where applicable. These standardised tags are intended to help players identify accessibility features supported by games.
Other platforms and storefronts may use different names or categories for similar accessibility features. Where applicable, this page also lists corresponding terminology used by PlayStation and Steam under Also known as. This is intended to make the information easier to find and understand regardless of which platform or storefront you use.
Select a category below to jump directly to its accessibility features, or continue reading to learn how accessibility influenced some of our design decisions and how information is communicated through gameplay cues.
Accessibility in Our Design
Accessibility was one of the driving reasons behind the creation of Golfing in Aether. We wanted to create a minigolf game that could be enjoyed by players with different accessibility needs, particularly when playing together in local multiplayer.

Individual Player Profiles
A key part of this was recognising that players sharing a game may have very different needs and preferences. One player might need to invert their camera controls, for example, while another might benefit from an alternative colour scheme to make visual elements easier to distinguish.
To support this, Golfing in Aether was designed around individual profiles for each local player. These profiles store each player’s personal settings, from cosmetic choices to controller remappings and accessibility options. This means players can configure the game to suit their individual needs while still playing together.
One of the biggest benefits of this system is that once a player has created their profile, it is there waiting for them whenever they return to the game. Their personal settings, preferences, and accessibility options come with them, allowing them to pick up where they left off without having to configure everything again. This gives you more time to spend playing rather than navigating through settings menus each time.

Floating Islands
The floating-island design of Golfing in Aether was partly inspired by accessibility feedback from players who found the densely packed layouts of traditional minigolf courses confusing. With 18 holes and their flags often positioned close together, it could be difficult to distinguish between holes and identify which one they were currently playing. By placing each hole on its own floating island, we give each hole a clearer sense of separation and make the course easier to understand at a glance.
Players can also choose to hide other islands that are not currently relevant to their play. This reduces visual clutter and can make it easier to focus on the hole being played. As an additional benefit, disabling the rendering of other islands can improve performance for players using lower-end hardware.

So Where Do I Go?
We also wanted to make it clear where players were expected to go on each level. A visual route is shown at the start of each level, indicating the intended path to the hole and the route needed to achieve par. This was added to help players who might otherwise be unsure of where to go or how the different parts of a level connect.
Players can also focus their camera on the flag for the current level at any time. This helps players who may have difficulty locating the destination or remembering where they need to go during a level.
These are just a few examples of the accessibility considerations that were important to us while designing Golfing in Aether.

Gameplay Cues and How Information is Communicated
Audio Cues
Golfing in Aether does not rely on audio cues for its core gameplay. The game can be played without audio, whether by choice or because audio is not accessible to you.
Audio is primarily ambient, with sounds such as wind, water, the rustling of flags, and environmental elements such as the creaking of windmills. These sounds contribute to the atmosphere and provide additional feedback, but are not required to understand or complete a shot.
Controller vibration can provide some supplementary tactile feedback. Impacts and the ball rolling across different surfaces can be felt through the controller, providing additional feedback alongside the audio cues.
Visual Cues
The most important visual cue during a shot is the power indicator, which shows the player when to release the launch button. While holding the launch button, the indicator fills to show the current power, and the player releases the button when the fill reaches the white section.
Players can choose the color of the filled portion of the indicator. The filled portion is visually separated from the white release section and the black section of the indicator. This separation is based on the contrast between the different areas, so the indicator remains understandable even without distinguishing the chosen color itself, such as when viewing it in grayscale.
HUD color and contrast options are available for players who benefit from customizing these visual elements.
Auditory Features
Covers accessibility related to hearing and how audio information is presented during gameplay. Select a feature below to jump directly to its detailed information.

Auditory Features: Multiple Volume Controls
Also known as: Volume Controls (PlayStation); Custom Volume Controls (Steam).
There are separate volume controls for each audio source, allowing you to adjust or mute individual types of audio as required. Menu music can also be controlled separately from in-game music, allowing you to mute menu music without affecting music during gameplay.
This setting can be found under Settings > Sound menu or in the Accessibility menu, accessible from the main menu and also displayed on first launch. Auditory features affect the game as a whole and apply to all players in local multiplayer. They cannot be configured individually for each player.
| Setting | Available Options | Description |
|---|---|---|
| Master volume | Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The overall volume level for all audio. |
| Menu music | Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The volume level of the main menu music. |
| Menu SFX | Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The volume level of the interface such as button clicks. |
| Level intro music | Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The volume level of the music during opening level sequences. |
| Game music | Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The volume level of the music while playing. This music starts when you’ve hit your ball for the first time in a level. |
| Game action SFX | Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The volume level of effects such as feedback sounds for excellent or perfect strokes. |
| Game ambient SFX | Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The volume level of the environment such as ambience or ball hits. |
| Game win / loss SFX | Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The volume level of the applause sounds played based on your strokes after entering the hole. |
| TTS Communication (XBOX / PlayStation™) | System Default, Off, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%. | The volume level for text-to-speech communications. |

Auditory Features: Surround Sound
Also known as: 3D Audio (PlayStation)
Enabled by default, Surround Sound provides directional audio, helping you identify where sounds are coming from within the game world. Spatial Audio must be enabled for Surround Sound to function correctly.
This setting can be found under Settings > Sound menu or in the Accessibility menu, accessible from the main menu and also displayed on first launch. Auditory features affect the game as a whole and apply to all players in local multiplayer. They cannot be configured individually for each player.
| Setting | Available Options | Description |
|---|---|---|
| Spatial Audio | On, Off. | Enabling will give directionality to audio sources. This can help determine where the sound is coming from. |

Auditory Features: Mono Sound
Also known as: Mono Audio (PlayStation)
Combines the left and right audio channels into a single channel, so audio from both channels is played through the same channel. This can help players who have difficulty hearing audio presented separately between the left and right channels. When enabled, Spatial Audio is disabled.
This setting can be found under Settings > Sound menu or in the Accessibility menu, accessible from the main menu and also displayed on first launch. Auditory features affect the game as a whole and apply to all players in local multiplayer. They cannot be configured individually for each player.
| Setting | Available Options | Description |
|---|---|---|
| Stereo As Mono | On, Off. | Plays all audio files in a single channel for mono sound output. When enabled Spatial Audio will be disabled. |

Auditory Features: Stereo Sound
Stereo Sound plays audio through separate left and right channels, allowing you to distinguish sounds based on their position. This can help players who rely on audio cues to identify where important sounds are coming from during gameplay. Stereo Sound is enabled by default when Stereo As Mono is set to Off.
This setting can be found under Settings > Sound menu or in the Accessibility menu, accessible from the main menu and also displayed on first launch. Auditory features affect the game as a whole and apply to all players in local multiplayer. They cannot be configured individually for each player.
| Setting | Available Options | Description |
|---|---|---|
| Stereo As Mono | On, Off. | Plays all audio files in a single channel for mono sound output. When enabled Spatial Audio will be disabled. |
Gameplay Features
Covers accessibility related to how gameplay is experienced and how players interact with gameplay systems. Select a feature below to jump directly to its detailed information.

Gameplay Features: Accessibility on launch
When you first launch the game, the Accessibility menu is displayed, allowing you to review and configure available accessibility settings before starting to play. This can benefit players who need to make adjustments before gameplay, so they can configure the game to better suit their needs from the outset.
You can access the Accessibility menu again at any time from the main menu.

Gameplay Features: Difficulty Levels
Also known as: Adjustable Difficulty (PlayStation)
Golfing in Aether provides multiple difficulty options that allow you to adjust the challenge of gameplay, including level difficulty, time limits, and game speed.
When starting a game, New Game > Custom allows you to configure the difficulty for that game. This includes Level Difficulty, Overall Time Limit, and Six Stroke Time Limit. The selected difficulty level applies to the game session as a whole and affects all players in local multiplayer.
| Setting | Available Options | Description |
|---|---|---|
| Override Difficulty | Default, Very Easy, Easy, Normal, Hard. | This setting is the difficulty of offline play without having to go into ‘Custom’ options each time. Default uses the preset difficulty for the selected game mode. Very Easy, Easy, Normal, and Hard override the preset and set the overall difficulty. |
| Level Difficulty | Easy, Normal, Hard. | Type of hole on each level. Normal will use the standard level layout for most holes but hard layout for the last hole of a group. Hard will always use the hard layouts for every hole. |
| Overall Time Limit | Off, 2:00, 3:00, 5:00. | The overall time limit a player can spend on each hole before getting a Time’s Up. |
| Six Stroke Time Limit | On, Off. | This enables a shorter time limit once every player has reached 6 strokes on the hole. |

Under Settings > Game menu, Override Difficulty allows you to set your preferred difficulty defaults for future games, so you do not have to configure them each time you start a Custom game. Reduced Game Speed is also available here and reduces the game speed by one sixth for future games.
These settings do not change the difficulty of a game that is already in progress.
| Setting | Available Options | Description |
|---|---|---|
| Override Difficulty | Default, Very Easy, Easy, Normal, Hard. | This setting is the difficulty of offline play without having to go into ‘Custom’ options each time. Default uses the preset difficulty for the selected game mode. Very Easy, Easy, Normal, and Hard override the preset and set the overall difficulty. |
| Reduced Game Speed | On, Off. | Reduces the speed of gameplay by one sixth, giving you more time to perform actions. |

Gameplay Features: On-demand tutorials
The tutorial teaches the basic controls and gameplay mechanics.
When you first launch the game, you will be prompted to start the tutorial. You can also replay the tutorial at any time by selecting it from the main menu. This can benefit players who need additional time or repetition to learn and remember controls and gameplay mechanics, allowing them to review the information at their own pace.

Gameplay Features: Pausable
Also known as: Game Pausing (PlayStation)
The game can be paused at any point during gameplay, including level intro sequences. Pausing stops gameplay until you choose to resume, allowing you to take a break or attend to something without the game continuing.
Online multiplayer sessions with other players cannot be paused. Loading screens are not affected by the pause function. In local multiplayer, the game can be paused when all players open the in-game menu.

Gameplay Features: Save Anytime
Also known as: Manual Saving (PlayStation)
The game allows you to manually save your current progress at any point during gameplay, rather than relying solely on automatic or checkpoint-based saves. This can benefit players who may need to take frequent or unplanned breaks, or who have difficulty playing for extended periods. Saving at any point allows you to stop when needed and return later without having to replay previously completed sections.
Note that progress saves are separate from overall progression. XP, level ranks, and unlocks are saved automatically. Progress saves cannot be used to restore a multiplayer session, whether playing online or in local multiplayer.
Progress saves can be accessed from the in-game menu by selecting Progress Saves. From this menu, you can create a manual save of your current progress or load any previously created save.

Progress Saves can also be accessed via New Game > Progress Saves. From this menu, you can load any previously created save.
Open Most Recent automatically selects the latest save created, regardless of save type, allowing you to quickly return to where you last left off.

Autosaves are created at the interval selected in the Settings > Game menu. Checkpoint saves are also created automatically at the start of each level.
The game stores up to three autosaves and two checkpoint saves at a time. When a new save is created and the limit is reached, the oldest save of that type is automatically discarded.
| Setting | Available Options | Description |
|---|---|---|
| Autosave Frequency | 2:00, 3:00, 4:00, 5:00, 6:00, 7:00, 8:00, 9:00, 10:00. | The duration in minutes between autosaves being created. Time only includes game time and not time spent in menus. |

There are five save slots available for creating manual saves. You can overwrite an existing save slot, but overwriting a save cannot be undone.
Input Features
Covers accessibility related to how players control and interact with the game. Select a feature below to jump directly to its detailed information.

Input Features: Adjustable Input Sensitivity
Also known as: Adjustable Stick Sensitivity (PlayStation)
You can adjust the sensitivity and deadzone of each analog input. Individual axes can also be inverted.
These settings are configured separately for each function when mapping an input, such as Camera or Power. As the game has a limited number of analog controls, configuring these settings per function provides a simpler setup.
These settings can be found under Settings > Controller menu or in the Accessibility menu, accessible from the main menu and also displayed on first launch. Each local multiplayer player can configure this setting from the In-Game Menu > Settings. The setting only applies to the player who configures it and does not affect other players.
| Setting | Available Options | Description |
|---|---|---|
| Camera Movement: Overall Sensitivity | 50%, 55%, 60%, 65%, 70%, 75%, 80%, 85%, 90%, 95%, 100%, 105%, 110%, 115%, 120%, 125%, 150%, 175%, 200%, 250%, 300%, 400%. | How quickly your view rotates while moving the camera. This is used in all states such as spectating and free camera as well. |
| Power: Amount+ Sensitivity Amount- Sensitivity | 50%, 55%, 60%, 65%, 70%, 75%, 80%, 85%, 90%, 95%, 100%, 105%, 110%, 115%, 120%, 125%, 150%, 175%, 200%, 250%, 300%, 400%. | How quickly power increases or decreases. |

Input Features: Playable with Keyboard Only
The game is fully playable using only a keyboard, without requiring any other input device. This includes camera controls, which are mapped to the arrow keys by default. This can provide an alternative to mouse or controller input for players who prefer or require keyboard input.
In split-screen local multiplayer, the keyboard can only be assigned to Player 1 and cannot be assigned to another player. In Hotseat local multiplayer, the keyboard can be used by all players.
On supported platforms (PC and Xbox), the Settings > Keyboard menu allows you to remap every key as required.
Input Features: Playable with Mouse Only
The game is fully playable using only a mouse, without requiring any other input device. This can help players who have difficulty using a keyboard or controller, or who find mouse input more comfortable or accessible.
In split-screen local multiplayer, the mouse can only be assigned to Player 1 and cannot be assigned to another player. In Hotseat local multiplayer, the mouse can be used by all players.
On supported platforms (PC and Xbox), the Settings > Keyboard menu allows you to remap every mouse button as required.

Input Features: Full Input Remapping
Also known as: Controller Remapping (PlayStation)
Golfing in Aether meets both the Basic Input Remapping and Full Input Remapping accessibility standards. Full Input Remapping is the higher standard.
The game allows players to remap controls across supported input devices, including assigning different actions to different buttons or inputs. This can benefit players who have difficulty using the default control layout or particular inputs, allowing them to configure the controls in a way that better suits their needs.
These settings can be found under Settings > Controller. On supported platforms (PC and Xbox), the Settings > Keyboard menu allows you to remap keyboard and mouse inputs. Each local multiplayer player can configure these settings from In-Game Menu > Settings.
For gamepad controls, you can assign one button to each action. The same input cannot be assigned to multiple actions. The platform’s default Select and Back buttons cannot be remapped. Keyboard and mouse settings on supported platforms allow up to two inputs per action, so you can assign a second key or mouse button as an alternative.
Remapping is configured separately for menus and gameplay, so an input can be assigned to different actions depending on whether you are in a menu or playing the game. The settings only apply to the player who configures them and do not affect other players.

Input Features: Playable without Button Holds
When enabled, actions that normally require a button to be held can instead be performed with separate button presses. Press the button once to start the action, then press it again to release it. This applies to actions such as Hold to Skip and launching the ball.
This setting can be found under Settings > Controller menu or in the Accessibility menu, accessible from the main menu and also displayed on first launch. Each local multiplayer player can configure this setting from the In-Game Menu > Settings. The setting only applies to the player who configures it and does not affect other players.
| Setting | Available Options | Description |
|---|---|---|
| No button holds | Off, On. | Toggle the use of no button holds. |
Input Features: Playable without Rapid Button Presses
Also known as: Playable without Quick Time Events (Steam)
The game does not require rapid or repeated button presses to progress. There are no quick-time events or similar sequences that require rapid button presses, so no setting to disable them is necessary. This can help players who have difficulty performing rapid or repeated button presses.

Input Features: Single Stick Gameplay
The game includes an option to configure the controls for play using a single analog stick. This can be enabled quickly from the Settings > Controller menu or the initial Accessibility menu. On Nintendo Switch, this setting is automatically enabled when using a single Joy-Con. Each local multiplayer player can configure this setting from the In-Game Menu > Settings. The setting only applies to the player who configures it and does not affect other players.
When enabled, free camera movement is combined with movement direction, allowing you to move in the direction you are looking while limiting camera movement to looking left or right. This can benefit players who have difficulty using two analog sticks simultaneously, allowing movement and camera controls to be managed using a single stick.
| Setting | Available Options | Description |
|---|---|---|
| Single Stick Mode | Off, Right Stick, Left Stick, D-Pad. | This will force all inputs to be done via a single stick. |
Input Features: Playable with Buttons Only
The game can be played using standard controller buttons without requiring touch or motion controls. This can help players who have difficulty performing touch or motion-based inputs.
Input Features: Playable without Motion Controls
The game is fully playable without using motion controls, so no motion input is required for gameplay. This can help players who have difficulty using motion-based controls or who prefer not to move their controller during gameplay.
Input Features: Playable without touch controls
The game is fully playable without using touch controls, so no touch input is required to play the game. This can help players who have difficulty using touchscreen controls or who prefer to use physical controls for gameplay.

Input Features: Stick inversion
Also known as: Adjustable Stick Inversion (PlayStation)
The game allows you to invert the vertical and horizontal axes of analog sticks, changing the direction of input. This can benefit players who have difficulty using the default stick directions, allowing them to use an input direction that better suits their needs.
This setting can be found under Settings > Controller menu or in the Accessibility menu, accessible from the main menu and also displayed on first launch. Each local multiplayer player can configure this setting from the In-Game Menu > Settings. The setting only applies to the player who configures it and does not affect other players.
| Setting | Available Options | Description |
|---|---|---|
| Invert Axis | Off, On, Invert Y, Invert X, Invert X + Y. | Allows either the horizontal or vertical axis, or both axes, to be inverted. |
Visual Features
Covers accessibility related to seeing and understanding visual information presented by the game. Select a feature below to jump directly to its detailed information.

Visual Features: Color Alternatives
Also known as: Colorblind Mode (PlayStation)
This allows you to customize the colors of in-game HUD elements using preset color schemes or by selecting individual colors for each element. This can help players with color vision deficiencies distinguish between HUD elements that may otherwise be difficult to tell apart.
In addition to allowing individual color customization, presets are available to improve the distinction between HUD elements:
- Deutan: Green and purple HUD elements, to assist players who have difficulty distinguishing certain shades of green and red.
- Protan: Green and purple HUD elements, to assist players who have difficulty distinguishing certain shades of red and green.
- Tritan: Yellow and pink HUD elements, to assist players who have difficulty distinguishing certain shades of blue and yellow.
The preset color schemes setting can be found under Settings > Game menu or in the Accessibility menu, accessible from the main menu and also displayed on first launch. The individual color options are available only through Settings > Game menu. Each local multiplayer player can configure this setting from the In-Game Menu > Settings. The setting only applies to the player who configures it and does not affect other players.
| Setting | Available Options | Description |
|---|---|---|
| Overall colors | Default, Contrast, Deuteran, Protan, Tritan. | The overall color theme for the heads up display. These are presets that auto configure the other settings. |
| Idle power | Choice of 16 colors. | The color of the power indicator when idle. |
| Lowest power | Choice of 16 colors. | The color of the power indicator when lowest. |
| Highest power | Choice of 16 colors. | The color of the power indicator when highest. |

Visual Features: Camera Comfort
The game includes two options to help reduce camera movement and make the camera more comfortable to use. No Bounce is enabled by default and reduces camera bobbing and shaking caused by the ball bouncing vertically.
Camera Lag provides additional camera smoothing by following the ball with a short delay. This helps reduce sudden horizontal camera movement caused by impacts and bounces.
This setting can be found under Settings > Game menu. Each local multiplayer player can configure this setting from the In-Game Menu > Settings. The setting only applies to the player who configures it and does not affect other players.
| Setting | Available Options | Description |
|---|---|---|
| Steady Camera | Off, No Bounce, Camera Lag. | No Bounce: Reduces camera bobbing and shaking caused by the ball bouncing vertically. Camera Lag: Follows the ball with a short delay to reduce sudden horizontal camera movement caused by impacts and bounces. |
General Support
For support relating to one of our games please first check the relevant methods provided via the store you purchased from. However if you still require assistance then you may contact us directly at support@vetron.net.
Who are we?

Vetron started out as a UK based asset developer in 2013, forming on the back of several successful community mod projects.
During these early years we were able to gain the valuable skills and experience that enabled us to transition towards developing videogames.
Our first game, Capsa, was a collaboration with Canadian developer db.works, and launched in 2017. Capsa is an open-world exploration game with a strong social component. Due to the nature of the title, which was client/server based, it gave us considerable experience in working with multiplayer features and online service integration.
Continuing our focus on multiplayer titles, we developed and released our second game, Golfing in Aether, in 2022 as a one-person independent studio. Following its initial release, we continued to expand and improve the game through a series of free expansions and regular updates. In 2024, we brought the game to consoles and continued expanding its cross-platform multiplayer, with Mac support following later that year. Development has continued since then, with further multiplayer features, new content and quality-of-life improvements, including the free Anniversary expansion in 2026.
We ❤️ being creative and have a passion for developing games that can be played together with family and friends through rich multiplayer integration.