Blind Touch places you in the shoes of somebody who is visually impaired and takes you on an immersive sensory journey. As you navigate day-to-day environments, you’ll use your guide cane to bring the world around you to life with every touch. Drawing upon your other senses and memory is a huge part of the game, which is not only representative of the visually impaired community but a game that’s made for them, too.
There’s a lot to love about this emotionally and mechanically challenging experience. We were lucky enough to speak with the solo developer behind Blind Touch to learn more about how the world was built with the absence of sight in mind.
GameScout: Introduce us to Flygogo Games!
Flygogo Games: I’m the founder and sole developer of Flygogo Games. I’ve been playing games since I was a child, like many, which inspired me to later study game development in school, and I landed a career at a game studio. In 2024, I decided to start making my own game as a hobby and practice my skills, which is how I started Flygogo Games. This is a way to complete my personal “game journey.”
I personally enjoy games with a rich story and strong emotional impact. My top three favourites are Outer Wilds, The Last of Us Part II, and What Remains of Edith Finch. Throughout my life playing games, I’ve been inspired and impressed by many—their art, mechanics, and ideas often leave me in awe. I’ve always hoped that one day I could create something that might give someone else the same feeling
GameScout: How did you come up with the idea of Blind Touch?
Flygogo Games: Every day, I would walk past a monorail station connected to my apartment. The idea for Blind Touch sparked while I was walking on the tactile paving there.
This is something I see and many see every day, but most of the time it just fades into the background, and no one pays attention to it. One day, I saw someone visually impaired actually using it, and that moment stayed with me, knowing that it really makes a difference in someone else’s life, so I started paying attention to these accessibility designs. That monorail station later became the second level of the game, while the first level is a replica of my own apartment.

GameScout: Blind Touch is super unique, but are there any existing games that you were inspired by?
Flygogo Games: Before Your Eyes was a major inspiration. It’s incredibly innovative because it uses eye-blink as its mechanics, which no other game does. If I wanted to make a game that stood out, it needed a strong hook and a unique concept like that. Because I know I can’t compete directly with games in popular genres as a solo dev, I chose to make something more niche and experimental.
GameScout: How are you ensuring the experience is representative of those who are visually impaired in a video game format?
Flygogo Games: My goal is to make the game as inclusive as possible—so it’s not just a game about them, but also a game for them. I’m trying my best within my limitations. I have a few contacts who are part of the visually impaired community that I shared playtests with, and they provided valuable feedback. This includes not only visually impaired players, but also players with other forms of disability who use assisted controls.
As a solo developer, it’s difficult to gather a large number of test samples, and I don’t have a team behind me. One thing I was very clear about from the beginning is that one of the goals is to respect them. So the design choices avoid treating blindness as a weakness.

As you progress through each level, you will be able to discover items using your cane. Those items then populate a room that you will visit to select the next game level. Not only does this act as a reminder of your progress, but items are also part of your character’s memories, impacting the overarching narrative.
GameScout: Can you tell us a bit more about how the items you find shape the story?
Flygogo Games: A little background: our protagonist has suffered severe trauma that caused brain damage, affecting both memory and vision. By finding items through touch, sound, and other senses, the player begins to recognise what each object is. This recognition brings back the emotional weight, which slowly reveals the protagonist’s relationships, trauma, and moments of loss.
Rather than telling the story chronologically, the items allow players to piece it together emotionally. What you find, and where and when you find it, subtly changes how you interpret the world, often by making your own guesses.
GameScout: What kind of NPCs will you meet along the way? In what ways do they react to the character’s blindness?
Flygogo Games: There are many different types of NPCs you interact with in completely different ways.
There’s a friendly doctor who helps guide you as you first adjust to blindness. There are security staff and subway staff offering assistance, pointing out directions, and even providing free passes for people with disabilities.
Some NPCs and some non-human NPCs actually need your help instead. There are also unpleasant interactions—such as NPCs who assume you can see, or speak to you carelessly. Others simply go about their lives, accepting you as part of the world.
GameScout: How do you hope players feel while playing Blind Touch?
Flygogo Games: Ideally, I would like the players to experience three stages of emotion:
First, unease—players may feel confused or uncomfortable at the beginning. Then curiosity, mixed with a slight fear, players are now excited to unveil what’s in the dark, but also can be a little hesitant about the unknown. And finally, by playing longer and getting familiar with the new perspective, players feel reflection and empathy.
If players walk away more aware of how much they rely on sight, and notice the existence or the lack of accessibility design in the world, then the game has done its job.

There are three difficulty levels in the Blind Touch game. The easiest is Assisted, which gives you access to hints, echolocation with light assistance, and longer footprint duration for backtracking. Disorientated has echolocation, regular footprints, but no hints, while Real Life provides no assistance and a blurred view.
GameScout: Why did you choose to create three difficulty levels rather than just a normal difficulty level or going all-in on full immersion?
Flygogo Games: Players come in with very different expectations and tolerance levels. Some players want a casual experience they can easily pick up and play for the blindness novelty. Others may want something closer to a simulation. Then there are players that seek challenges, and even streamers and speedrunners, who have completely different styles of playing.
Because of a lack of spatial reference, some players may experience disorientation or motion sickness, similar to walking in snow. It is overwhelming and inaccessible if I design the game exactly like the real world: That’s why the base difficulty includes more assistance that doesn’t exist in the real world, which means it’s no longer an accurate simulation. By doing so, it also helps players imagine how difficult real life can be without sight.
Level progression is designed to start easy and get harder. Beginning in a guided medical room for adapting to your new life, to a small and safe enclosed apartment, then move on to a larger subway station with tactile paving as guidance.
When you reach the mid-game, you face an open downtown area that feels both free and overwhelming, then a school with large spaces and many enclosed rooms. Finally, the game comes to a close with a park with natural terrain, rain, and environmental sounds.
GameScout: Can you tell us how you aim to incorporate other senses to replace the visuals? Especially how you navigated sound design?
Flygogo Games: Touch is the most important. The player’s guide cane is the main tool—it features echolocation that temporarily reveals the contours and outlines of nearby space.
There’s also spatial awareness, similar to how you know which direction you’re facing when you close your eyes while turning. This is represented through footsteps and ambient light around the player.
Sound plays a huge role. There’s no dramatic background music or sound effects, so mostly the sounds you hear every day feature spatial direction and loudness based on distance. And naturally, tapping the cane and walking both produce different sounds depending on surface materials.
I also use particle effects to represent non-visual sensations like scent, temperature, wind, rain, fire heat, coffee aroma, and music symphony.

GameScout: What have you learnt from the development of Blind Touch going into future projects?
Flygogo Games: There are two things that will likely follow the development of Blind Touch: a VR version and a horror game that also features blindness. As there are a lot of comments requesting both on my social media, I want to talk about the horror game I have planned called Blind Phobia.
Blind Phobia is a psychological horror game based on an invented condition where blindness causes terrifying hallucinations. It plays like an anomaly-detection game similar to Exit 8, set in an infinite hospital corridor where you must sense abnormalities. I think blindness and anomaly detection fit together naturally.
Many mechanics can be directly adapted— the blind player controls, sound systems, and echolocation. However, during Blind Touch development, I often had to balance realism and playability, sometimes sacrificing fidelity for accessibility. Because Blind Phobia takes place in a much smaller space, I can rebalance those systems and even use discomfort as an advantage instead of a limitation.
The Blind Touch release date is February 4, 2026, on Steam. Both Blind Touch and Blind Phobia are available to wishlist on Steam.
Consider checking out our previous interview:
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