Games Nest
Accessibility
Last updated 24 September 2026
TurnWorlds follows your iPhone's text size and Reduce Motion
settings, and works with VoiceOver everywhere except the puzzle itself.
Here is exactly what that means, including what does not work yet.
Larger text
The game has three text sizes: Standard, Large, and Largest, which is twice
the standard size. It starts at the one that matches your iPhone's own text
size, set in Settings, Accessibility, Display & Text Size, Larger Text.
- The ordinary sizes, including the default, give Standard.
- The larger sizes above the default give Large.
- The accessibility sizes, which appear when you switch on Larger
Accessibility Sizes, give Largest.
You can choose any size yourself in Menu, Settings, Text size, and the game
remembers it. At the larger sizes the word list uses fewer columns and
scrolls, and every card fits on the screen and scrolls rather than running
off the edge.
Reduce Motion
If Reduce Motion is on in your iPhone's settings (Accessibility, Motion),
the game follows it. You can also turn it on or off in Menu, Settings,
Reduce motion. With it on:
- The scenery in every room holds still: rides, traffic, water, animals
and screens.
- Flashing stops: no fireworks, no flash when a room opens, and no
flickering signs or screens.
- The camera cuts to where it is going instead of gliding there, and new
puzzles fade in instead of dropping into place.
Turning the cube and zooming still move with your finger, because that
motion is yours.
VoiceOver
With VoiceOver on, you can use everything around the puzzle:
- Every button is named and every menu, card and setting can be reached
and read, in English, French or Spanish.
- Choosing a room and a level works with buttons for the previous room,
the next room and each level, as well as by tapping the cubes.
- The word list says which words you have found.
- The game tells you when you find a word, how many are left, when a
puzzle is complete, and when a purchase goes through.
- Long pages have Scroll up and Scroll down buttons, and every card has a
Close button, both shown only while VoiceOver is on.
What does not work yet: finding words on the cube. The
letters are drawn as a picture, so VoiceOver cannot read them, and the
puzzle needs some sight. With VoiceOver on, touches on the cube pass straight
through to the game, so players with some vision can turn it and trace words
as normal. Making the puzzle playable by sound is something we would like to
do, and hearing from VoiceOver users would help us get it right.
Other help in the game
- Magnifier. The magnifying glass button, a pinch, or two
taps away from the cube zooms in on the letters.
- Grid. Menu, Settings, Grid draws lines between the
letters, which can make rows and columns easier to follow.
- Controls align. Moves the round buttons to the other
side of the screen, for whichever hand you hold the phone in.
- Found words are struck through, not only greyed out, so
colour is never the only sign.
- Sound. Music and effects have separate volume
controls, the game respects the silent switch, and it plays alongside
your own music or podcasts rather than stopping them.
- No timers. Nothing in a puzzle is timed, and you can
stop and come back whenever you like; your place is saved.
- Works offline. Everything is built into the app, so it
plays the same with or without a connection.
Tell us what would help
If something gets in your way, or a setting you rely on is not respected,
please tell us at studiogamesnest@gmail.com.
A person reads every message, and accessibility reports go to the front of
the queue.