Access Mods

Screen reader mods that make games speak. Free, and built because nobody else was going to.

What these are

Big fighting games draw their menus as pictures. A screen reader sees nothing, which means a blind player cannot pick a character, set up a match, or get through a story chapter without sighted help. These mods hook into the game's own interface code and read the real text aloud, so the menus finally talk.

They speak through NVDA or JAWS when one is running, and fall back to the Windows voice when neither is. They are menu readers: they do not play the game for you, and they do not narrate the fight itself.

Both mods load code into the game the same way modding frameworks do, so an antivirus may take an interest. Nothing is changed in the game's own files. They read text and nothing else, and both have been used online, ranked included, without trouble.

Injustice 2

Version 0.6.0, 30 August 2026. Steam version on Windows.

Injustice 2 Accessibility, full package

Windows · Steam · Includes loader, launcher and installer

Start here if you have never installed the mod before. This is the complete package: the accessibility mod, the Reloaded II loader underneath it, the launcher and the installer. Install steps are below.

Download Injustice 2 Accessibility 0.6.0 (.zip, 2.7 MB)

Already have it installed?

Windows · Steam · No separate update download

There is no longer a separate update package. Download the full package above, unzip it, and run Check for Updates inside it. It finds your install, replaces only what changed, and leaves the registry entry and the launcher alone, so you do not need to run the installer again or use administrator rights.

After you have run it once it lives in your Documents folder, in a folder called Injustice 2 Accessibility, next to any bug reports you write with F11. From then on that is the only thing you need to run to stay up to date.

What you need

Installing the full package

  1. Unzip the package somewhere convenient, like your desktop.
  2. Open the folder named Retail inside it, select everything in that folder, and copy it.
  3. Go to your Injustice 2 install folder, then into Binaries, then Retail. The usual path is C:\Program Files (x86)\Steam\steamapps\common\Injustice2\Binaries\Retail. If you are not sure where the game is, in Steam open Injustice 2, then Properties, then Installed Files, then Browse.
  4. Paste everything there, saying yes to replacing files if Windows asks. You are only adding mod files; no game files are overwritten.
  5. In that same Retail folder, right click Injustice2_Installer.exe and choose "Run as administrator". Approve the Windows prompt. It will say "Mod installed successfully."
  6. Launch Injustice 2 normally from Steam. Within a few seconds of the window appearing you should hear "Injustice 2 accessibility loaded".

Step 5 is required. It writes one Windows registry entry so the game starts through the mod launcher, which is what keeps Steam, achievements and online play working normally.

Uninstalling

Open a command prompt in the Binaries\Retail folder and run Injustice2_Installer.exe /uninstall as administrator. It will say "Mod uninstalled. The game will now launch without the mod." The game then starts normally, and you can delete the mod files afterwards if you want them gone.

What is new in 0.6.0: reporting a problem is one key

Press F11 at any time and the mod writes a single zip file into your Documents folder, in a folder called Injustice 2 Accessibility. It holds every log, the most recent screenshots and a summary of your setup. Nothing has to be switched on first and there is nothing else to collect. Your Windows account name is stripped out before the file is written.

The same folder holds Check for Updates, which replaces the separate update download. It also repairs one thing quietly: the package stores the location of your game in a settings file, and until now that file shipped pointing at the default Steam folder. If your Steam library is on another drive it was wrong, and the mod may never have loaded for you. Running Check for Updates once fixes it.

Two problems reported after the last release are not fixed here, and both are real: control customization does not read, and tutorial text reads inconsistently. Both are being worked on. If you hit either, F11 while it happens is exactly what is needed.

How the menus read is otherwise unchanged.

What was new in the previous build

Also in recent builds

Keys

All of these work only while the game window is in the foreground.

F4 is the read-details key in this build. Older builds used F2, which was freed up so the separate I2Hook cheat panel can use it.

Known rough edges

About logging

The mod keeps one small file, AccessKit.log, which records whether it loaded and what it hooked. That one is always written and stays small. The detailed diagnostic logs are off: they only start when you press F10, and they stop again on a second press or when you close the game. To report a problem you no longer need to collect anything by hand — press F11 and send the zip it writes. If you can, press F10 first and reproduce the problem before pressing F11, since the detailed log makes the report far more useful. If you are coming from an older build, the mod folder probably holds a large AccessKit_dump.log from back when logging ran all the time. Any file in that folder whose name starts with AccessKit_ is safe to delete while the game is closed.

Credits

The original Injustice 2 accessibility mod, the launcher and the installer are by Amethyst. This build extends that work with a lot of additional screen coverage. The loader underneath is Reloaded II by Sewer56, and speech goes through the prism library.

Mortal Kombat 11

Version 0.6.0, 30 August 2026. Steam version on Windows.

MK11 Accessibility 0.6.0

Windows · Steam · Installer included

Mortal Kombat 11 has no screen reader support at all. This mod hooks the game's interface code and speaks the real text it is drawing, and it knows which item you are actually sitting on rather than guessing from the screen. This build makes reporting a problem a single keypress, and adds an updater so you do not have to come back here for the next version.

Download MK11 Accessibility 0.6.0 (.zip, 3.4 MB)

What you need

You do not need administrator rights, and you do not need to change any Windows settings.

Installing

  1. Unzip the folder anywhere you like. Your downloads folder is fine. Do not unzip it into the game folder.
  2. Run Install.bat.
  3. It will try to find Mortal Kombat 11 on its own, including on other drives. If it cannot, it will ask for the full path to your Mortal Kombat 11 folder, meaning the folder containing a folder called Binaries.
  4. It will tell you when it is done. Close the game first if it is running; the installer will stop and say so if it is.

Upgrading from an earlier version is the same process. Run Install.bat again and it will replace what is already there.

Start the game with MK11.exe, not MK11_DX12.exe. That is a different build of the game and the mod will refuse to attach rather than risk breaking anything. If it worked you will hear "Mortal Kombat 11 accessibility loaded" a few seconds after the window appears.

What is new in 0.6.0: reporting a problem is one key

Press F7 at any time and the mod writes a single zip file into your Documents folder, in a folder called MK11 Accessibility. It holds every log, a snapshot of the screen you were on, and a summary of your setup. Send that file and there is nothing else to collect.

Nothing has to be switched on first, no folder inside Program Files has to be found, and there is no longer a right and a wrong file to send. Your Windows account name is stripped out of everything in the zip before it is written.

That same Documents folder now also holds Check for Updates. Run it and it tells you whether a newer version exists and offers to install it. It checks this site, and it refuses to install anything whose contents do not match what this page says they should be.

One more thing, for anyone who tried the Microsoft Store or Game Pass copy and was told "mod loaded, but this game is not supported": that version still does not work, but the mod no longer gives up simply because the game's file has an unexpected name, and it now records enough about your copy to show exactly what differs. If you have that version, press F7 and send the file.

How the menus read is unchanged in this version.

What is new in 0.5.0: finding your way around the Krypt

The Krypt is not a menu. It is a three dimensional world you walk around in, so none of the menu reading applies to it, and until now there was nothing there at all. You could hear a chest once you were standing on it, but there was no way to find one. There is now a beacon that points you at the objects around you using sound.

It works like a map that always faces north, rather than like something strapped to your character. That matters, because the camera swings around as you walk, and every version that was tied to the camera became unreadable the moment you turned. Three things carry the information:

North and south are not carried by the sound, because the left and right channels and the pitch are both already spoken for. Instead the mod speaks the compass bearing when the target changes. Both the speech and the sound use compass directions, so they can never contradict each other.

When you reach something it says "reached it, next" and moves on to the next nearest object, so it does not keep pinging at a chest you have already opened. Not everything it points at is a chest: the mod can see the objects the game has placed in the world but cannot yet tell chests from doors from scenery, and a few of them cannot be reached at all. Press F8 to skip one and move to the next.

Also fixed in this build: the Krypt used to read its coordinate display aloud twelve times a second, so you heard something like "10594, 39" endlessly over the top of everything else. That is gone.

Please treat the beacon as experimental. It has found real chests, which is more than any earlier version managed, but the tuning is a first attempt and feedback on it is genuinely useful.

Also new since 0.2.0

Keys

These work only while the game window is in the foreground.

What it reads today

What does not work yet

Uninstalling

Run Uninstall.bat. By hand, delete Binaries\Retail\dinput8.dll from your game folder. That is the only file the game ever loads, and deleting it fully disables the mod. The Reloaded-II folder left behind does nothing on its own and can be deleted too. The mod does not change any of the game's own files, so there is nothing to repair or verify afterwards.

Help & Reporting

Screens that say nothing are the useful bug reports, because they are the ones nobody has found yet.

Injustice 2 logs

The mod writes its logs into its own folder, Binaries\Retail\Reloaded-II\Mods\Injustice2.Accessibility. Detailed logging is off by default; press F10 as soon as the game loads, go and do the thing that reads wrong, then send the files there whose names start with AccessKit_. If a file named AccessKit.log appears there, the mod loaded and any problem is with speech; if it does not, the mod never started, which usually means the .NET 9 Desktop Runtime is missing or the installer was not run as administrator. Some overlays can interfere too, so if nothing at all happens, try turning off the Steam overlay and any GPU recording overlays for Injustice 2. If the game stops speaking after an update, put back the files you set aside and you are exactly where you were before.

Mortal Kombat 11 logs

There is a log inside your game folder at Reloaded-II\Mods\MK11.Accessibility\MK11AccessKit.log. It is plain text, and it records whether the mod attached and what it hooked. If the mod is silent, the first few lines usually say why. A second log next to it in Binaries\Retail, MK11AccessKit_loader.log, covers the earlier startup stage.

Detailed logging is off unless you switch it on, so the mod will not quietly fill your drive with a log nobody asked for. To report a problem properly, create an empty text file called debug.txt in the same folder as the first log, then play again. That turns on a detailed recording of every piece of text the game drew and everything the mod said, into MK11AccessKit_dump.log. Send that file along with a description of what you were doing, and leave debug.txt off the rest of the time, because the detailed log grows to several megabytes and never trims itself.

Source code

The source is not published yet. If enough people ask for it, it will be. Say so through the contact form if you want to see it.

Get in touch