> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Accessibility feature tags

> Standard tags you declare in Partner Center so players can filter the Microsoft Store for the accessibility features they need. Version 2.0.1.

Accessibility feature tags let players filter game catalogs for the accessibility features they need. You declare them in Partner Center using the **Accessibility** feature in the **Gaming Metadata** module.

<Note>
  Current version: **Accessibility Feature Tags v2.0.1** (published March 14, 2025).
</Note>

There are two families of tags:

* **[Accessible Games Initiative](https://www.accessiblegames.com) tags** — 24 tags created by the Entertainment Software Association (ESA) and adopted across the industry.
* **XBOX Accessibility Feature Tags** — 6 additional tags Microsoft created before the Accessible Games Initiative, which have no ESA equivalent. All previous XBOX tags that overlap with ESA tags have been renamed to align.

## How tagging works

<Steps>
  <Step title="Check the criteria">
    Every tag has strict player-facing requirements. Confirm your game meets **all** requirements before declaring the tag.
  </Step>

  <Step title="Declare in Partner Center">
    Add tags via **Accessibility** in the Gaming Metadata module of your Catalog Listing.
  </Step>

  <Step title="Ship">
    Tags surface on the Microsoft Store product page. Players can filter by them.
  </Step>

  <Step title="Microsoft validates">
    After publication, Microsoft verifies that the game actually delivers the tagged features. Inaccurate tags will be flagged for removal by your Microsoft representative.
  </Step>
</Steps>

<Warning>
  Only declare tags your game truly meets. Store auditing verifies them, and tags can be revoked if they don't match the shipped experience.
</Warning>

## Accessible Games Initiative tags (24)

Sourced from the [Accessible Games Initiative](https://www.accessiblegames.com). Each tag has a specific player-facing description, a goal, developer requirements, and Microsoft test criteria — refer to the source spec before declaring.

### Auditory features

| Tag                      | Player summary                                                                                                   |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------- |
| Multiple volume controls | Separate volume sliders for music, speech, SFX, ambient, TTS, voice chat, and accessibility cues, plus a master. |
| Mono sound               | In-game option to send all audio to a single combined channel.                                                   |
| Stereo sound             | Directional audio communicates left/right of the player.                                                         |
| Surround sound           | Directional audio communicates any direction, beyond left/right.                                                 |
| Narrated menus           | All menus, notifications, and non-decorative text are narrated (or a platform screen reader is supported).       |

### Gameplay features

| Tag               | Player summary                                                                                          |
| ----------------- | ------------------------------------------------------------------------------------------------------- |
| Difficulty levels | Multiple presets with described differences; at least one preset significantly reduces intensity.       |
| Save anytime      | Manual saves at any point of gameplay; separate slot from auto-saves; auto-save never overrides manual. |

### Input features

| Tag                                   | Player summary                                                                    |
| ------------------------------------- | --------------------------------------------------------------------------------- |
| Basic input remapping                 | Digital buttons can be swapped or rearranged on every supported input device.     |
| Full input remapping                  | Any game action can be reassigned to any input, including analog stick swap.      |
| Stick inversion                       | Y-axis (and where applicable X-axis) inversion for camera and movement sticks.    |
| Playable without button holds         | Every mechanic that uses a hold has a toggle or press alternative.                |
| Playable without rapid button presses | Every mechanic that uses mashing has an auto/toggle alternative.                  |
| Playable with keyboard only           | The full game is playable with a keyboard alone.                                  |
| Playable with mouse only              | The full game is playable with a mouse alone.                                     |
| Playable with buttons only            | The full game is playable using only digital buttons (no analog sticks required). |
| Playable with touch only              | The full game is playable with touch alone.                                       |
| Playable without motion controls      | No mechanic requires motion input.                                                |
| Playable without touch controls       | No mechanic requires touch input.                                                 |
| Chat speech-to-text & text-to-speech  | In-game chat supports STT for incoming voice and TTS for outgoing text.           |

### Visual features

| Tag                     | Player summary                                                                             |
| ----------------------- | ------------------------------------------------------------------------------------------ |
| Clear text              | Text meets contrast, size, and typography minimums for readability.                        |
| Large text              | An in-game option scales all functional text well beyond default sizes.                    |
| Large & clear subtitles | Subtitles are resizable and meet contrast/background requirements.                         |
| Color alternatives      | Any information conveyed by color is also conveyed by a second channel.                    |
| Camera comfort          | Motion sickness options — reduce shake, disable motion blur, disable head bob, adjust FOV. |

## XBOX Accessibility Feature Tags (6)

Six additional tags with no Accessible Games Initiative equivalent.

| Tag                                  | Player summary                                                                     |
| ------------------------------------ | ---------------------------------------------------------------------------------- |
| Additional accessibility information | Free-form field for accessibility notes not covered by other tags.                 |
| Accessibility on launch              | All accessibility settings are configurable before required gameplay begins.       |
| On-demand tutorials                  | Tutorial content can be replayed at any time from an accessible menu.              |
| Pausable                             | Single-player gameplay can be paused instantly at any time (including cinematics). |
| Adjustable input sensitivity         | Stick, trigger, and mouse sensitivity are adjustable in-game.                      |
| Single stick gameplay                | The full game is playable using just one analog stick.                             |

## Where to get the full criteria

Every tag ships with:

* **Player-facing description** — what the player will see on the Store PDP.
* **Goal** — the intended player outcome.
* **Developer-facing requirements** — the minimum bar to declare the tag.
* **Tips and context** — recommended practices beyond the minimum.
* **Microsoft test steps** — the exact validation Microsoft runs post-publication.
* **Pass / fail examples** — concrete scenarios.

Get the current specification from your Microsoft representative and cross-reference it against your build before declaring any tag.

## Questions or unsure whether you qualify?

* Cross-reference the [XBOX Accessibility Guidelines](/build/game-principles/accessibility/xbox-accessibility-guidelines) — the XAGs are the underlying best practices; the tags describe player-facing outcomes.
* Email [xpaq@microsoft.com](mailto:xpaq@microsoft.com) with XBOX Partner Accessibility questions.
* Request a [MGATS](/build/game-principles/accessibility/mgats) evaluation to validate tag readiness before you publish.

## See also

* [XBOX Accessibility Guidelines](/build/game-principles/accessibility/xbox-accessibility-guidelines)
* [Accessible Games Initiative](https://www.accessiblegames.com)
* [MGATS](/build/game-principles/accessibility/mgats)
* [Developer accessibility resources](/build/game-principles/accessibility/accessibility-resources)

## Related API documentation

* [MicrosoftGame.config elements reference](/reference/system/microsoftgameconfig/elements/gc-microsoftgameconfig-toc) — accessibility feature tags declared in the manifest


## Related topics

- [Developer accessibility resources](/build/game-principles/accessibility/accessibility-resources.md)
- [GDK accessibility overview](/build/game-principles/accessibility/accessibility-overview.md)
- [Accessibility of gaming AI experiences](/build/game-principles/accessibility/accessibility-of-gaming-ai.md)
- [XBOX Accessibility Guidelines (XAG)](/build/game-principles/accessibility/xbox-accessibility-guidelines.md)
- [Metadata overview](/publishing/game-publishing/concepts/metadata-overview.md)
