26.09.26-1:
The game runs on the Mac too, in its own build on the same release. It speaks through VoiceOver, or through the system voice when VoiceOver is off.
SAPI 5 responds as quickly as a screen reader does: it starts sooner, stops the moment you interrupt it, and no longer holds the game up while it speaks. The Speech tab in Settings has a Use modern output row for it, on by default. Turning it on or off takes hold at once.
Press Control to stop whatever is being read out, in the menus or in a game.
On the Endless screen you can no longer leave while the cards are being dealt.
Guns are heard the moment you press and the moment you let go, and tapping the trigger no longer cuts the gun's wind-down short.
The Minigun power-up is heard for as long as it fires, and a power-up you are holding stops when you die or when you pause. It fired on through the pause menu until its time ran out.
A gun that is still firing stops when you switch weapon or when you die.
When you empty the clip, the gun stops before the Reload call-out and the call-out is always said. A gun with no empty click of its own answers with its own warning instead of saying nothing.
A gun running low on ammo keeps warning you until you reload, instead of only while you hold the trigger down. Firing in short bursts, the warning was never heard at all.
The game closes properly when SAPI 5 is what speaks.
If the sound device the speech is using goes away while you play, the game carries on with another one.
The Speech output row and the SAPI 5 voice row in the Speech tab open a list to choose from instead of stepping.
Buttons that were silent now click: opening a weapon from the Loadout tab, closing a weapon page, equipping a weapon, and the OK on a message like Not enough Coins.
In Gesture mode, D-pad up switches weapon and D-pad down reloads, beside the stick flicks that already did.
A power-up's page shows your coins and diamonds, says which level you are on, and its back button says what it closes.
Your coins and diamonds are shown in the menus under Play, whichever mode you are in, and nowhere else.
The Announcer switch and the game's volume are kept with your other settings now, not with your progress. Both start at their default once, and everything else is as you left it.
Being killed by a Berserk counts. Its own tally stayed at zero however many times it got you, and your Deaths total missed those too.
Skipping the intro with Cross no longer presses Play as well, which started a game you did not ask for.
An alert no longer reads a stop that is already there - "Not enough Coins!. ... Endless Mode.. OK" is now read as it is written.
Running the source without its packages now says which one is missing and how to install it, instead of handing you a traceback.
Going back with Escape, or with Circle on a controller, clicks the same as pressing the Back button.
A Berserk charging at you keeps making its sound after you shoot it. The first hit silenced it, and it ran you down with nothing to hear.
Switching weapon while you reload stops the reload sound. It carried on playing on the gun you had put away, where nothing could stop it.

26.09.22-2:
You can turn with buttons on a game controller instead of a stick: the D-pad to begin with, and Settings, Joystick can move them.
A new profile starts in Gesture mode instead of Button mode. If you have played before, yours is as you left it.
Melee weapons sound as they did before again: the swing and the hit both come from where you are.
The menus are felt on a game controller: rows, buttons, settings and screen changes each have their own feel, scaled by Joystick vibration.
The three vibration strengths feel further apart, and all of them are a little stronger.
Shooting a diamond and shooting a power-up container each have a feel of their own, and a power-up is felt again when it takes effect.
The Minigun is felt the whole time it fires, and the Tesla coil has a crack of its own when it takes a zombie.
Some typing mistakes in the game's own writing are corrected.
The Miscellaneous tab has a Fine haptics option, on by default: a DualSense plugged in by USB plays what you feel in its grips.
An explosion is felt on the controller from further away.
On the screen after a challenge you completed, the Retry button is read first.
In Gesture mode, the tutorial says you can shake the controller for melee, when yours can be shaken.

26.09.22-1:
The pause menu has a Restart challenge button.
The screen at the end of a run has a Copy results button, which puts your results on the clipboard.
Those screens read one result per line, and after a failed challenge they read your kills, accuracy and time.
The Play again button after an Endless game is called Close.
On the Endless screen, Play, Armory and Back are dimmed while the cards are dealt.
Changing a tarot card reads the new card out.
A tarot card says how many diamonds you really have, after spending some in the armory.
In Info, the Statistics screen counts the coins and diamonds you earn. Both always said 0 before.
After upgrading a power-up, the Upgrade button shows the new price at once.
Melee is on both Control keys by default, so whichever hand is free can reach it.
When a melee weapon connects, the swing comes from you and the hit from the zombie you hit.
Two zombies of the same kind no longer cut off each other's sound.
The Shield zombie, and a few others, no longer die in silence when the killing hit is critical.
When two zombies die close together, the second one's death sound is no longer cut off.
After a revive, being killed by the same kind of zombie plays its attack sound again.
Page Up and Page Down set the menu music volume, on any menu.
The Menus tab in Settings is called Miscellaneous, comes last, and holds the tutorial text setting as well.
The Miscellaneous tab has a Reset all settings button, which leaves your keys and controller buttons alone.
You can play with a game controller - DualSense, DualShock, Xbox or Switch Pro. The sticks turn, R2 fires, R1 is melee, L1 switches weapon, L2 reloads, Options pauses.
A controller works in the menus too, and its triggers set the menu music volume.
Shaking the controller swings your melee weapon in Gesture mode, as shaking the phone did.
Settings has a Joystick tab for changing which button does what. Each kind of controller keeps its own.
Joystick vibration and the trigger feel have four settings each, from Off to Strong. Stepping the trigger feel puts it on the triggers to try.
A controller vibrates with the heartbeat, hits, kills, explosions, the tornado and your death.
On a DualSense, R2 is shaped like a pistol's trigger while you play, and L2 has a light pull for reloading in Button mode.
A DualSense plugged in by USB plays the heartbeat in its grips, in fine haptics rather than plain rumble.
The Miscellaneous tab can name your controller's buttons in the hints and the tutorial instead of the keys.
Playing with the SAPI 5 voice now works the way playing with NVDA does.
Other screen readers speak the game too, through Prism: JAWS, ZDSR, Narrator, ZoomText, System Access and the rest. One started or closed while you play is followed.
Settings has a Speech tab, where Speech output chooses who speaks: whichever screen reader is running, or one of them only.
While SAPI 5 is what speaks, the Speech tab also has its voice, rate, pitch, volume and a rate boost.

26.09.20-1:
Initial release.
