AdaptiveTech OT
Built by an occupational therapist

Play, built for however your child accesses a screen.

Browser games for kids who use eye gaze, a joystick, a head mouse, or an adapted cursor. These aren't games with accessibility bolted on at the end. They're built from the first line of code for how your child actually plays. Free to play while the beta runs.

Apex Atlas Rally: lined up in 3rd place at the starting line of a night race Apex Atlas Rally, from the Adventure & Exploration games
What we make

Everything runs in a web browser.

Nothing to install, no account required to start, and no special hardware beyond whatever the child already uses to control a cursor.

Kids Game Zone

A growing library of games built from the ground up for adapted access: bubble popping, fishing, sports, stories, music making, driving, and more. Every game is playable by hovering instead of clicking, so it works the same whether a child is using an eye-gaze system, a joystick, a head mouse, or a finger.

Play now, free during the beta →

Gaze Painter

A painting app controlled by where a child looks, using an ordinary webcam. No eye-gaze hardware required. It calibrates to the camera already in the laptop or tablet.

Try Gaze Painter →
Why this exists

Most games are built for a mouse or a quick tap.

Play is one of the most natural ways a child builds visual tracking, decision-making, cause-and-effect understanding, and confidence. But when a game assumes fast reflexes and a mouse, a child using eye gaze, a joystick, or an adapted cursor gets left out of something every other kid gets to do without thinking twice. We wanted to change that.

Ice Breakaway: skating toward an open lane past defenders Ice Breakaway. Full hockey action, no fast reflexes required.

Every screenshot on this site is a real moment from the actual games, not concept art or a rendering.

Most games assume one way to play

Fast reflexes and tiny mouse-only targets work for some kids, but not all of them.

A retrofit only goes so far

An accessibility patch added on afterward still feels like it wasn't built with your child in mind.

So we started from scratch

Every game here starts from the access method first. It's designed for it, not adjusted for it later.

How it's different

Built for hover, not click.

The whole site runs on one shared accessibility layer, so every setting your child needs follows them into every game.

Space Blaster: mid-battle against rows of retro alien invaders Space Blaster. Aim by hovering, fire by holding still.

Dwell-to-select

Hold your gaze or cursor on something instead of clicking. It's the same pattern behind most AAC and eye-gaze devices, and a real click always still works for anyone who can make one.

Real challenge, graded to fit

Some games are gentle and no-fail. Others have real stakes: a strike to land, a level to beat, a decision that matters. Kids want to get better at something, not just survive it.

Settings that travel

Reduced motion, high contrast, target size, and gaze ring. Set them once, and every game remembers.

"I kept watching kids get shut out of the one thing every other kid in the room got to do without thinking about it: just play. So I started building games where the access method comes first. No child should have to fight the controls before they get to have fun."
Occupational therapist and founder, AdaptiveTech OT
Why this is different

Not another drill library.

Most accessible-game sites are short, repeated cause-and-effect drills. Useful, but rarely fun for long. We started from a different question: what if the accessible version was also just a really good game?

Soccer Shootout: lining up a penalty kick against the goalkeeper Soccer Shootout. A real penalty shoot-out, win or miss.
Not a repetitive drill on a loop

Real games, start to finish

A full sports arcade, a branching mystery story, a living aquarium. These are games kids choose to keep playing.

Not a 14-day trial behind a sales call

Free while in beta

No countdown, no procurement process. Open a browser and play today. A paid membership is planned for later, but right now we'd rather have your feedback than your money.

Not a generic minigame pack

Built on a real clinical framework

Every category targets the operational, social, and psychosocial competence clinicians already work toward.

See the research behind it →

Fun first, always

A place to explore, not a data-entry task.

A lot of "accessible learning" software treats a session as a data-collection exercise a child has to sit through. We built this the other way around. Play comes first, and if something useful gets recorded along the way, that's a bonus, not the point.

Not a task list dressed up as a game

Room to just explore

Nine very different kinds of play, from sports and stories to music, a pet to raise, and real constellations to find. Your child can figure out what they actually enjoy, not just complete an assigned activity.

Not built to fill in a spreadsheet

Data, quietly, in the background

The Growth Report is there for the moments it helps a therapist. It was never the reason to open the game in the first place.

Not one activity, repeated forever

Built for a real exposure gap

Kids who use alternative access often get fewer chances to try new hobbies and leisure activities than their peers. Every category here is a chance to close that gap a little.

What's inside

Nine kinds of play, all built the same careful way.

From first-time cause-and-effect to full sports arcade action, every category is tuned for a different kind of skill, and every game inside it is scaled to fit.

Creature Camera Safari: a zebra found on the savanna, ready to photograph

Starting Simple

No goals, no losing. A gentle first try with a new access method.

Bubble Pop! popping bubbles mid-round in Practice mode

Targeting

Spot it, hold it, confirm it. The foundation of any AAC or accessible device.

Apex Atlas Rally: lined up in 3rd place at the starting line of a night race

Adventure & Exploration

Smooth, steady control through worlds worth exploring.

Co-op Café: greeting a customer named Maya at the counter

Choice-Making

Real decisions, made by looking and selecting, just like a communication device.

Story World: inside the moonlit museum, choosing which clue to follow

Puzzles

Stories, sequencing, and memory to work through at your own pace.

Instrument Studio: playing the drum kit

Creative

Open-ended music and art. No wrong answers, no score.

Aquarium Keeper: a goldfish named Coral swimming in a planted tank

Nurture & Care

Slower, ongoing activities with a sense of progress every visit.

Constellation Observatory: the Orion constellation in Star Atlas mode

Real-World Discovery

Explore real subjects like the sky, animals, and places, through curiosity rather than a quiz.

Bowling Alley: first-person view down the lane, ready to bowl

Sports

Full arcade action with aim-and-hold controls. No fast reflexes required.

See the developmental skill behind each category →

Access methods supported

If it moves a cursor, it works.

  • Eye gaze
  • Dwell / hold-to-select
  • Joystick mouse
  • Head mouse
  • Touchscreen
  • Trackball
  • Standard mouse

A note on switch access: scanning-style switch access is not supported yet. It is something we want to do properly rather than half-way, so it isn't offered until it has been tested with real users.

Try it with a child today.

Nothing to install, nothing to sign up for. Open it in a browser and go.