Quick answer: Add text-to-speech or platform accessibility labels for UI elements, announce focus and changes, and make navigation linear and predictable.

Menus not working with screen readers is missing accessibility info. Adding it fixes it. Here is how.

How to fix it

1. Announce focused elements

Speak (via text-to-speech or the platform's accessibility API) the label and state of the focused UI element, so screen-reader users know what is selected. Visual-only focus is invisible to them.

2. Provide accessibility labels

Give UI elements descriptive labels and roles so an assistive tool can convey what each is. An unlabeled icon button tells a screen-reader user nothing; a labeled one is usable.

3. Make navigation predictable

Keep menu navigation linear and consistent so it is followable without sight. Announce context changes (a new screen, a popup) so the player always knows where they are in the interface.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.