Subscribe to Newsletter

What inspired you to create AudioCat, and can you share the story of how the company got started? 

Henry and I were regular game developers until we attended a TEDxTartu event, where we met Piret Aus, one of the leading accessibility activists in Estonia. Her presentation sparked a question in my mind: How do blind people play games? As I delved deeper, I realized how often I felt excluded from many games as well. This shared feeling of being left out inspired us. However, the journey of AudioCat has not been easy. Like any startup, we’ve experienced extreme highs and lows, often in quick succession. It’s essential to stay grounded during this wild ride. 

How has your background influenced the development of AudioCat, and what unique experiences or skills have you brought to the company? 

My background has definitely influenced AudioCat, both positively and negatively. I bring to the team the ability to adapt and learn quickly, a deep understanding of what it’s like to feel different, and a strong desire for knowledge. Having faced many challenges in my life, my mission is to provide better options for others. This dedication drives AudioCat. Additionally, my experience in game design, although audiogames require a unique approach, contributes significantly to our projects. 

AudioCat is pioneering accessible gaming for the visually impaired. What are some of the key innovations that set AudioCat apart, and how do you hope these will impact the gaming community? 

AudioCat’s greatest assets are its people and team, the so-called Cat gang. True innovation comes from great minds working together. While AudioCat isn’t the first or last accessible audiogame platform, we stand out through our commitment and presence. We’re here to listen and learn from the community for the long haul. In a world where many chase unclear goals, our focus on being present and human is our true innovation. We aim to bring people together and unite players worldwide. Our technical innovations, spearheaded by Henry, are also very forward-thinking, even if not fully understood yet. 

Looking ahead, what exciting developments or new features can we expect from AudioCat in the next few years? Are there any upcoming projects or collaborations you’re particularly excited about? 

I’m particularly excited about a potential collaboration with 7Sense, who are developing a haptic device to help visually impaired people “see” the world. They reached out to us about creating the first VR-like device for the blind, which we find incredibly promising. We also have other partnerships that could bring significant value to the community. Each year, we aim to release at least two official AudioCat games and continue improving our game generator engine so the community can create their own audiogames and even earn an income as official developers. 

Every startup faces challenges. What have been some of the biggest obstacles AudioCat has encountered, and how have you and your team addressed them? 

Every month brings new challenges, and there have been many times we’ve felt like giving up due to stress and pressure. However, each low is often followed by something inspiring that keeps us going. The biggest obstacles have often been mental, stemming from my inability to address issues promptly. Anthony has helped by providing straightforward advice, emphasizing the importance of timely actions. While the situations themselves were challenging, my reactions to them were often problematic. I’m working on managing these better as we move forward. 

How important has community feedback been in shaping AudioCat’s products, and can you share a memorable instance where user feedback significantly influenced your approach or a specific game feature? 

Community feedback is the driving force behind AudioCat. We listen to what the community has to say and try to incorporate as much as we can into our development pipeline. One memorable instance involved a community member who had strong opinions and initially left our Discord server. However, we continued talking in private, and his feedback on our Android version was invaluable. He was honest but supportive, and his suggestions led to several quick updates. Even now, I rely on his brutally honest opinions to improve our games, especially with delays in Echoes of Valor. His feedback has been crucial in shaping our approach and features.