Releases: ObjectInSpace/im-a-blind-human
v0.8.2 — corpse readout; dialogue value substitution
Corpse readout (F10)
Press F10 to hear the corpses in the current scene — each dead character is named, with whether it was a human or a visitor. In a 2D room photo F10 now reads only corpse info (the 3D interactable bearings are skipped); in the 3D world it reads interactables plus any corpses.
Dialogue value substitution
Dialogue lines that splice in runtime values — the player's generated phone number, the "kick out X" conflict name — were being read with a literal {0} placeholder. They now read the real value.
Under the hood
- Added a build step that deploys the mod into the game's
Modsfolder, so a build actually ships.
Co-authored with Claude Opus 4.8.
v0.8.1 — pause-menu keyboard navigation
Fixes keyboard navigation in the in-game pause menu and tidies up the focus handling behind it.
What's new
- Pause-menu arrows + Enter now work. Previously the pause menu announced one button on open, then arrows and Enter did nothing. The menu's selection was being cleared every frame; the mod now keeps a button focused so you can arrow through Continue / Settings / Main Menu / Exit and press Enter.
- Cat petting only offered when the cat is actually there. The cat roams by room and time of day; "pet the cat" used to appear (and silently do nothing) even when it wasn't present. It's now listed only when petting it will do something.
- Fewer stuck interactions. A safety net clears a lingering interaction target when you return to free-roam (the phone/radio "stacking" that could follow an alt-tab or a fast close-up).
Under the hood
- Unified all uGUI keyboard-focus handling into a single authority, so menus self-heal when the game clears the selection.
Install
Drop NoImNotAHumanAccess.dll into the game's Mods/ folder (requires MelonLoader).
🤖 Generated with Claude Code
v0.8.0 — inspection-test narration
Adds spoken narration for the human/visitor inspection tests, so a screen-reader player can run the teeth/eyes/hands/aura-photo/armpit/ear checks and judge the guest themselves.
What's new
- Inspection-test narration. When you run a sign check, its description is folded into the guest's next dialogue line so it isn't swallowed.
- F9 repeats the latest test in the current conversation ("Untested." if none; resets when the conversation ends).
- No verdict leak — the mod never tells you human vs. visitor; you make the call, and aren't even told it's a "visitor" test.
- Removed the post-shot narrator (the game's sound effect already conveys the result).
Install
Drop NoImNotAHumanAccess.dll into the game's Mods/ folder (requires MelonLoader).
🤖 Generated with Claude Code
v0.7.6 — radio message readout; 3D interaction
v0.7.6
3D world interaction (aim + walk + look-freeze)
- Working aim-based 3D interaction: select an interactable, the mod aims the player at it and walks them into range, then the game's own Interact engages it. Look-freeze holds the target while you approach and releases cleanly when you act or move.
- Softlock fixes around engaged/overlay interactions.
Radio close-up
- The radio now speaks the station's message once you tune onto a signal — when the noise resolves to readable text, the clear message is read aloud (de-duped, re-announced if you drift off and re-find it). The garbled intermediate is never read.
- "Warmer/colder" closeness cues continue to drive homing-in by ear.
- Confirmed the radio's tuning/band controls are gamepad-only in the base game, so the mod's keyboard tuning (held PageUp/PageDown to tune, Home/End for AM/FM) is the only keyboard path.
Docs
docs/input-and-keyboard.mdrewritten from the actual input asset, now documenting the complete keyboard and controller bindings for both the gameplay and UI action maps, and correcting earlier notes about which keys the game binds.
v0.7.5 — aim-based 3D interaction; softlock fixes
Highlights
3D interaction reworked to an aiming aid (fixes softlocks). The mod no longer invokes interactions itself. PageUp/PageDown select an interactable and turn the player to face it; you then press the game's own Space to interact, or WASD to walk away. Because the game runs its own engage/leave, the previous softlocks (entering an interaction the game's own leave couldn't unwind) are resolved.
The mod no longer uses the arrow keys — the game owns them everywhere. Dedicated keys:
- PageUp / PageDown — select (3D objects, 2D room photos, fridge); in 3D, also aim the player
- Space — the game's own Interact (engage the aimed object)
- Backspace — use the highlighted fridge drink (fridge only)
- Home / End — radio band; held PageUp/PageDown — radio tuning
Softlock fixes
- Aiming is gated on the game's own world-roam signal, so rapidly cycling objects that open a close-up (e.g. blinds) can no longer stack interactions.
- A room photo with zero selectable objects now correctly reads as a photo (was leaking to the 3D handler).
Notes
- PageUp/PageDown announce "name, N of M"; the game's own interaction prompt follows.
- Drop
NoImNotAHumanAccess.dllinto the game'sModsfolder (MelonLoader).
Co-Authored-By: Claude Opus 4.8
v0.7J — JAWS arrow-key support
JAWS arrow-key support
This release unblocks JAWS users: with JAWS running, the arrow keys did not navigate menus or dialogue (NVDA was unaffected). JAWS captures the arrow keys for its own reading commands before the game sees them, and no JAWS setting fixes it without silencing the mod.
What it adds
A low-level keyboard hook that intercepts the arrows and re-injects them as raw input, so the game navigates itself while JAWS keeps speaking the focused control.
Opt-in via F11 (off by default)
- NVDA users: nothing changes — the hook is never installed unless you turn it on. Leave it alone.
- JAWS users: press F11 to turn the arrow relay on. Press again to turn it off.
Known trade-off
Because Unity only reads raw input, the relay must re-inject the keys. While it is on, the screen reader can't interrupt its own speech (Ctrl / a fast next-arrow won't cut off the current announcement). Turn it off to restore normal interrupt. This is intrinsic to delivering the keys on this game and affects both JAWS and NVDA equally.
See jaws/README.md for details.
Mod version: 0.7.1 (MelonLoader).
v0.7.0 — I'm a Blind Human
Accessibility (screen-reader) mod for No, I'm Not a Human.
Install
Requires MelonLoader installed on the game. Drop NoImNotAHumanAccess.dll into the game's Mods folder.
This release
- Renamed mod to I'm a Blind Human
- Removed dead code surfaced during cleanup
- Build green, 0 warnings
Speech is delivered through the native Unity accessibility channel, so it reaches whatever UIA-aware screen reader you run (NVDA, JAWS, Narrator).