1/ The Core Concept:
Each of the 5 colorblind modes reveals different hidden content in the game world. It's a gameplay mechanic, not a post-processing filter.

How It Works:

NPCs tag secrets/dialogue/pathways with specific colorblind mode requirements

Switch to Protanopia mode → see "Crimson Veil" secrets (hidden in red tones)

Switch to Deuteranopia mode → see "Emerald Mysteries" (hidden in green tones)

Switch to Tritanopia mode → see "Azure Pathways" (hidden in blue tones)

2/ Each mode reveals UNIQUE content - they don't overlap

Why This Matters:
Instead of colorblind modes being an accessibility checkbox, they're required to discover different story branches, puzzles, and NPC interactions.

You need to explore the world through all 5 modes to see everything.

3/ Example:
An NPC might say "Meet me where the crimson bleeds through" - you won't see that location unless you switch to Protanopia mode.

Another NPC might reference something only visible in Deuteranopia mode.

It's accessibility-as-gameplay, not accessibility-as-filter.

Early development, still refining the system, but that's the design intent.