Color-Blind Simulator

Simulate how your game's screenshots / UI / palette appear to color-blind players. Protanopia, deuteranopia, tritanopia, achromatopsia. Upload image, see all four variants side-by-side. Files never leave your browser.

🔒 Files never leave your browser — no upload, no server, no tracking.
Original
Normal trichromatic vision
Protanopia
No L-cones · ~1% of males
Deuteranopia
No M-cones · ~5% of males
Tritanopia
No S-cones · <1% (any sex)
Achromatopsia
Full color-blind · <0.01%
No image yet. Upload above to see the simulation.

What is this for?

Roughly 1 in 12 men and 1 in 200 women has some form of color vision deficiency. If your game uses red and green as the only difference between "enemy" and "ally", or between "low HP" and "full HP", a non-trivial fraction of your players literally cannot tell them apart. The fix is to add a non-color cue (shape, label, icon) — but first you need to know which colors actually collide. This tool runs your screenshot through the four canonical color-blindness simulations, so you can see what's happening before someone files a 1-star review titled "everything looks the same to me".

The four types simulated

How the simulation works

Each variant applies a 3×3 matrix transform to the RGB values of every pixel. The matrices are LMS-space approximations from the Brettel & Viénot 1997 paper, the standard reference for dichromat simulation. They are not perfect — true simulation requires more than a linear transform in sRGB — but they're a very good first-pass tool for design review. If a UI element survives the simulation, it almost certainly survives reality; if it doesn't survive, you have a problem.

What to check

Common gotchas