Owlboy

The four new accessibility toggles

Quick answer

Auto-aim removes the second-stick requirement, Screenshake and Flash Effects reduce motion and flashing, and Drop Gunner On Dodge teleports your gunner away during a dodge so Otus fits through tight spaces.

The anniversary update added four toggles to Owlboy's Options menu. They are not difficulty settings; they change how the game presents itself and how much of the controller you need. All four can be changed at any time, including mid-boss, and none of them affect achievements.

This page explains each one, who it is for, and which combinations work well.

The four toggles

ToggleWhat it changesDefaultBest for
Auto-aimGunner locks onto the nearest target as you moveOnKeyboard, single-stick pads, trackpads
ScreenshakeRemoves camera shake on hits and explosionsOnMotion sensitivity, headaches
Flash EffectsReduces full-screen flashesOnPhotosensitivity, late-night play
Drop Gunner On DodgeTeleports the carried gunner away during a dodgeOffTight platforming, boss dodging

The defaults are the conservative choice: auto-aim on because it was the most requested change, screenshake and flashes on because they are the original presentation, and gunner drop off because it changes how carrying works.

Auto-aim

Auto-aim makes the second stick optional. When you move Otus with the arrow keys or the left stick, the gunner snaps to the nearest valid target and fires when you press shoot. Manual aim still works; the toggle does not remove the right stick, it adds a fallback.

Three details:

  • It does not choose your gunner. Q and E still switch between Geddy, Alphonse and Twig.
  • It does not solve puzzles for you. Destructible scenery and switches still need positioning.
  • It works with the mouse. You can leave auto-aim on and still aim manually when a boss has a small weak point.

The developer's stated reason is accessibility: the original two-stick requirement was the most common complaint, and the lead had carpal tunnel. In practice it is also the setting that makes the game playable on a laptop.

Screenshake and Flash Effects

These two are presentation toggles, and they matter most in boss fights. The Turret flashes before it fires; Solus fills the screen with colour in his final phase. If you are photosensitive, turn both off before the Floating Tower.

They do not change timing. A boss that flashes still telegraphs the same attack; you just see it as a colour change rather than a full-screen strobe.

Drop Gunner On Dodge

This one is a gameplay toggle, not an accessibility one, though it is listed with the others. With it on, dodging teleports the gunner you are carrying away from Otus, which lets him fit through gaps that would otherwise be blocked by the passenger.

It is useful in two situations:

  • Tight platforming. A carried gunner makes Otus's hitbox effectively wider, and some gaps are sized for a solo Otus.
  • Boss dodging. Dropping the gunner during a dodge means you are not dragging them into a hitbox.

The cost is that you have to pick the gunner up again. If you are mid-puzzle and relying on carrying someone, leave it off.

PlayerSettings
Keyboard onlyAuto-aim on, Drop Gunner On Dodge on
Controller, first runDefaults, screenshake off if it bothers you
PhotosensitiveScreenshake off, Flash Effects off
SpeedrunnerAuto-aim off, Drop Gunner On Dodge off, keyboard and mouse
Laptop trackpadAuto-aim on, Drop Gunner On Dodge on

There is no penalty for changing these mid-game. The options menu is available from the pause screen, and the game does not gate achievements on settings.

What the toggles do not fix

They do not add subtitles, colour-blind palettes, remappable prompts or a difficulty slider. Owlboy's difficulty is fixed; the only difficulty-like choice is whether you use the shop upgrades. The health upgrades page covers those.

They also do not change the game's speed. If you want a faster playthrough, the Speed-runner Mode is a different build, not a setting.

Where to find them

Options menu, in the pause screen. The four toggles are grouped together, which makes them easy to find; the controls page lists the rest of the options if you are looking for sensitivity or rebinding.

Why they are four separate toggles

It would have been simpler to ship one "reduced effects" switch. The developers split them because the needs are different: a player with a wrist injury wants auto-aim and does not care about flashes; a player with photosensitivity wants flashes off and still wants the camera shake that tells them a hit landed; a speedrunner wants none of it.

Splitting them also means you can keep the presentation you like. Screenshake is part of how the game communicates impact, and some players prefer it on even with flash effects off. The toggles are independent for that reason.

Testing them in the first ten minutes

The best place to test the settings is the opening, not a boss. Start a new save, leave the house, and try:

  1. Fly with the arrow keys only, then press X near a Gawk. With auto-aim on, the gunner should snap to it.
  2. Roll with Space, then hold it. The Super Dash should trigger; release before you hit a wall.
  3. Pause and toggle Screenshake off. Hit an enemy and watch the camera. The difference is obvious on the first hit.
  4. Toggle Drop Gunner On Dodge on, pick up Geddy, and dodge through a narrow gap.

If any of those feel wrong, change the setting before you reach the first dungeon. The game does not explain the toggles anywhere else.

_Checked 2026-11-03 against the 2026-11-01 Steam news post and the 2026-10-01 announcement, which describe each toggle._

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