I think the key to making a blind-friendly interface is giving players control of the level of detail in the messages the game generates. A typical user might want to suppress "message spam", but a blind user wants every bit of information to be expressed in text.
A typical roguelike game says, "The goblin hits." A blind-friendly roguelike game has a verbose mode that says "the goblin in the adjacent square northeast of you hits. You have 15 hitpoints left."
I don't think that is a good solution. Let's suppose you are surrounded by several weak monsters and cast a Fire Storm spell to destroy them. You would get something like
"You cast your Fire Storm spell for 20 mana. Your fire storm kills the goblin north east! Your fire storm kills the rat north! Your fire storm damages the bandit north west! Your fire storm damages the ogre west! Your fire storm damages the orcish warrior south west! Your fire storm kills the jackal south! Your fire storm kills the centipede south east! The bandit north west hits you. The ogre west hits you. The orcish warrior hits you. A dragon enters your field of vision at North 5 East 2. You have 87 hit points and 60 mana left."
The most important information here is supposed to be the one about dragon who enters, but I don't think the blind player would be patient enough to listen for the whole message to notice this dragon. I don't know how patient they are, but I would not be patient if the battle was against only one monster. A normal player can just skip the non-relevant pair of the information, but the blind player probably cannot.
Sorting by importance solves the problem a bit, but then it is weird that they are no longer sorted by time. Maybe something like a sequence of short sound signals corresponding to messages would be good...
If you have a chunk of screen real estate devoted to displaying stats, I think your verbose mode needs messages that tell the player about every change in stats (this is the "you have 15 hitpoints left" part of the text above) and you need a command to dump all of that information as a text message.
Rather a command to tell the value of the specific stat (again, spam is bad).
Finally, and probably most important? Become familiar with the capabilities of screen readers and try to playtest your own game while wearing welding goggles, or with the brightness turned all the way down on your screen, or with the screen facing away from you or whatever. If you can play successfully, then you have a blind-friendly game.
I think that the best way to make a game blind friendly is to consult a real blind person. Without that everything is just guessing. (Some of them also use Braille displays, don't they?)
But I think it would be nice to try to add a pure text mode, which gives all the information via messages (and the communication is optimized to be as effective as possible).