
Design Risk Score
Verified data10/100
3 mechanics flagged
Why this score
- FOMO Events+6
Time-limited content with cosmetic-only stakes.
Why this counts
Przybylski et al. (2013) formalized the Fear of Missing Out (FoMO) construct. Games exploit this by attaching scarcity signals to social currency items, creating anxiety that is only relievable through immediate purchase.
- Przybylski et al., Computers in Human Behavior — FoMO construct (2013)
- Scarcity principle (Cialdini) applied to limited-time store offers
- Battle Pass+2
A battle pass sells cosmetic items only — no gameplay advantage.
Why this counts
Battle passes are designed to maximize engagement through sunk-cost psychology: once purchased, players feel compelled to play regularly to avoid 'wasting' the purchase. They combine subscription revenue with time-pressure mechanics.
- Sunk-cost fallacy (Arkes & Blumer, 1985) applied to seasonal purchases
- Engagement-design analyses of time-limited reward tracks
- Microtransactions+2
In-game purchases sells cosmetic items only — no gameplay advantage.
Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 10/100. How scoring works →
Joy Index
69/100
Good
Community score: 69/100
Joy reflects genuine enjoyment after accounting for design risk.
Verdict
Mindful
Enjoy mindfully
Some mild monetization exists, but the core game offers genuine value. Stay aware of spending triggers.
- Set a monthly cosmetics budget
- Ignore FOMO event pressure
- Focus on what you genuinely enjoy
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Mods
Upload a mod →Detected Design Patterns
Content is available only during a limited window, then rotates out.
Why this score
Verified data- FOMO Events+6
Time-limited content with cosmetic-only stakes.
Why this counts
Przybylski et al. (2013) formalized the Fear of Missing Out (FoMO) construct. Games exploit this by attaching scarcity signals to social currency items, creating anxiety that is only relievable through immediate purchase.
- Przybylski et al., Computers in Human Behavior — FoMO construct (2013)
- Scarcity principle (Cialdini) applied to limited-time store offers
- Battle Pass+2
A battle pass sells cosmetic items only — no gameplay advantage.
Why this counts
Battle passes are designed to maximize engagement through sunk-cost psychology: once purchased, players feel compelled to play regularly to avoid 'wasting' the purchase. They combine subscription revenue with time-pressure mechanics.
- Sunk-cost fallacy (Arkes & Blumer, 1985) applied to seasonal purchases
- Engagement-design analyses of time-limited reward tracks
- Microtransactions+2
In-game purchases sells cosmetic items only — no gameplay advantage.
Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 10/100. How scoring works →
Time Respect
Verified data- Limited-Time Events-20
Time-limited content pressures you to play now instead of when you actually want to.
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