Sifter
RAID: Shadow Legends cover art

RAID: Shadow Legends

Steam

Plarium Global Ltd · Plarium Global Ltd

Massively MultiplayerRPGStrategy
View on Steam

Design Risk Score

Verified data

91/100

6 concern patterns detected

Monetization62pts
Manipulation12pts
Compulsion17pts

Why this score

  • Pay-to-Win+25

    Paying grants a direct gameplay or competitive advantage.

    Why this counts

    Pay-to-win mechanics undermine competitive integrity and create a two-tier player base divided by spending capacity rather than skill. Research on fairness perception shows they significantly reduce long-term engagement.

    • Consumer-protection consensus: paid competitive advantage is the most-cited monetisation harm
    • Fairness-perception research on paid advantage in multiplayer games
  • Gacha System+25

    Randomised paid pulls for characters/gear that affect power.

    Why this counts

    Gacha mechanics share structural features with slot machines: variable-ratio reinforcement schedules, which behavioral psychology identifies as the most powerful driver of repeated behavior. Multiple national gambling regulators have investigated or restricted these mechanics.

    • Belgium Gaming Commission — paid random-item mechanics ruled gambling (2018)
    • Zendle & Cairns, PLOS ONE — loot boxes linked to problem gambling (2018)
  • Microtransactions+12

    In-game purchases sells items that affect gameplay or progression.

  • FOMO Events+12

    Time-limited content tied to spending pressure.

    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
  • Energy System+12

    Artificial play limits pressure you to wait or pay to continue.

    Why this counts

    Energy systems create artificial frustration to monetize play time itself. The temporal constraint is designed to prompt purchase at the exact moment of peak engagement, exploiting the momentum of an enjoyable session.

    • Behavioural analysis of time-gated 'pay to continue' monetisation
    • WHO ICD-11 'gaming disorder' — impaired control over play time (2019)
  • Daily Login Bonus+5

    Daily rewards nudge habitual logins regardless of genuine desire.

    Why this counts

    Daily login systems apply operant conditioning (fixed-interval reinforcement) to create habitual game opening behavior. They are designed to disrupt the natural decision of whether to play and replace it with obligation.

    • Operant conditioning / fixed-interval reinforcement (Skinner, behavioural psychology)
    • Habit-formation research on daily-reward streak mechanics

Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 91/100. How scoring works →

Joy Index

34/100

Fair

Community score: 61/100
Joy reflects genuine enjoyment after accounting for design risk.

Verdict

Reconsider

Worth reconsidering

This game's design leans heavily on maximizing spending over enjoyment. If you play, set firm limits and stay aware of the pressure tactics at work.

  • Consider evidence-based alternatives
  • If you play, set a hard budget and strict time limits
  • Be aware of sunk-cost pressure tactics

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Where to buy

Compare elsewhere:GOGEpic

Prefer something else?

Similar games that respect your time and wallet more.

Detected Design Patterns

Daily Login Hook

Rewards tuned to make you log in every day regardless of genuine desire to play.

No player confirmations yet
Energy System

Artificial play limits create urgency and pressure to return or pay to continue.

No player confirmations yet
FOMO Pressure

Time-limited content creates fear of missing out, driving compulsive engagement.

No player confirmations yet
Gacha Loop

Variable reward schedules exploit gambling psychology to keep players spending.

No player confirmations yet
Pay-to-Win

Progression gated behind purchases creates artificial frustration to drive spending.

No player confirmations yet

Learn about these patterns in the Pattern Registry →

Why this score

Verified data
  • Pay-to-Win+25

    Paying grants a direct gameplay or competitive advantage.

    Why this counts

    Pay-to-win mechanics undermine competitive integrity and create a two-tier player base divided by spending capacity rather than skill. Research on fairness perception shows they significantly reduce long-term engagement.

    • Consumer-protection consensus: paid competitive advantage is the most-cited monetisation harm
    • Fairness-perception research on paid advantage in multiplayer games
  • Gacha System+25

    Randomised paid pulls for characters/gear that affect power.

    Why this counts

    Gacha mechanics share structural features with slot machines: variable-ratio reinforcement schedules, which behavioral psychology identifies as the most powerful driver of repeated behavior. Multiple national gambling regulators have investigated or restricted these mechanics.

    • Belgium Gaming Commission — paid random-item mechanics ruled gambling (2018)
    • Zendle & Cairns, PLOS ONE — loot boxes linked to problem gambling (2018)
  • Microtransactions+12

    In-game purchases sells items that affect gameplay or progression.

  • FOMO Events+12

    Time-limited content tied to spending pressure.

    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
  • Energy System+12

    Artificial play limits pressure you to wait or pay to continue.

    Why this counts

    Energy systems create artificial frustration to monetize play time itself. The temporal constraint is designed to prompt purchase at the exact moment of peak engagement, exploiting the momentum of an enjoyable session.

    • Behavioural analysis of time-gated 'pay to continue' monetisation
    • WHO ICD-11 'gaming disorder' — impaired control over play time (2019)
  • Daily Login Bonus+5

    Daily rewards nudge habitual logins regardless of genuine desire.

    Why this counts

    Daily login systems apply operant conditioning (fixed-interval reinforcement) to create habitual game opening behavior. They are designed to disrupt the natural decision of whether to play and replace it with obligation.

    • Operant conditioning / fixed-interval reinforcement (Skinner, behavioural psychology)
    • Habit-formation research on daily-reward streak mechanics

Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 91/100. How scoring works →

Time Respect

Verified data
30/100 · higher respects your time more
  • Energy System-30

    Artificial play limits force you to wait or pay on the game's schedule, not yours.

  • Daily Login Bonus-20

    Rewards tuned to pull you back every day regardless of genuine desire to play.

  • Limited-Time Events-20

    Time-limited content pressures you to play now instead of when you actually want to.

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