
Design Risk Score
Verified data45/100
5 mechanics flagged
Why this score
- Loot Boxes+16
Randomised paid containers for time-savers — gambling-like mechanics, convenience outcomes.
Why this counts
Loot boxes have been regulated or banned in Belgium and the Netherlands as gambling products. Research has found correlations between loot box spending and problem gambling symptom severity (Zendle & Cairns, 2018).
- Belgium & Netherlands gambling regulators — loot boxes classified as gambling (2018)
- Zendle & Cairns, PLOS ONE — loot boxes linked to problem gambling (2018)
- ESRB 'In-Game Purchases (Includes Random Items)' interactive element (2020)
- FOMO Events+12
Time-limited content tied to purchasable items.
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+6
A battle pass sells time-savers/convenience, not power.
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+6
In-game purchases sells time-savers/convenience, not power.
- Paid DLC+5
8 paid add-ons beyond the base game.
Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 45/100. How scoring works →
Joy Index
85/100
Excellent
Community score: 85/100
Joy reflects genuine enjoyment after accounting for design risk.
Verdict
Caution
Proceed with caution
Significant aggressive monetisation design is present. Set firm spending and time limits before playing.
- Set a hard spending limit before launching
- Use parental controls if playing with minors
- Track your playtime weekly
Want a reading tuned to what youcare about? Connect your Steam library — your “For you” score stays entirely in your browser.
Score your library →Where to buy
Prefer something else?
Similar games that respect your time and wallet more.
More like this
Similar games, with how each one scores.
Mods
Upload a mod →Detected Design Patterns
Content is available only during a limited window, then rotates out.
Paid containers with randomised contents; item value varies by rarity.
Why this score
Verified data- Loot Boxes+16
Randomised paid containers for time-savers — gambling-like mechanics, convenience outcomes.
Why this counts
Loot boxes have been regulated or banned in Belgium and the Netherlands as gambling products. Research has found correlations between loot box spending and problem gambling symptom severity (Zendle & Cairns, 2018).
- Belgium & Netherlands gambling regulators — loot boxes classified as gambling (2018)
- Zendle & Cairns, PLOS ONE — loot boxes linked to problem gambling (2018)
- ESRB 'In-Game Purchases (Includes Random Items)' interactive element (2020)
- FOMO Events+12
Time-limited content tied to purchasable items.
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+6
A battle pass sells time-savers/convenience, not power.
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+6
In-game purchases sells time-savers/convenience, not power.
- Paid DLC+5
8 paid add-ons beyond the base game.
Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 45/100. 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.
Embed this score
Drop this in a forum post, wiki, or README — the badge always reflects the current score.





