Sifter
Paladins® cover art

Paladins®

Steam

Evil Mojo Games · Hi-Rez Studios

ActionAdventureMassively Multiplayer
View on Steam

Design Risk Score

Verified data
CGrade

45/100

5 mechanics flagged

Monetization33pts
Urgency12pts
Retention0pts

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

Compare elsewhere:GOGEpic

Prefer something else?

Similar games that respect your time and wallet more.

Detected Design Patterns

FOMO Pressure

Content is available only during a limited window, then rotates out.

No player confirmations yet
Loot Boxes

Paid containers with randomised contents; item value varies by rarity.

No player confirmations yet

Learn about these patterns in the Pattern Registry →

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
80/100 · higher respects your time more
  • Limited-Time Events-20

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

Embed this score

Paladins® — Sifter score

Drop this in a forum post, wiki, or README — the badge always reflects the current score.