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How scoring works

Sifter gives every game two numbers. They’re built to be factual and unbiased— the same for everyone, based on how a game actually makes money and holds attention, not on whether it’s the kind of game you happen to like.

Design Risk 0–100

How predatory a game’s monetisation and engagement design is. Lower is better. It’s a severity-weighted total across three categories: monetisation, manipulation, and compulsion.

Joy Index 0–100

Genuine enjoyment: community satisfaction, minus a penalty for design risk. Higher is better. A great game with fair monetisation scores high on both.

Scored by harm, not presence

Having a cash shop isn’t automatically bad. What matters is what money buys. Every purchase mechanic is weighted by its impact, so cosmetic-only spending is treated very differently from pay-for-power:

Cosmetic

Skins / visuals only — no gameplay advantage

Convenience

Time-savers, grind-skips — no competitive power

Power

Affects gameplay, progression, or competition

Randomised

Loot boxes / gacha — gambling-like, weighted heavily

Verified vs Estimated

Verified

Hand-checked against the game’s live storefront. We do this for high-traffic games whose monetisation the store listing doesn’t spell out in words — a gacha game says “convene,” not “gacha.” High confidence.

Estimated

Inferred from the Steam store listing when we don’t have verified data. Deliberately conservative — we only flag a concern when there’s evidence for it, and we label it as an estimate so you know.

See it in action

66

Risk

Wuthering Waves

red-flag

Randomised paid pulls for characters/gear that affect power.

54

Joy

24

Risk

Tom Clancy's Rainbow Six Siege

mindful

Randomised paid containers — gambling-like mechanics, cosmetic outcomes.

67

Joy

2

Risk

Rust

healthy

In-game purchases sells cosmetic items only — no gameplay advantage.

73

Joy

0

Risk

Hogwarts Legacy

healthy

No monetisation or engagement concerns detected.

74

Joy

These scores are computed live by the same engine that scores your library — so this page always reflects the real model.

Objective first, then personal

The scores above never change from person to person — they’re the objective facts. On top of that, the optional “For you” reading re-weights those same facts by what you care about (for example, if randomised monetisation bothers you more than time-gates). It changes the emphasis of the advice — never the underlying score.

Scoring is open source. Weightings are based on published research and each game’s live storefront.