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The badges

Every way a game can charge you

Each game in the guide gets badges for how it makes money. Open any badge to see what you're actually buying, how it works, when it's fine and what to watch for.

Fair

Pay clearly, know the ceiling

You know what you are paying for before you pay, and there is a limit to what the game can take.

Watch

Fine if you understand it

Reasonable on its own, but it can tip into overspending or overplaying if nobody is paying attention.

Caution

Built to push spending

Commonly designed to make you spend or play more than you would choose: pressure, friction you can pay to remove, or prices you can't easily see.

Harmful

Chance, compulsion or exploitation

Built around chance, compulsion or exploiting players: paid randomness, gambling-like loops, or money that can leave the game.

How you pay

Price-tag badges describe the business model: what the money is actually for.

Fair

Watch

Caution

Harmful

Techniques

Hooked badges describe the mechanics a game uses to keep players paying or playing. One game can use many.

Watch

Caution

Held back

Content held back for sale

Part of the game feels missing, and you can buy it back.

4 games in the guide →
Game currency

Virtual currency (gems, coins, credits)

You swap real money for gems, coins or points first, and prices are then shown in those instead of dollars.

31 games in the guide →
Wait or pay

Energy and wait timers

The game makes you stop or wait, then sells you the way round it.

10 games in the guide →
FOMO timers

Limited-time offers and FOMO

If you don't buy or play it before the timer runs out, it's gone.

21 games in the guide →
Made scarce

Manufactured scarcity and grind

Good things are made rare or slow to earn so you'll pay to skip the grind.

8 games in the guide →
Tuned to spend

Difficulty tuned to make you pay

The game is made hard or easy on purpose to get you to spend.

Explainer →
Pay to win

Pay-to-win power

Players who spend get stronger than players who don't.

6 games in the guide →
Pity timer

Pity timers and guaranteed pulls

If you keep paying for random pulls, the game eventually promises you the prize.

4 games in the guide →
Whale design

Built around 'whales' (heavy spenders)

Most players pay nothing, so the game is built to find the few who will pay a lot.

2 games in the guide →
Social nudges

Social pressure (gifting, guilds, asking friends)

The game uses your friends, family or team to keep you playing and paying.

8 games in the guide →
One-tap buys

One-tap purchases and dark patterns

Buying takes a single tap, with no password and little chance to think.

Explainer →
Kids' spending

Aimed at children (parents' cards)

The audience is children, and the money comes from a parent's card.

1 game in the guide →
Forced ads

Intrusive ads between rounds

Full-screen ads pop up after every round, whether you want them or not.

Explainer →
Never-ending

Built never to end

The game has no end because it makes money while you keep playing.

20 games in the guide →
Always online

Always-online requirements and kill switches

The game needs the company's servers to work, so it can be switched off.

15 games in the guide →
Data harvest

Data harvesting (the game as a sensor)

The game quietly records what you do and sells or uses it.

4 games in the guide →
Creator labour

Players build it, the platform keeps the cut

Kids make the games, and the company keeps most of the money.

1 game in the guide →

Harmful