LumiKin
Anoxemia

Review · Adventure · Xbox One · PlayStation 4 · Linux

Anoxemia

By the LumiKin editors

Reviewed: 27 May 2026

Xbox One · PlayStation 4 · Linux · PC · macOS

Badland Games · 2015

LumiScore

74/100

Recommended

Growth (BDS)

60

Risk (RIS)

3

Daily limit

120min

Age guidance

M

Developmental benefits

B1Cognitive
0.80
B2Social-emotional
0.17
B3Motor
0.75

Anoxemia strongly engages cognitive skills such as problem-solving, strategic thinking, critical thinking, and spatial awareness through its challenging puzzles and navigation in a perilous underwater environment. The voiced narrative and exploration also provide a compelling experience, while the game's difficulty can foster resilience and adaptive learning.

Design risks

R1Dopamine pressure
0.07
R2Monetization
0.00
R3Social risk
0.00

The primary risks in Anoxemia stem from its sci-fi horror content, including elements of fear, horror, and mild violence, which are reflected in its Mature ESRB rating. The game's high difficulty may also lead to frustration for some players. However, it presents minimal risks related to dopamine manipulation, monetization, or social interaction due to its single-player, non-monetized design.

Heads up

  • Monthly spendTypical real-money spend by engaged players: $0–0/mo.
Avg playtime~5 hReviewedMay 2026How scores are calculated →

Parents ask…

Is Anoxemia safe for kids?

LumiKin gives Anoxemia a LumiScore of 74/100. It scores well on developmental benefits with manageable risks.

How long should kids play Anoxemia?

LumiKin's recommended play time for Anoxemia is Up to 2 hours/day, calibrated to the game's dopamine, monetization, and social-pressure profile.

What are the main risks of Anoxemia?

The primary risks in Anoxemia stem from its sci-fi horror content, including elements of fear, horror, and mild violence, which are reflected in its Mature ESRB rating. The game's high difficulty may also lead to frustration for some players. However, it presents minimal risks related to dopamine manipulation, monetization, or social interaction due to its single-player, non-monetized design.