Compare this game
Distrust

Review · Adventure · iOS · PC · macOS

Distrust

Reviewed: 30 Apr 2026

iOS · PC · macOS · Xbox One · Nintendo Switch · PlayStation 4

Alawar Entertainment · 2017

Ludograph rating

B

Good

64 /100

Distrust is a survival strategy game that develops problem solving and critical thinking, but features intense horror themes for older players.

06010030BenefitLow riskB 47 · R 2
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

47

Risk (RIS)

2

Daily limit

120min

Age guidance

13+

Developmental benefits

B1Cognitive
0.64
B2Social-emotional
0.33
B3Motor
0.25

Distrust offers strong cognitive challenges, requiring players to employ problem-solving, strategic thinking, and critical analysis to navigate its randomly generated environments and manage a group of survivors under extreme conditions. The game's unique 'altered perception of reality' mechanic enhances adaptive thinking and memory skills as players must discern reality from hallucination. Learning the unique skills of 15 characters further promotes strategic planning and learning transfer.

Design risks

R1Compulsion-loop pressure
0.03
R2Monetization
0.00
R3Social risk
0.00

The primary risks in Distrust stem from its intense horror theme, featuring a terrifying force and the psychological descent into madness. While violence is present in fighting the 'unfathomable,' it is not gratuitous. Crucially, the game presents no monetization pressure, compulsion-loop design, or social risks due to its single-player focus and lack of microtransactions or online interactions. The 'distrust' theme is internal to the game's narrative, not a real-world social risk.

Content (not in risk score)

R4.1Violence Level
0.67
R4.2Sexual Content
0.00
R4.3Language
0.33
R4.4Substance References
0.00
R4.5Fear / Horror
1.00

Content risk is displayed separately and does not affect the time recommendation.

Regulatory design checks · DSAAssessed: meets criteria·GDPR-KAssessed: meets criteria·ODDSAssessed: meets criteria

  • DSA:What Ludograph checks: whether the game's design gives minors the transparency the EU Digital Services Act expects: plain terms, honest defaults, and clear reporting routes.: Estimated from review data. No dark pattern or child-targeting concerns found.
  • GDPR-K:What Ludograph checks: whether age assurance and consent flows are designed for under-16s, in the spirit of GDPR Article 8.: Estimated from review data. No privacy or child-targeting concerns found.
  • ODDS:What Ludograph checks: whether paid random-reward drop rates are disclosed, as required in China, Japan and South Korea.: Estimated from review data. No paid random-reward mechanics found, so drop-rate disclosure requirements do not apply.

These reflect Ludograph's assessment of the game's design practices against each framework's criteria, not a legal compliance determination.

Parents ask…

Is Distrust safe for kids?

Ludograph gives Distrust a rating of 64/100, recommended for ages 13 and up. It offers solid benefits but needs parental guidance on the risks.

What age is Distrust appropriate for?

Ludograph's rubric recommends a minimum age of 13+ for Distrust, based on benefits, risks, and content review.

How long should kids play Distrust?

Our session recommendation for Distrust is up to 120 minutes per day. It is derived from the game's own structure (natural stopping points, compulsion-loop design, monetization pressure, and social dynamics), not from a universal screen-time dose.

Session recommendations are design-based heuristics. Evidence linking specific daily durations to child outcomes is limited, and context matters as much as time; treat this as a starting point for household rules, not a clinical threshold.

What are the main risks of Distrust?

The primary risks in Distrust stem from its intense horror theme, featuring a terrifying force and the psychological descent into madness. While violence is present in fighting the 'unfathomable,' it is not gratuitous. Crucially, the game presents no monetization pressure, compulsion-loop design, or social risks due to its single-player focus and lack of microtransactions or online interactions. T