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Duelyst

Review · Strategy · macOS · PC

Duelyst

Reviewed: 01 May 2026

macOS · PC

Counterplay Games · 2016

Ludograph rating

D

Caution

32 /100

Duelyst is a strategy game that fosters problem solving, spatial awareness, and strategic thinking, but has risks from competitive play and microtransactions.

06010030BenefitLow riskB 30 · R 65
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

30

Risk (RIS)

65

Daily limit

30min

Age guidance

7+

Developmental benefits

B1Cognitive
0.88
B2Social-emotional
0.10
B3Motor
0.15

Duelyst offers deep strategic gameplay, combining collectible card game mechanics with turn-based tactical combat. Players can develop problem-solving skills, spatial awareness, and critical thinking through deck building and battlefield positioning. The game encourages creativity in crafting unique decks and adapting to diverse challenges, fostering learning transfer. Its fast-paced matches make it accessible for short play sessions.

Design risks

R1Compulsion-loop pressure
0.70
R2Monetization
0.46
R3Social risk
0.44

As a competitive collectible card game with microtransactions, Duelyst presents risks related to compulsion-loop design and monetization. Variable rewards from card packs and ranked play, along with the 'infinite play' loop of competitive ladders, can encourage extended engagement. The presence of microtransactions and the 'pay-to-win' potential of acquiring powerful cards may lead to significant spending. The competitive nature of the game, including ranked ladders and power rankings, can foster social comparison and competitive toxicity.

Content (not in risk score)

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

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

Heads up

  • Monthly spendTypical real-money spend by engaged players: $0 – $50/mo.

Regulatory design checks · DSAAssessed: concerns noted·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. Likely violations: virtual currency that obscures real-money prices.
  • 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 Duelyst safe for kids?

Ludograph gives Duelyst a rating of 32/100, recommended for ages 7 and up. There are notable risks worth knowing before letting kids play.

What age is Duelyst appropriate for?

Ludograph's rubric recommends a minimum age of 7+ for Duelyst, based on benefits, risks, and content review.

How long should kids play Duelyst?

Our session recommendation for Duelyst is up to 30 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 Duelyst?

As a competitive collectible card game with microtransactions, Duelyst presents risks related to compulsion-loop design and monetization. Variable rewards from card packs and ranked play, along with the 'infinite play' loop of competitive ladders, can encourage extended engagement. The presence of microtransactions and the 'pay-to-win' potential of acquiring powerful cards may lead to significant