
Folklore
LumiScore?Our 0–100 score for how developmentally beneficial and low-risk this game is for children. Higher is better.
Growth
47/100
Growth Value
- Problem Solving
- Strategic Thinking
- Reading & Language
Risk
LOW
Engagement Patterns
Minimal pressure to spend or play excessively.
Heads up
Parent Pro-Tip
Before your child plays, watch the opening cutscenes together and talk about the themes of grief and unanswered questions — Folklore uses them thoughtfully, and that conversation can turn the game into a springboard for discussing loss in a safe, fictional context.
Top Skills Developed
Development Areas
Representation?How diverse the game's characters are in gender and ethnicity. Higher = more authentic representation. Display only — does not affect time recommendation.
Bechdel Test?The Bechdel Test checks whether a game has at least two named female characters who talk to each other about something other than a man. A simple measure of representation.— Passes the test
Ellen is a named female protagonist with her own storyline, motivations, and dialogue independent of any male character's arc.
Parent Pro-Tip
Playing through both Ellen's and Keats's story chapters is highly recommended: the two perspectives tell different sides of the same mystery, reinforcing perspective-taking and the idea that the same events can look very different depending on who you are — a powerful real-world lesson.
What your child develops
Folklore is a richly narrative single-player action RPG that offers genuine cognitive engagement. The dual-protagonist structure — following Ellen and Keats through seven distinct Netherworld realms — encourages players to piece together a layered mystery, demanding reading comprehension, critical thinking, and memory as they synthesise clues from conversations with the dead. The core mechanic of capturing, combining, and strategically deploying creature abilities (Folks) builds meaningful problem-solving and strategic thinking skills: players must analyse enemy weaknesses, manage a growing toolkit of powers, and adapt their approach realm by realm. The game's roots in Irish mythology and folklore provide a rich literary backdrop that rewards engaged reading and expands cultural awareness. Because the game has a fixed, authored narrative with no monetisation whatsoever, children are never pressured or manipulated — they simply experience a story at their own pace.
Regulatory Compliance
Tap a badge for details. Grey = not yet assessed.
About this game
A letter from a dead mother, a mysterious phone call and a forgotten childhood lead Ellen, a young woman, and Keats, a journalist working for a paranormal magazine, to Doolin - a sleepy Irish village that hides a gateway to the Netherworld and the answers to a 17-year-old mystery. You play as either of the lead characters as you venture into a series of seven outlandish realms, each packed with nightmarish creatures.