
Review · RPG · Linux · macOS · PC
I Was a Teenage Exocolonist
By the LumiKin editors
Reviewed: 03 Jun 2026
Linux · macOS · PC · PlayStation 5 · PlayStation 4 · Nintendo Switch
Northway Games · 2022
LumiScore
72/100
Recommended
Growth (BDS)
58
Risk (RIS)
6
Daily limit
120min
Age guidance
—
Developmental benefits
| B1 | Cognitive | 0.72 | |
| B2 | Social-emotional | 0.67 | |
| B3 | Motor | 0.10 | |
I Was a Teenage Exocolonist offers significant cognitive benefits through its emphasis on problem-solving, strategic thinking, and critical thinking as players navigate complex choices that shape the colony's fate. The game also fosters social-emotional growth by promoting empathy, ethical reasoning, and communication through its relationship-focused narrative and the consequences of player actions.
Design risks
| R1 | Dopamine pressure | 0.10 | |
| R2 | Monetization | 0.00 | |
| R3 | Social risk | 0.06 | |
The game presents very low risks across dopamine manipulation, monetization, and social categories, primarily due to its single-player nature and lack of microtransactions or predatory engagement mechanics. Content risks are minimal, with some mild violence, implied romance, and language typical of a narrative RPG, but nothing extreme.
Heads up
- Monthly spendTypical real-money spend by engaged players: $0–0/mo.