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I Was a Teenage Exocolonist

Review · RPG · Linux · macOS · PC

I Was a Teenage Exocolonist

Reviewed: 03 Jun 2026

Linux · macOS · PC · PlayStation 5 · PlayStation 4 · Nintendo Switch

Northway Games · 2022

Ludograph rating

A

Recommended

72 /100

06010030BenefitLow riskB 58 · R 6
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

58

Risk (RIS)

6

Daily limit

120min

Age guidance

9+

Developmental benefits

B1Cognitive
0.72
B2Social-emotional
0.67
B3Motor
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

R1Compulsion-loop pressure
0.10
R2Monetization
0.00
R3Social risk
0.06

The game presents very low risks across compulsion-loop design, 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.

Content (not in risk score)

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

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 I Was a Teenage Exocolonist safe for kids?

Ludograph gives I Was a Teenage Exocolonist a rating of 72/100, recommended for ages 9 and up. It scores well on developmental benefits with manageable risks.

What age is I Was a Teenage Exocolonist appropriate for?

Ludograph's rubric recommends a minimum age of 9+ for I Was a Teenage Exocolonist, based on benefits, risks, and content review.

How long should kids play I Was a Teenage Exocolonist?

Our session recommendation for I Was a Teenage Exocolonist 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 I Was a Teenage Exocolonist?

The game presents very low risks across compulsion-loop design, 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.