LumiKin
I’m not a Monster

Review · RPG · PC

I’m not a Monster

By the LumiKin editors

Reviewed: 17 May 2026

PC

Cheerdealers · 2018

LumiScore

63/100

Good

Growth (BDS)

48

Risk (RIS)

7

Daily limit

120min

Age guidance

Developmental benefits

B1Cognitive
0.64
B2Social-emotional
0.43
B3Motor
0.15

I'm not a Monster is a social deduction game that strongly encourages strategic thinking, critical analysis, and adaptive problem-solving. Players must carefully observe, communicate, and deduce to identify hidden roles, fostering sharp cognitive skills. The game also promotes complex social navigation, as players must balance cooperation with suspicion, enhancing their understanding of social dynamics and ethical reasoning in a game context.

Design risks

R1Dopamine pressure
0.00
R2Monetization
0.00
R3Social risk
0.28

The core mechanics of I'm not a Monster involve deception and betrayal, which can lead to competitive toxicity and social friction among players. The game's emphasis on suspicion and questioning teammates may challenge emotional regulation and could potentially impact a player's sense of identity or self-worth if they are frequently accused or assigned a 'monster' role. While violence is implied rather than graphic, the themes of killing and infecting are central to gameplay.

Heads up

  • Monthly spendTypical real-money spend by engaged players: $0–0/mo.
Avg playtime~1 hReviewedMay 2026How scores are calculated →

Parents ask…

Is I’m not a Monster safe for kids?

LumiKin gives I’m not a Monster a LumiScore of 63/100. It offers solid benefits but needs parental guidance on the risks.

How long should kids play I’m not a Monster?

LumiKin's recommended play time for I’m not a Monster is Up to 2 hours/day, calibrated to the game's dopamine, monetization, and social-pressure profile.

What are the main risks of I’m not a Monster?

The core mechanics of I'm not a Monster involve deception and betrayal, which can lead to competitive toxicity and social friction among players. The game's emphasis on suspicion and questioning teammates may challenge emotional regulation and could potentially impact a player's sense of identity or self-worth if they are frequently accused or assigned a 'monster' role. While violence is implied r