LumiKin
Indies' Lies (itch)

Review · Strategy · iOS · PC

Indies' Lies (itch)

By the LumiKin editors

Reviewed: 03 Jun 2026

iOS · PC

ErabitCN · 2021

LumiScore

57/100

Good

Growth (BDS)

42

Risk (RIS)

12

Daily limit

120min

Age guidance

T

Developmental benefits

B1Cognitive
0.76
B2Social-emotional
0.03
B3Motor
0.15

Indies' Lies is a highly engaging roguelike deck-building game that significantly develops cognitive skills. Players will constantly engage in problem-solving, strategic and critical thinking as they craft unique decks, choose talents, and manage partner synergies. The procedurally generated nature ensures high adaptive challenge and learning transfer, as each run presents new decisions and requires players to adapt their strategies. It also fosters creativity in deck construction and talent tree optimization.

Design risks

R1Dopamine pressure
0.27
R2Monetization
0.00
R3Social risk
0.00

The game presents very low risks regarding monetization, social interaction, and manipulative design. As a one-time purchase with no microtransactions or social features, it avoids common pitfalls. While its roguelike nature offers variable rewards and high replayability, these are inherent to the genre and not designed to be overly manipulative. Content risks are minimal, primarily involving fantasy violence and mild language typical of a T-rated game.

Heads up

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

Parents ask…

Is Indies' Lies (itch) safe for kids?

LumiKin gives Indies' Lies (itch) a LumiScore of 57/100. It offers solid benefits but needs parental guidance on the risks.

How long should kids play Indies' Lies (itch)?

LumiKin's recommended play time for Indies' Lies (itch) is Up to 2 hours/day, calibrated to the game's dopamine, monetization, and social-pressure profile.

What are the main risks of Indies' Lies (itch)?

The game presents very low risks regarding monetization, social interaction, and manipulative design. As a one-time purchase with no microtransactions or social features, it avoids common pitfalls. While its roguelike nature offers variable rewards and high replayability, these are inherent to the genre and not designed to be overly manipulative. Content risks are minimal, primarily involving fant