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Interloper

Review · Action · iOS · PC · Linux

Interloper

Reviewed: 01 May 2026

iOS · PC · Linux · macOS

Mathew Purchase · 2015

Ludograph rating

B

Good

62 /100

Interloper is a real-time strategy game that builds problem solving, spatial awareness, and strategic thinking through adaptive challenges in a competitive online environment.

06010030BenefitLow riskB 46 · R 4
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

46

Risk (RIS)

4

Daily limit

120min

Age guidance

7+

Developmental benefits

B1Cognitive
0.66
B2Social-emotional
0.07
B3Motor
0.55

Interloper is a highly focused real-time strategy game that excels at developing cognitive skills such as problem-solving, spatial awareness, strategic thinking, critical thinking, and adaptive challenge. Its 'easy to learn, hard to master' design encourages continuous learning and skill development within short, intense 5-minute matches. The game also provides a good workout for hand-eye coordination, fine motor skills, and reaction time.

Design risks

R1Compulsion-loop pressure
0.00
R2Monetization
0.00
R3Social risk
0.17

As an online competitive multiplayer game, Interloper carries a minimal risk of competitive toxicity, social comparison, and impact on identity/self-worth, which are inherent to competitive environments. However, the game lacks monetization pressures, compulsion-loop design mechanics, and features like stranger chat, significantly mitigating common risks found in many online games. Content risks are very low, with only mild, abstract conflict and potentially mild language as indicated by its T-rating.

Content (not in risk score)

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

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 Interloper safe for kids?

Ludograph gives Interloper a rating of 62/100, recommended for ages 7 and up. It offers solid benefits but needs parental guidance on the risks.

What age is Interloper appropriate for?

Ludograph's rubric recommends a minimum age of 7+ for Interloper, based on benefits, risks, and content review. That is more lenient than ESRB T: industry ratings reflect content intensity, while ours also weighs how the game is designed to be played.

How long should kids play Interloper?

Our session recommendation for Interloper 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 Interloper?

As an online competitive multiplayer game, Interloper carries a minimal risk of competitive toxicity, social comparison, and impact on identity/self-worth, which are inherent to competitive environments. However, the game lacks monetization pressures, compulsion-loop design mechanics, and features like stranger chat, significantly mitigating common risks found in many online games. Content risks a