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Kingdom: New Lands

Review · Strategy · Android · PlayStation 4 · Nintendo Switch

Kingdom: New Lands

Reviewed: 30 Apr 2026

Android · PlayStation 4 · Nintendo Switch · Linux · macOS · PC · iOS · Xbox One

Raw Fury · 2015

Ludograph rating

B

Good

60 /100

Kingdom: New Lands is a strategy game that builds problem solving and strategic thinking, with mild compulsion-loop design risks.

06010030BenefitLow riskB 45 · R 9
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

45

Risk (RIS)

9

Daily limit

120min

Age guidance

7+

Developmental benefits

B1Cognitive
0.64
B2Social-emotional
0.20
B3Motor
0.35

Kingdom: New Lands offers a rich strategy and simulation experience, challenging players with problem-solving, strategic thinking, and adaptive challenges. Players must learn through experimentation and observation, fostering critical thinking and memory. The game encourages creativity in base building and defense, and spatial awareness is key to managing resources and units effectively.

Design risks

R1Compulsion-loop pressure
0.20
R2Monetization
0.00
R3Social risk
0.00

The primary risks in Kingdom: New Lands are mild compulsion-loop design through variable rewards and the near-miss mechanic, and a low level of fear/horror from the 'Greed' enemies. There is also a mild level of violence in defending the kingdom from these creatures. However, the game lacks significant monetization pressure, social risks, or problematic content.

Content (not in risk score)

R4.1Violence Level
0.33
R4.2Sexual Content
0.00
R4.3Language
0.00
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 Kingdom: New Lands safe for kids?

Ludograph gives Kingdom: New Lands a rating of 60/100, recommended for ages 7 and up. It offers solid benefits but needs parental guidance on the risks.

What age is Kingdom: New Lands appropriate for?

Ludograph's rubric recommends a minimum age of 7+ for Kingdom: New Lands, based on benefits, risks, and content review. That is more lenient than ESRB E10+: industry ratings reflect content intensity, while ours also weighs how the game is designed to be played.

How long should kids play Kingdom: New Lands?

Our session recommendation for Kingdom: New Lands 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 Kingdom: New Lands?

The primary risks in Kingdom: New Lands are mild compulsion-loop design through variable rewards and the near-miss mechanic, and a low level of fear/horror from the 'Greed' enemies. There is also a mild level of violence in defending the kingdom from these creatures. However, the game lacks significant monetization pressure, social risks, or problematic content.