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THE KICKBOXER

Review · Action · PC

THE KICKBOXER

By the LumiKin editors

Reviewed: 02 May 2026

PC

kotarosdevgame · 2017

LumiScore

57/100

Good

THE KICKBOXER is a fighting game that builds strong hand-eye coordination and fine motor skills through its engaging mechanics.

Growth (BDS)

40

Risk (RIS)

2

Daily limit

120min

Age guidance

17+

Developmental benefits

B1Cognitive
0.50
B2Social-emotional
0.00
B3Motor
0.75

THE KICKBOXER offers strong benefits in motor skills, particularly hand-eye coordination, fine motor control, and reaction time, which are central to its fighting mechanics. It also provides moderate cognitive engagement through problem-solving, strategic thinking, and adaptive challenge as players progress through 28 different opponents.

Design risks

R1Dopamine pressure
0.03
R2Monetization
0.00
R3Social risk
0.00

The game presents very low risks in terms of dopamine manipulation, monetization pressure, and social risks, as it explicitly states no microtransactions, loot boxes, subscriptions, or stranger chat. Content risks are primarily related to its fighting theme, with a notable level of violence inherent to a K.O. fighting system.

Heads up

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

Parents ask…

Is THE KICKBOXER safe for kids?

LumiKin gives THE KICKBOXER a LumiScore of 57/100, recommended for ages 17 and up. It offers solid benefits but needs parental guidance on the risks.

What age is THE KICKBOXER appropriate for?

LumiKin's rubric recommends a minimum age of 17+ for THE KICKBOXER, based on benefits, risks, and content review.

How long should kids play THE KICKBOXER?

LumiKin's recommended play time for THE KICKBOXER is Up to 2 hours/day, calibrated to the game's dopamine, monetization, and social-pressure profile.

What are the main risks of THE KICKBOXER?

The game presents very low risks in terms of dopamine manipulation, monetization pressure, and social risks, as it explicitly states no microtransactions, loot boxes, subscriptions, or stranger chat. Content risks are primarily related to its fighting theme, with a notable level of violence inherent to a K.O. fighting system.