Methodology
This page describes how every rating on this site is produced, so you do not have to take our word for it.
How we score monetization pressure
The 0-100 score is not a taste judgment. It counts measurable things: the share of content locked behind a paywall, the presence of energy systems or timers that push you toward paying to skip a wait, and how often the game prompts a purchase during normal play.
A high score means the game is built to create frequent purchase decisions. It does not mean the game is bad — a well-made game can still be built that way, and we say so in the notes for that game.
How we measure hours to complete
"Hours to complete" means hours to reach a scripted ending or the point where new content stops and repetition begins — whichever the game actually has. For games with no ending by design, we say so directly rather than leaving the field blank.
Where the numbers come from
Where a publisher states a price, a drop rate or a monetization change in an official patch note or store page, we cite it directly. Where no official figure exists, the page says so — we do not estimate a number and present it as fact.
What this does not cover
We do not track live balance changes day to day. A rating is current as of the year shown; a game that changes its monetization mid-year gets a new rating the following year, not a silent edit.
Corrections
If a rating is wrong or a source has changed, tell us at [email protected] and we will check it.