CPS-05

No FOMO Mechanics

The game must not use loss, punishment, false scarcity, or manufactured urgency to compel return visits or spending.

Does not pass

Prohibited patterns

Punitive streaks, streak-loss threats, monetized energy waits, false countdowns, restarting offers, artificial scarcity, or anxiety about permanent paid-item loss.

Can pass

Permitted patterns

Genuine seasonal events, optional calendars without loss, truthful real-world event dates, returning content, and progress that survives a break.

How the audit treats this rule

Evidence, behavior, and edge cases.

Evidence

Provide the relevant configuration, catalog, service inventory, screenshots or recordings, test account/build, and a clear description of remotely controlled behavior.

Test

The reviewer checks actual behavior across applicable account states, regions, purchase paths, notifications, remote flags, and relevant service traffic.

Pass condition

The prohibited behavior is absent, permitted behavior fits the stated caveat, and the evidence is sufficient for the frozen product scope.