A closer look at Deadwood’s content and tone
Craze City is intended for ages 13 and over and is still in development. That is an audience choice, not an official store rating or a guarantee that it suits every teenager. Spending, loss and other players need their own answers.
· 5 min read · Brainbaby Labs · Updated

The rating is the easy half
The question underneath “zombie game for kids” needs more than a yes or no. Craze City is intended for ages 13 and over. It has not been publicly released, and this article does not claim an official App Store, Google Play or IARC age rating.
A content rating answers one quarter of that. It covers what the game shows, and in Deadwood Quarantine the answer is nothing — the infected are contained rather than killed, so there is no blood, no corpse and no gore anywhere in the mode. That decision is settled and it was cheap to make, because it is a thing you choose once and then do not build.
The other three quarters are what the game does once it has a kid's attention, and they are where a family friendly game usually comes apart.
- Content
- What is on screen. The only part a store rating covers, and the easiest of the four to get right.
- Money
- Whether the game can take any. Optional gem purchases are planned for Craze City. Its in-game economy has no cash-out or real-money lending.
- Loss
- What a bad run actually costs. In Deadwood it is the hazard pay you had not banked yet, and nothing else.
- People
- Who else is in the world. It is an online city, so this one is a moderation question rather than an art question — and it is the open one.
Problem one: what it does to money
The most common way a game aimed at teenagers goes wrong has nothing to do with what is on screen. It is the shop.
Craze City is planned as a free download with optional in-app purchases of gems. The gem shop includes premium cars priced in gems. It therefore falls outside the category in our guide to mobile games with no in-app purchases.
For a parent, the practical question is what can be bought and what a purchase changes. The careers and Craze Bank describe the in-game economy, which has no cash-out or real-money lending. That closed economy does not remove the planned ability to spend real money on gems.
The game is still in development. Purchase availability and parental-control details still need to be confirmed. Review the eventual store listing and purchase settings before making a decision for a teenager.
Problem two: what losing costs
Deadwood Quarantine can take money off you. That is the entire point of it. Hazard pay accrues by the minute and multiplies the deeper you push past the wall, and none of it is yours until you walk back across the bridge. Go down inside the wire and every unbanked coin stays there.
The important boundary is what a failed run puts at risk. Money already banked is outside the described hazard-pay loss, as are the house, garage and reputation. The risk concerns the unbanked reward carried during the run; that design rule is not a blanket guarantee about every possible loss or account-recovery case.
A player who chooses when to turn back can set the size of the risk. Walking back with less than they hoped for is still frustrating. Intended age and the absence of gore do not tell a parent how a particular teenager will respond to that loss.
Problem three: the game has to be willing to stop
The third thing a rating cannot see is whether a game will ever let go.
Deadwood has a stopping point built into its rules rather than into a menu. Hazard pay banks when you cross the bridge, so every run ends on the same beat: standing at the checkpoint with a number that is now permanently safe. That is a natural place to put a phone down, and it arrives whenever the player decides to end a run rather than whenever a meter says so.
Compare it to the shape most free mobile games are cut to, where the session has no edge at all. The meter is always partly full, the timer is always partly run down, and there is never a moment where the game says you are finished. A game with no stopping point does not remove the argument about screen time; it outsources it to the household.
The raid clock does the same job at a smaller scale. Near the wall a raid comes roughly every 147 seconds and lasts about 32. Deep in the zone it is every 116 and lasts 58. Either way the mode is made of short complete units with an obvious seam between them, and a seam is what you need when someone has to be told to stop in ten minutes.
Problem four: the other people
The last one has never been covered by a content rating for any game, and filing it as solved here would be dishonest. Craze City is an online open world. You and your friends are in the same city at the same time, and so is everybody else.
That is the product rather than a mode we could switch off — the shared city is the reason the game exists at all. It also means the question a parent is genuinely asking, which is who can reach my kid, gets answered by what we build around the world rather than by what we put inside it. It deserves its own page written against real features, not a reassuring paragraph at the end of this one.
The intended audience for this city of jobs, rent, driving and one very bad island is 13 and over. That is not a formal store age certificate. Final store ratings and online-safety features still need to be checked against the released game.
None of this started as a kids' game
It started as a city life sim about work, rent, a car and eventually a flat. Deadwood Quarantine is the one district in that city actively trying to kill you, and a gore system would have been the single element in the whole game aimed at a different audience from everything else. So it was never built. Not disabled, never built.
A mode about deciding when to walk away needs a clear stopping point. Optional gem purchases add a separate spending question, and an online city adds questions about contact with other players. Those deserve concrete answers as development continues, rather than a blanket promise that a game without gore is suitable for children.