Why do we even need to look for Roblox alternatives?

Kirra Pendergast presenting on online safety
Kirra Pendergast
June 3, 2025
3 min read

The answer is not just because of safety, or chat filters, or the latest horror story. The answer is structural. Psychological. Economic. Philosophical. It is because Roblox, like so many of its contemporaries, was never built with your child’s best interest in mind. It was built with your child’s attention as the product and their future behaviour as the monetisation model.

In the early 2000s, online games for children were still what we call sandboxes. Think Club Penguin, Neopets, Moshi Monsters. Primitive, clunky, and at times exploitative, yes….but they were built for time-wasting, not mind-harvesting. They hadn’t yet perfected the alchemy of psychological compulsion that today’s platforms wear like armour.

Then came Roblox.

What Roblox introduced was not just a platform for play. It was a frictionless economy of endless user-generated content, where kids could build, sell, buy, and trade inside an environment that looked like play but operated like a speculative marketplace. Children, were being groomed. Not only in the sinister predator sense, but in the slow, systemic way that teaches them to see their own time, creativity, and friendships as inputs for profit.

The platform encourages creation, yes. But it also encourages engagement loops, virtual goods dependency, and algorithmic feedback that is largely opaque to the child and the parent. Roblox has been criticised for failing to provide meaningful protections around labour exploitation of underage developers, many of whom spend hundreds of hours building in-game assets with the hope of virtual reward or fame

In this sense, the platform operates as a hybrid: part game, part economy, part content farm. It’s not inherently evil, but it is structurally incompatible with childhood.

That’s why this list matters.

What each of these alternatives represents is not just a “safer” version of Roblox, but a categorical difference in design philosophy. These platforms, intentionally or not, reject the toxic triad of modern digital design:

  1. Addiction as a feature
  2. Revenue through manipulation
  3. Connection without responsibility

Toca Life World and Sago Mini are not just screen-time filler. They’re grounded in exploratory play that encourages internal narratives, not external validation. There are no public leaderboards. No currency to manage. No pressure to perform for an audience. These are sandboxes in the truest sense places where the mind can wander, not get harvested.

LEGO Life and Minecraft Education Edition provide structured creativity with strong boundaries. Their UGC components are not dark alleys filled with unknowns, but well-lit rooms with adult supervision. That matters. Because creativity without containment online is like fire without a fireplace it burns more than it builds.

Osmo deserves particular attention. It reinserts the child’s body into digital play. The camera sees the real world. The hands do real things. There is no “skin” to buy, no character to curate for others. This isn’t gamified play. It’s play that happens to involve a screen. There’s a difference. And we forget that difference at our peril.

These alternatives are rarely the default choice and like all gaming, please set boundaries and co-play so you can look at all the potential risk inline with your family values.

The platforms that make the most noise and the most money are the ones that deliver the most engagement per second. And they do it not by asking “What is healthy?” but “What is sticky?”

Parents feel outpaced. Teachers feel exhausted. Policymakers are often still working based on gaming strategy from a decade ago. And the children? They are navigating an online ecosystem engineered not for their development but for their data. This is game design in 2025.

A Stanford study published in 2022 highlighted how children aged 8 to 12 now spend more than 5 hours a day online, with social games like Roblox leading the way. And while these environments can build community, they often do so with algorithmic undercurrents that prioritise profit over wellbeing

So then there is what we call “walled gardens” something long dismissed as overly restrictive or out of touch are often the very environments children need most. Not to cocoon them from the world, but to equip them with the cognitive muscle to face it. These aren’t cages. They’re training grounds. With boundaries. With context. With adults still in the room.

If we’re serious about raising a generation that can think critically, move wisely, and resist being shaped entirely by the incentives of the machine, then we cannot hand over a tool and walk away. We must ask: Who made this? What was it made to do? And what part of my child is it quietly trying to claim?

Without those questions, Roblox and its clones will keep winning. Not because they offer better experiences. But because they offer faster gratification, louder feedback, and more addictive loops.

But with clarity, care and frameworks like the ones we design here at CTRL+SHFT. We can begin to shift the centre of gravity not toward nostalgia but toward collective wisdom.

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