Logbook · editorial notes

Notes on how the huts are filled.

Each note explains one choice behind the profiles, the age line or the planner.

A row of striped beach huts in bright colours
Photo: Amy W. / Unsplash

Why the youngest player sets the line

A PEGI or IARC rating describes what a game shows and what it sells. It says nothing about difficulty. A crew of adults and one ten-year-old is still a crew with a ten-year-old in it, so the planner sinks any game rated above the youngest player's age band instead of quietly ranking it.

We show the rating and the reason for it on every hut, so a parent can disagree with the line on purpose rather than by accident.

Why two cartoon games are PEGI 16

In March 2026 PEGI announced that games submitted from June with paid random items would get PEGI 16 by default. In October it extended that to existing digital games rated 3, 7 or 12, with storefronts updating their labels over time.

Brawl Stars and Pokémon UNITE now show PEGI 16 on UK storefronts, with labels that cite random items rather than violence. The fights did not change; the shops are what the rating describes. Fall Guys, which sells no random items, stays at PEGI 3.

Short rounds suit mixed crews

When a match lasts three minutes, a loss is over before it stings, and a player who is waiting for a turn on the shared console is never waiting long. Long matches reward a settled team; short ones reward a crew that changes from round to round.

That is why every hut lists a short option next to the main mode, and why the planner counts how many matches fit into your evening, not just whether one does.

Easy first matches are partly bots

Several of these games fill a new player's first matches with computer-controlled opponents, or with very new players. The first evening can feel easier than the game really is.

We say so on the hut where a publisher states it, so nobody is surprised when the matches get harder a week later.

Four ratings, no overall score

Each hut rates four things out of five: how easy the start is, how much the team has to talk, how large the skill gap is and how well the game suits a short session. We do not add them up, because a high skill gap is a warning for one crew and the whole point for another.

The method page explains each scale and what a five means.

Why the huts show people, not game art

The photos on the huts are of people playing, taken by photographers on Unsplash and credited by name. None of them is a screenshot or official artwork of these games, and we do not use logos or key art.

For what a game looks like today, the official site is linked at the top of every hut. That page is always more current than a screenshot here would be.