The purpose of this study is to explore the effectiveness of a digital mixed-reality detective game designed to educate college students about pangolin conservation. To evaluate players' satisfaction and learning outcomes, a quasi-experimental study was conducted with a single group of players using both pre- and post-tests to evaluate the game's key feature: the ability to construct a low-cost scenario. The results showed that the average correct answer rate of 6 groups with a total of 32 players in the pre-test was 37.8%, and the average correct answer rate in the post-test was 94.1%, a total increase of 56%. Game satisfaction was also measured, with players giving the game an average score of 4.6 to 4.9 points on a Likert 5-point scale. This exploratory research not only collects information on the effectiveness of the educational game about pangolin conservation for university students, but also reflects on the relationship between controlling the costs of game teaching materials, training human resources, and maintaining the quality of games.