Game Engines
The game types organized by category — plus the code-relevant spots for integration & extension.
Instant-Games
One click, instant result. Pure RNG, no intermediate state.
Coin FlipPick heads or tails, set your bet — one click.›
You choose
Pick heads or tails, set your bet — one click.
What can happen
Right side: bet times ~1.96x (set by the game). Wrong side: bet lost.
Max payout
~1.96xLoss: 0x · winMultiplierBps (default 1.96x)
DicePick a target number in the game's range (default 0–99.99) and bet over or under it.›
You choose
Pick a target number in the game's range (default 0–99.99) and bet over or under it.
What can happen
Hit: the riskier your pick, the higher the multiplier (small chance = big win). Miss: bet lost.
Max payout
~97x at 1% win chanceLoss: 0x · (1-edge)/winChance
PlinkoDrop the ball — or several at once if the game allows multi-shot (1/3/10/100 balls); rows and risk profile are set by the game.›
You choose
Drop the ball — or several at once if the game allows multi-shot (1/3/10/100 balls); rows and risk profile are set by the game.
What can happen
Each ball lands in a multiplier slot: edges pay big, the middle pays small — sometimes less than the bet. With several balls, each one resolves independently.
Max payout
~26x at high riskLoss: 0.2x-ish middle slots · edge slot of the paytable (rows/risk), per ball
LimboSet a target multiplier (e.g. 5x) — that's all.›
You choose
Set a target multiplier (e.g. 5x) — that's all.
What can happen
The round draws a number: at or above your target you win exactly your target, below it the bet is lost.
Max payout
up to level cap, e.g. 20x–1000xLoss: 0x · your target (capped by creator level)
WheelSpin the wheel — segments and odds are set by the game.›
You choose
Spin the wheel — segments and odds are set by the game.
What can happen
One segment wins: each has its own multiplier, from 0x up to the game's top segment.
Max payout
creator-defined, e.g. 10x–50xLoss: 0x · top segment of the creator's paytable
KenoPick numbers from the game's pool.›
You choose
Pick numbers from the game's pool.
What can happen
Numbers are drawn: the more of yours hit, the higher the payout — few hits pay nothing.
Max payout
biggest when all your picks hitLoss: 0x · paytable top tier (all picks hit), scaled to target RTP
ScratchBuy a ticket — there is nothing to choose.›
You choose
Buy a ticket — there is nothing to choose.
What can happen
One draw from the game’s prize table decides the round: each prize class has a weight (how often it comes up) and a multiplier (what it pays). Most tickets are blanks — the bet is lost; the rest pay their class. Scratching is theater: the prize is fixed before the first field is rubbed.
Max payout
creator-defined, e.g. 50xLoss: 0x · top prize of the creator's paytable
FortuneComing soon›
— in preparation —
Custom SDKComing soon›
— in preparation —
code: engine.settleInstant() · single HMAC draw
Interactive-Games
Multi-stage player decisions before resolution (cash-out moments).
MinesUncover ONE tile per move on the grid (size is set by the game, default 5×5).›
You choose
Uncover ONE tile per move on the grid (size is set by the game, default 5×5).
What can happen
Every safe tile raises the multiplier and you may cash out after each one. Hitting a mine ends the round and the bet is lost.
Max payout
grows per safe pick; all safe tiles = auto-cashoutLoss: 0x · (1-edge)·prod(remaining/(remaining-mines)) per pick
TowersPick one column per floor (2–4 columns, set by the game — most run 3; the count can vary per floor). One column per floor hides a bomb.›
You choose
Pick one column per floor (2–4 columns, set by the game — most run 3; the count can vary per floor). One column per floor hides a bomb.
What can happen
Every safe floor multiplies your bet; cash out any time. Hit the bomb and the bet is lost. Reach the top floor for the maximum.
Max payout
~x28 at 3 columns / 8 floorsLoss: 0x · (1-edge)·(columns/(columns-1))^levels
PumpPump the balloon — one button, again and again.›
You choose
Pump the balloon — one button, again and again.
What can happen
Every pump grows the multiplier; cash out any time. The balloon bursts at a hidden point — then the bet is lost.
Max payout
~x16 at 1.15 growth / 20 pumpsLoss: 0x · growth^maxPumps
Hi-LoThe game deals a card; you call whether the next one is higher or lower.›
You choose
The game deals a card; you call whether the next one is higher or lower.
What can happen
Correct: the multiplier compounds (unlikely calls pay more) and you may cash out any time. Wrong or a tie ends the round. The chain ends after the configured number of steps.
Max payout
grows per correct guess, up to the game's step limitLoss: 0x · (1-edge)/winChance per step, compounding
Dice LadderTwo dice (default) are rolled — guess whether the next roll's sum is higher or lower (optionally “exactly the same”). Unlike cards, sums are not equally likely: the middle comes up often, the edges rarely.›
You choose
Two dice (default) are rolled — guess whether the next roll's sum is higher or lower (optionally “exactly the same”). Unlike cards, sums are not equally likely: the middle comes up often, the edges rarely.
What can happen
Every correct guess grows the multiplier — the unlikelier the guess, the more it pays; cash out any time. Wrong or a tie loses the bet. The chain ends after the game's step limit.
Max payout
~x34.9 per step at 2 dice / 6 facesLoss: 0x · (1-edge)·faces^dice per step, compounding across steps up to maxWinBps
StepsOne choice per turn: cash out or try to climb one rung (a single button). Each climb succeeds with a fixed chance set by the game.›
You choose
One choice per turn: cash out or try to climb one rung (a single button). Each climb succeeds with a fixed chance set by the game.
What can happen
Each rung pays a fixed ladder multiplier; cash out any time from the minimum rung. Without safe points a fall loses the bet. With safe points you have lives: only failed climbs cost one — depending on the game you stay on the safe point or drop to the next lower one. Failing with no lives left loses the bet.
Max payout
~x16.8 at 70% chance / 8 rungs (lose/AUTO)Loss: 0x · top ladder rung — lose/AUTO: (1-edge)·(1/p)^steps; checkpoint/AUTO: DP-scaled (top between 2x and 10000x, enforced)
Spin Tower ProOne button: spin. Careful — this is what sets it apart from every other game here: EVERY spin costs your full stake again, not just the round start. From the first spin the stake is locked for the whole round and can no longer be changed.›
You choose
One button: spin. Careful — this is what sets it apart from every other game here: EVERY spin costs your full stake again, not just the round start. From the first spin the stake is locked for the whole round and can no longer be changed.
What can happen
Each spin draws exactly one outcome: a tower climbs one level, a tower already at its top pays its top multiplier as SECURED (and stays at the top), the joker lifts or secures every tower, nothing happens, or FAIL. Your pot is the sum of the multipliers of the levels reached RIGHT NOW — a FAIL takes it: depending on the game all towers drop to 0 and the round ends, or every tower slips down one level and the round continues. Secured is FAIL-immune: no FAIL can take it from you, but it is paid with the final settlement at the end of the round, not straight away. Cash out any time from the first spin — it pays pot + secured. The round ends by itself at the latest after the spin count set by the game.
Max payout
default preset 3 towers x 4 levels (20% each / joker 2% / nothing 28% / FAIL 10%, AUTO ladder 1.44x-2.16x-3.24x-4.86x): max pot 14.574x, round cap 43.72x -> max win 72.868x (fits the Level-1 100x cap)Loss: 0x per paid spin (a FAIL zeroes the pot) — anything already secured is still paid at round end · maxSessionReturnBps + 2 x maxPotBps (the round cap plus one joker on all-maxed towers: the secured top sum plus the pot held in that moment); the cap ends the round and pays out IN FULL, never truncated
code: engine.stepState() · multiplier curve · commit per step
Table-Games
Classic table games with rule sets (cards/wheel), evaluated server-side.
RoulettePlace a classic bet: red/black, odd/even, 1–18/19–36, dozen, column or a single number.›
You choose
Place a classic bet: red/black, odd/even, 1–18/19–36, dozen, column or a single number.
What can happen
Fixed classic payouts: even-money bets pay 2x, dozen/column 3x, single number 36x. Miss: bet lost.
Max payout
36x on a single numberLoss: 0x · 36x (straight); RTP 97.3% (European) / 94.7% (American)
BlackjackComing soon›
— in preparation —
code: rules/*.ts · deterministic evaluation
Slot-Games
Reels with paytable & RTP configuration. Symbols are mapped from the draw.
Slots 3×3Spin the reels — one bet, no other choices.›
You choose
Spin the reels — one bet, no other choices.
What can happen
The centre line decides: three equal symbols pay their triple value, two equal pay the pair value, otherwise the bet is lost.
Max payout
creator-defined, e.g. 25x–100xLoss: 0x · top triple of the creator's reel
Slots ModularSpin the reels — one bet, no other choices.›
You choose
Spin the reels — one bet, no other choices.
What can happen
Up to 20 paylines pay 3/4/5-of-a-kind left-to-right (wild substitutes); 3+ scatters pay anywhere and can trigger free spins with a fixed multiplier (capped), when configured. All hits from one spin sum — otherwise the bet is lost.
Max payout
reference config: ~308x (conservative bound)Loss: 0x · lineCount·maxLinePay + scatterMax (conservative bound)
Slots 5×3Coming soon›
— in preparation —
code: reelmap[] · paytable[] · RTP config
PvP-Games
Player versus player, pool from bets, the platform only takes the fee.
PvP CoinCreate or join a lobby, set the stake (within the game's limits) and optionally lock it with a 4-digit PIN. Tick ready — that sends your client seed. When everyone is ready the server flips the coin; the result maps to seats (host = seat 1).›
You choose
Create or join a lobby, set the stake (within the game's limits) and optionally lock it with a 4-digit PIN. Tick ready — that sends your client seed. When everyone is ready the server flips the coin; the result maps to seats (host = seat 1).
What can happen
No money moves until the lock. Once all seats ready up, each seat is debited its stake (plus fees) and the clean stakes form the pot. The server draws once — the winner takes 100% of the pot, the loser gets nothing back. Fees are always kept. Nothing can be changed or cancelled after the lock; even if you disconnect, the match still settles.
Max payout
two players stake 1 SOL each -> pot 2 SOL -> the winner receives 2 SOLLoss: 0 (the loser gets nothing back) · pot = 2 x stake (winner takes all; fees are charged on top and always kept)
PvP DiceCreate or join a 1v1 lobby, set the stake (within the game's limits) and optionally lock it with a 4-digit PIN. Ready up — that sends your client seed. After the lock you take turns: roll six dice, keep any scoring dice (1s, 5s, three-of-a-kinds, a straight, three pairs), then either roll the rest to push your luck or bank the points into your total. A throw with nothing to keep is a farkle — that turn scores 0.›
You choose
Create or join a 1v1 lobby, set the stake (within the game's limits) and optionally lock it with a 4-digit PIN. Ready up — that sends your client seed. After the lock you take turns: roll six dice, keep any scoring dice (1s, 5s, three-of-a-kinds, a straight, three pairs), then either roll the rest to push your luck or bank the points into your total. A throw with nothing to keep is a farkle — that turn scores 0.
What can happen
No money moves until the lock. Once all seats ready up, each seat is debited its stake (plus fees) and the clean stakes form the pot. You play your turns (quick3: 3 each; race10000: bank up to 10000, then the opponent gets one last-licks turn); the higher banked total wins 100% of the pot, the loser gets nothing back. A tie goes to sudden death. Fees are always kept. Only the active seat can move and a timeout auto-banks the best selection; nothing is refundable after the lock, except an exact tie at the hard cap which voids the match and refunds both seats.
Max payout
two players stake 1 SOL each -> pot 2 SOL -> the winner receives 2 SOLLoss: 0 (the loser gets nothing back) · pot = 2 x stake (winner takes all; fees are charged on top and always kept)
PvP Dice ProCreate or join a 1v1 lobby, set the stake (within the game's limits) and optionally lock it with a 4-digit PIN. Ready up — that sends your client seed. After the lock you take turns under the creator's chosen format: a single-roll compare (roll your dice, higher score wins), push-your-luck Farkle, or a points system (both keep scoring dice then bank or risk it — the points system scores by the creator's own paytable, shown in-game). The win condition is highest score over N turns or first to a target.›
You choose
Create or join a 1v1 lobby, set the stake (within the game's limits) and optionally lock it with a 4-digit PIN. Ready up — that sends your client seed. After the lock you take turns under the creator's chosen format: a single-roll compare (roll your dice, higher score wins), push-your-luck Farkle, or a points system (both keep scoring dice then bank or risk it — the points system scores by the creator's own paytable, shown in-game). The win condition is highest score over N turns or first to a target.
What can happen
No money moves until the lock. Once all seats ready up, each seat is debited its stake (plus fees) and the clean stakes form the pot. You play the format the creator set (highest score over N turns, or first to a target with the opponent's last-licks turns); the higher score wins 100% of the pot, the loser gets nothing back. A tie goes to sudden death. In the points system, the creator's paytable — shown in-game — sets which dice combinations score how much. Fees are always kept. Only the active seat can move and a timeout auto-resolves the turn; nothing is refundable after the lock, except an exact tie at the hard cap which voids the match and refunds both seats.
Max payout
two players stake 1 SOL each -> pot 2 SOL -> the winner receives 2 SOLLoss: 0 (the loser gets nothing back) · pot = 2 x stake (winner takes all; fees are charged on top and always kept)
code: match/*.ts · escrow · winner-take-pool