A level up to the crash mechanic.
Two ninja race up a tower. Altitude is the multiplier. Cash out and your climber leaves a substitution behind in a puff of smoke and takes the gold straight up out of frame. Wait too long and a shuriken comes out of the dark and takes him off the tower. Two independent climbers run every round, one bet panel each — back one, or hold both.
The substitution then runs the climb you walked away from, to the crash point that was always coming, so you watch exactly what you left behind.
RTP is flat at every cash-out point — 1.10× and 50× return the same 97%. There is no optimal target to solve for, which keeps advantage play out and makes the game trivial to explain to a player.
No models and no textures are fetched — the tower, the climbers and every effect are built from primitives at runtime, so the game loads on a cold connection and holds framerate on low-end hardware. The tower is fourteen segments recycled beneath the camera, which makes the climb unbounded at a fixed cost.
No blood and no killing blow: a defeated climber is knocked off the wall and falls out of frame. Weapon themes attract the most certification friction in regulated markets, so the non‑lethal grammar is built in from the first frame rather than patched in for approval. Characters are original designs carrying no licensed likeness. Responsible‑gaming hooks — session timer, reality check, loss limit — are operator‑configurable.
A crash visual has to climb and never reset. Altitude does that natively, and it puts the number in the world instead of on top of it — every storey is stamped with the multiplier as the climber passes it, so a player reads his position off the building itself. And because the substitution finishes the run he abandoned, the cost of cashing out early is shown rather than stated.
Prototype status: math, RNG and round flow are implemented and verifiable in this build. Currency, language, wallet integration and cap figures are target specification.