SHURIKEN TOWER

Climb · escape · or fall — RTP 97.00% — provably fair
Demo credits 1000.00
Ember 1.00× Ready
Frost 1.00× Ready
Floor 0
Climb begins in
6.0
Climb ended at
Ember
Frost
Without you
Without you
EMBER Own seed · own crash point
 
FROST Own seed · own crash point
 
Live escapes Best this session — —
Waiting for the first climb…
Round1
Commit SHA‑256
Revealed seed
Demo overrides Force the multiplier each climber runs to. Leave a field blank for the normal seeded result. While an override is live the crash point no longer comes from the server seed, so provably‑fair verification does not apply — the round is flagged.
×
×
No override — crash points come from the seed.

SHURIKEN TOWER — GAME SHEET

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.

Math

RTP
97.00%
House edge
3.03%
Volatility
High
RTP across cash-out points
Flat
Bust at 1.00×
3.03%
Reaches 2×
48.5%
Reaches 5×
19.4%
Reaches 10×
9.70%
Reaches 100×
0.97%
Positions per round
2 independent
Max multiplier
Capped on request

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.

Round

Betting window
6.0s
Median round
~16s
Settlement
3.8s
Auto cash-out
Per position
Rounds per hour
~200

Fairness

RNG
HMAC-SHA-256
Model
Commit–reveal
Server seed
Hashed pre-round
Client seed
Player-supplied
Two climbers
One seed, two nonces
Verification
Seed revealed each round

Technical

Client
HTML5 / WebGL
Assets
Fully procedural
Asset downloads
None
Target device
Mid-range Android
Orientation
Portrait + landscape
Currencies
100+
Languages
30+
Integration
Seamless wallet

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.

Compliance

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.

Design principle

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.