Stairs

InOut Games

Demo, RTP 97.00%, paytable, symbols & full capture data

Free demo · not real-money play 2 plays in 30 days · last one 25 minutes ago
✓ Working · checked 1 day, 1 hour ago Verified · 17 Aug 2026
RTP 97.00%
Volatility
Max win ×75194
Grid
For webmasters & affiliates
Embed demo

Direct demo link or iframe code for your site. Free · no sign-up

Asset pack

20 screenshots · palette · spec sheet. ZIP — captcha check, no sign-up

Slot API

GET /v1/slots/stairs-b22/

1,000 free requests / month · sign-up required

34 API calls this month
Ask AI MCP

This slot’s spec, symbols, palette and demo link — queryable from Claude, Cursor or VS Code. Read-only · free · no key, no sign-up.

mcp.i-gaming.tools/mcp
What to ask → 2-min setup
Verified capture
iGaming Tools capture pipeline Manual demo playthrough · paytable OCR-verified

Captured by hand from a live demo and verified frame-by-frame — the paytable was OCR-checked against the provider. 4 aspects we couldn’t confirm are flagged below, not hidden.

Captured 17 Aug 2026 View capture log

Per-screen breakdown

20 demo screens
20 PNG (ZIP)
Autoplay settings
autoplay Autoplay settings
Base game
base_game Base game
Base game
base_game Base game
Base game
base_game Base game
Base game
base_game Base game
Base game
base_game Base game
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
Logo
logo Logo
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Game settings
settings Game settings
Win screen
win_screen Win screen

What we extracted from Stairs

Everything pulled from Stairs into machine-readable data — symbols, paytable, palette, modes and assets. A capture result, not a game review.
20 screens captured
6 palette colors from frames
5 accessibility groups profiled
4 gameplay modes NOT captured — flagged honestly below

manual demo playthrough → 20 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider InOut Games
rtp 97.00% · single configuration
max_win_x ×75194
bonus_buy No
mechanic Crash
release_date 2024

Bonus modes

5 modes
Base Game Modifier base
Base Game

A thirteen-rung ladder rises through a dark cave. Each rung prints its own multiplier in the left-hand column, and grey boulders sit scattered along the rows. A caveman climbs rung by rung; the stake can be taken at any point, and hitting a boulder ends the round. Stakes run from 0.12 to 200 USD.

Other difficulty
Difficulty Levels

Seven levels, chosen with the buttons 1 to 7, rewrite the ENTIRE ladder rather than adjusting it. The tops run 2.77, 8.77, 31.59, 134.27, 716.13, 5371.02 and 75194.40 - the last being the highest figure the game prints anywhere. Switching level is blocked while a round is live, verified from an actual round rather than from the button's styling.

Other climb
Climb and Cash Out

Every step forward moves the payout to the next rung's multiplier, and the stake is paid as stake times that figure. Measured on the win banner: 3 at x1.14 paid 3.42, corroborated by four rows of the bet history including one loss at x0.

Other auto_pick
Auto Pick

A control that chooses the next step for the player. It is genuinely DISABLED at rest - confirmed by the element's own disabled attribute, not by how it looks - and only becomes active once a round is running.

Other provably_fair
Provably Fair

A panel exposing the client seed and the server seed hash, with a My bet history table listing stake, multiplier and win per round.

Colour system

extracted from frames · HEX
Export palette
#141516 base dominant 1 base
#4CD964 base dominant 2 base
#535456 base dominant 3 base
#3C3E40 base dominant 4 base
#999A9B base dominant 5 base
#E3E5E4 base dominant 6 base

Accessibility

profile for all groups
Color Blind
  • A cleared rung and the current undecided rung render in the SAME gold, so cell colour cannot separate them. What does carry the state is the label in the left-hand column turning solid, the climber's position on the ladder and the live cash-out figure - worth knowing, because the obvious cue is the unreliable one here.
Screen Reader
  • The control bar is real DOM with named elements, but the ladder and the climber are drawn on canvas, so progress is not exposed as text.
Motor Accessibility
  • The round is turn-based and waits for a step or a cash-out; Auto Pick removes the need for precise repeated presses once a round is running.
Hearing Accessibility
  • Sound is a toggle in the burger menu and every outcome is printed on screen, so no result is carried by audio alone.
Low Vision
  • Every rung prints its multiplier in a dedicated left-hand column at a constant position rather than inside the cells, so the ladder can be read without tracking the character.

Media & assets

6 files · 6 types
20 PNG (ZIP)
Base game
base_game
Base game
base_game
Base game
base_game
Base game
base_game
Base game
base_game
Logo
logo

Data provenance

what we captured and what we didn't
Base game, all seven difficulty ladders, a round in progress, a cash-out win with its arithmetic, a boulder loss, a maximum-bet round and its loss, both rules dialogs, settings, provably fair, bet history and the Auto Pick control in its enabled state.
RTP is printed nowhere in the build - two channels checked. The recorded 97 percent comes from the provider card, corroborated by SlotCatalog.
The server-refusal channel for the bet floor could not be exercised: the app's controlled bet field rejects an injected value, three attempts. The limits rest instead on three channels that did agree - printed panel, live MIN and MAX buttons, and a real 200 round with an exact deduction.
A few boulder icons appear inside the current, still undecided row on some mid-round frames. The likeliest explanation is the Auto Pick scan animation, but it was not established, so it is recorded rather than explained.
There is no loading splash: the demo opens straight into the base game.

Ask AI about Stairs

MCP · VERIFIED CAPTURE DATA

AI apps like Claude are chat apps: you ask, they answer. Normally they can’t see this capture — MCP is the plug that connects them to it. Add one link, and your chat answers with this slot’s verified data. No coding.

Server https://mcp.i-gaming.tools/mcp paste into Claude, Cursor, VS Code, Gemini, Codex, Windsurf or Zed · read-only · free · no key Setup guides →
What it looks like

How does Stairs play? Keep it simple.

A thirteen-rung ladder rises through a dark cave. Each rung prints its own multiplier in the left-hand column, and grey boulders sit scattered along the rows. A caveman climbs rung by rung; the stake can be taken at any point, and hitting a boulder ends the round. Stakes run from 0.12 to 200 USD.

RTP 97.00%max win ×75194demo ✓

From the verified capture of 17 Aug 2026 — not from the AI’s memory.

Playersearch_slots

“Find slots like this but medium volatility — with free demos.”

→ matches by mechanics and theme; official free demos only.

Affiliateget_slot ×2

“Comparison table: Stairs vs Mine Slot 2 — RTP, max win, bonus buy.”

→ side-by-side table, ready for your review page.

Editorget_slot

“Fact-check my review: RTP, max win, paylines, bonus-buy price, release year.”

→ OCR-verified numbers — including the 4 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 6 palette hexes and the symbol descriptions.”

→ same palette and symbol data as the sections above, as one brief.

Verified capture: manual playthrough, paytable OCR-checked Honest gaps: 4 uncaptured aspects flagged, not hidden Read-only · free, no key · per-IP rate limit 18+Free demo data only — no real-money links

Technical info

Free JSON data API — token auth.
GET /api/v1/slots/stairs-b22/

Public data API. Send Authorization: Token <your-token>. Full structured data, media and demo links in one call. See the API docs.

Spec sheet — extracted, unverified. This is the raw OCR dump, not the full API response.
GET /api/v1/slots/stairs-b22/
{
  "game": {
    "name": "Stairs",
    "provider": "InOut Games",
    "game_category": "crash",
    "theme": "Prehistoric/stone-age cave-climb theme: a caveman character climbs a staircase carved into a dark cavern, trying to avoid hidden boulder traps. No reels, no paylines, no card/fruit symbols - the entire game is the ladder itself.",
    "art_style": "Flat 2D vector cartoon UI over a near-black, minimal cave background (almost solid dark charcoal/black, only a faint darker rock-silhouette texture visible in the corners). Thick clean outlines, flat cel-shaded fills, no gradients or photorealistic lighting, no dynamic time-of-day. The one character (caveman) and the boulder/trap icons are drawn in a cute, rounded, casual-mobile cartoon style (large head, simple round eyes, simple club weapon) - cheerful/light-hearted rather than dramatic or scary, despite the dark background. All UI chrome (buttons, panels, dialogs) is a minimalist flat dark-grey/near-black design system with a single accent color (warm gold/amber-yellow) for interactive/active/positive elements and green for the primary call-to-action button. No isometric or 3D perspective; the board is shown as a flat, straight-on 2D staircase diagram.",
    "documentation_purpose": "Exhaustive accessibility documentation (blind/low-vision screen-reader users, deaf/hard-of-hearing, color-blind users of all types, motor-impaired users) built from 19 desktop (1280x800) screenshots + OCR ground truth + zoomed pixel-level crops.",
    "method_notes": "Category (crash-style ladder/'Chicken Road'-family game, not a reel slot) is proven by measurement, not guess: bet is deducted from balance the instant the round starts, and win = bet x the printed multiplier of the row the player cashed out on (see 'payout_basis'). All ladder tables below were read directly, level by level, from paytable_level1.png .. paytable_level7.png (note: base_game.png and paytable_level7.png are pixel-identical - the game's resting/default state already has difficulty level 7 selected, so the resting screen doubles as the level-7 ladder table). Numbers are reported only where legible on a screenshot; anything not directly legible is listed in 'unreadable_or_uncertain' rather than inferred.",
    "language": "English"
  },

  "color_palette": {
    "background": "Near-black / very dark charcoal (almost solid black) across the entire play area; a faint, barely-visible darker rock/cave silhouette texture is visible only at the lower-left and lower-right corners.",
    "top_bar": "Same near-black background; 'STAIRS' wordmark top-left in bold white letters with a small tan/orange cave-torch or bone icon replacing the 'A'. 'How to play?' is a dark-grey rounded pill with a white circular 'i' info icon and white text. The balance readout ('1 000 000') is a dark-grey rounded pill with a small white/silver coin icon and white bold text. A fullscreen (expand-corners) icon and a hamburger menu icon (three horizontal white lines) sit at the far right, both plain white glyphs with no fill.",
    "ladder_rows_unlit": "Each not-yet-reached step/row is drawn as a horizontal line of small dark-grey rounded rectangles ('pills'), one per cell, on the near-black background - low contrast, clearly darker than the background panels elsewhere in the UI.",
    "ladder_rows_cleared": "Once a row has been successfully passed, every cell pill in that row turns solid warm gold/amber-yellow, AND the row's multiplier label box on the left column also turns solid gold with bold dark (near-black) text (see 'accessibility_observations' for why this matters for color-blind users).",
    "multiplier_label_column": "Left-hand vertical stack of 13 rounded rectangle boxes, one per row, stacked bottom (lowest multiplier) to top (highest multiplier). Unreached/undecided rows: dark-grey box, muted blue-grey text (e.g. 'x1.21'). Cleared/passed rows: solid gold box, bold near-black text.",
    "trap_icon": "A small rounded grey/silver boulder (hexagonal faceted rock) icon, shown sitting inside a cell once that cell's danger has been revealed (see 'round_flow' for exactly when boulders become visible).",
    "character": "A cartoon caveman: light tan/beige skin, brown spiky hair, wide surprised/determined eyes, wearing a mustard-yellow/gold fur loincloth, holding a small dark grey wooden club (rounded stick with a rounded head) in one hand. He stands on a small white 2-runged ladder icon that marks his current cell.",
    "ladder_rung_icon": "A simple white/light-grey 2D ladder pictogram (two vertical rails, horizontal rungs) drawn inside a gold cell, marking the exact cell the character used to climb from one row to the next.",
    "bottom_control_bar": "A single wide dark-grey rounded rectangle panel spanning the bottom of the screen, split into two stacked rows of controls.",
    "bet_field_row": "'MIN' (grey text button, left) - a dark numeric bet-amount field (white text, center) - 'MAX' (grey text button, right); difficulty buttons '1'-'7' as a row of small dark-grey square buttons with grey numerals (unselected) or a solid white/near-white square with bold black numeral (selected level).",
    "quick_bet_row": "Four dark-grey pill buttons with white text and a small white coin icon, reading '2 $', '3 $', '8 $', '20 $'; a wide dark-grey 'Auto pick' pill with a shuffle/crossed-arrows icon to their right.",
    "primary_action_button": "Large rounded rectangle at the far right of the control bar. At rest (no round active): solid bright green with bold white 'BET' text. Once a round is active: the SAME button turns solid warm gold/amber-yellow with bold black text reading 'CASH OUT' and, below it, the live cash-out amount in black (e.g. '$3.42').",
    "win_popup": "Centered dark panel with a bright green border/outline; large white multiplier text (e.g. 'x1.14') and, below it, the dollar amount in green with a '+' prefix and a green coin icon (e.g. '+ 3.42 $').",
    "menu_panel": "Dark-grey rounded dropdown panel (opened from the hamburger icon): user avatar circle + 'Cyan Occup...' username + 'Change avatar' link at the top; 'Sound' and 'Music' rows each with a round on/off toggle switch (both OFF in the captured frame - dark/left position); menu links 'Provably fair settings', 'Game rules', 'My bet history' each with a small white line-icon; a thin divider line; 'Powered by' + the InOut Games logo (bold white 'IN' + orange 'OUT' wordmark) at the very bottom.",
    "dialog_style": "'How to play?', 'Game rules', 'Provably fair settings' and 'My bet history' all share the same modal style: a dark-grey rounded rectangle panel centered over a dimmed/darkened board, white bold title top-left, a plain white 'X' close glyph top-right, white/light-grey body text, and (for Game rules) individual dark rows with white labels and bold white values."
  },

  "ladder_paytables": {
    "note": "The full payout ladder for all 7 difficulty levels, read directly off paytable_level1.png through paytable_level7.png (level 7 = base_game.png, identical resting screen). Each level has exactly 13 steps/rows, ordered here from step 1 (bottom, lowest multiplier, first row the character can climb) to step 13 (top, highest multiplier). Values are the multiplier of the TOTAL bet awarded if the player cashes out immediately after successfully clearing that step.",
    "level_1": {"source_frame": "paytable_level1.png", "difficulty_button": "1", "steps": [1.02, 1.07, 1.14, 1.21, 1.29, 1.38, 1.49, 1.61, 1.76, 1.93, 2.15, 2.42, 2.77]},
    "level_2": {"source_frame": "paytable_level2.png", "difficulty_button": "2", "steps": [1.07, 1.20, 1.35, 1.53, 1.75, 2.02, 2.36, 2.79, 3.35, 4.09, 5.11, 6.58, 8.77]},
    "level_3": {"source_frame": "paytable_level3.png", "difficulty_button": "3", "steps": [1.14, 1.35, 1.62, 1.97, 2.43, 3.03, 3.86, 5.02, 6.70, 9.21, 13.16, 19.74, 31.59]},
    "level_4": {"source_frame": "paytable_level4.png", "difficulty_button": "4", "steps": [1.21, 1.53, 1.97, 2.58, 3.44, 4.69, 6.57, 9.49, 14.24, 22.37, 37.29, 67.13, 134.27]},
    "level_5": {"source_frame": "paytable_level5.png", "difficulty_button": "5", "steps": [1.29, 1.75, 2.43, 3.44, 5.00, 7.51, 11.68, 18.98, 32.55, 59.67, 119.35, 268.55, 716.13]},
    "level_6": {"source_frame": "paytable_level6.png", "difficulty_button": "6", "steps": [1.38, 2.02, 3.03, 4.69, 7.51, 12.51, 21.90, 40.68, 81.37, 179.03, 447.58, 1342.75, 5371.02]},
    "level_7": {"source_frame": "paytable_level7.png (= base_game.png)", "difficulty_button": "7", "steps": [1.49, 2.36, 3.86, 6.57, 11.68, 21.90, 43.81, 94.94, 227.86, 626.62, 2088.73, 9399.30, 75194.40]},
    "progression_summary": "Step-1 multiplier rises gently with difficulty (1.02x at level 1 to 1.49x at level 7), while the step-13 (top) multiplier grows explosively: 2.77x (L1), 8.77x (L2), 31.59x (L3), 134.27x (L4), 716.13x (L5), 5371.02x (L6), 75194.40x (L7). This matches the printed 'How to play?' rule: 'The higher the level of difficulty, the greater the coefficients. As the level of difficulty increases, the number of winning cells in a row decreases.' - i.e. higher levels pay more per step but hide proportionally more boulder traps per row, so each step is riskier.",
    "step_count_and_shape": "Every level has exactly 13 rows regardless of difficulty. Each row is drawn with a different number of cells (visually a wide, irregular 'stairway' silhouette - narrow near the top of the screen, e.g. ~8-9 cells, and wide in the middle rows, e.g. up to ~17 cells - see base_game.png). Exact per-row cell counts were not machine-counted and are not reported as precise numbers to avoid guessing; the row-width pattern (silhouette) itself appears the same shape on every difficulty level - only the proportion of hidden boulder cells within each row changes with difficulty."
  },

  "max_multiplier_and_max_win": {
    "printed_top_of_ladder": {"value": 75194.40, "unit": "multiplier of total bet", "frame": "paytable_level7.png (identical to base_game.png)", "how": "Top (13th) step of the level-7 ladder, the highest of the 7 selectable difficulty levels; printed directly in the left-hand multiplier column."},
    "printed_money_cap": {"value": 20000, "currency": "USD", "frame": "rules_p2.png", "how": "Printed in the 'Game rules' dialog: 'Max win: 20 000 USD', directly below 'Min bet' and 'Max bet'."},
    "relationship": "These two numbers do NOT contradict each other; the provider states them as two separate caps. The multiplier ladder (up to x75194.40) defines the theoretical payout curve; the printed money cap ($20,000) is a hard ceiling on any single round's payout regardless of multiplier. Because max bet is $200 but reaching the top of the level-7 ladder needs a bet no larger than roughly $0.27 (20000 / 75194.40 ~= 0.266) for the uncapped multiplier to stay under the $20,000 cap, the $20,000 money cap is the effective, binding limit across almost the entire bet range - the full x75194.40 multiplier can only be paid out in full near the very bottom of the allowed bet range.",
    "external_disagreement": "An outside aggregator/listing site claims a maximum multiplier of x100 for this game. That figure is directly contradicted by the in-game paytable, which prints multipliers up to x75194.40 (level 7, step 13) across 7 fully captured difficulty ladders. Reported here only as an EXTERNAL claim that is refuted by the game's own printed data, not used as a documented fact.",
    "not_independently_reverified": "The exact moment a round is capped at $20,000 (i.e. an actual payout being clipped below what the raw multiplier x bet would produce) was not captured live - this would require winning at/near the top of the level-7 ladder at a bet size large enough to exceed the cap, which is not practical to force in a demo session. The $20,000 figure itself is nonetheless directly printed on screen (not inferred)."
  },

  "payout_basis": {
    "value": "total_bet",
    "formula": "win = total_bet_of_the_round x printed_multiplier_of_the_row_the_player_cashed_out_on",
    "evidence": [
      "bet_history.png (four real logged rounds, all at a $3 bet): x1.49 -> $4.47 (3 x 1.49 = 4.47); x0 (loss) -> no win; x1.02 -> $3.06 (3 x 1.02 = 3.06); x1.14 -> $3.42 (3 x 1.14 = 3.42). Every non-zero entry equals bet x printed multiplier exactly.",
      "win_screen.png: banner shows 'x1.14' and '+ 3.42 $' at a $3 bet (3 x 1.14 = 3.42), matching the bet-history row for the same timestamp/multiplier.",
      "maxbet_round.png / associated before-after balance probes: placing a real $200 (max) bet deducted exactly $200 from the balance (999970.07 -> 999770.07), confirming stakes are deducted at full bet size, not per-cell or per-line."
    ],
    "note": "There are no paylines, ways, or reels in this game - one single ladder is climbed per round, so there is only one payout basis (total bet x multiplier), unlike reel slots which can have per-line/per-way math."
  },

  "round_flow": {
    "summary": "Resting state -> configure bet & difficulty -> click BET -> round is live, climb row by row -> either cash out voluntarily at any cleared row, or hit a boulder and lose the whole bet.",
    "1_resting_state": {
      "frame": "base_game.png",
      "description": "No round active. Difficulty level 7 is selected by default (highlighted white square '7' button). Bet field shows '3'. The full 13-row ladder is shown with every cell in its plain dark-grey (unlit) state - no boulders are visible anywhere on the board at rest. The caveman character stands idle at the bottom-left of the board, off the first row, next to (not on top of) the row-1 ladder position. The primary action button reads 'BET' in green."
    },
    "2_configure": {
      "frames": "base_game.png (bet field, MIN/MAX, quick-amount buttons, difficulty buttons 1-7 all visible and clickable at rest)",
      "description": "Player can: type/adjust a bet amount directly in the numeric field, or click 'MIN' / 'MAX' to jump to the bet-limit extremes, or click one of the 4 quick-amount buttons ('2 $' / '3 $' / '8 $' / '20 $') to set the bet instantly, and click one of the 7 difficulty buttons ('1' through '7') to swap the entire ladder (see 'ladder_paytables'). All of this is only editable BEFORE a round starts."
    },
    "3_bet_placed": {
      "frames": "maxbet_round.png",
      "description": "On clicking BET, the stake is deducted immediately from the balance (verified live: an actual $200 max-bet round dropped the balance by exactly $200). The primary action button immediately switches from green 'BET' to gold 'CASH OUT $0.00' (nothing secured yet). The bottommost row (step 1) becomes the 'current/active' row: every cell in that row is highlighted with the same solid gold color used for cleared rows, but the row's LEFT-COLUMN multiplier label stays in its dim/unlit grey style (not yet gold) - this is the visual signal that the row is 'in play' but not yet passed. The character is still shown at its idle start position at this point."
    },
    "4_climbing_a_row": {
      "frames": "gameplay_round.png, win_screen.png, autopick_demo.png, _midround_lock.png, _autopick_active.png (supporting probe frames)",
      "description": "After a cell in the active row is chosen (manually or via Auto Pick) and it turns out to be safe, the character animates up onto a small white ladder-rung icon placed on that specific cell, the ENTIRE row's cell pills and its left-column multiplier label both lock into solid gold (a row only counts as 'cleared' once BOTH the row cells and its label box are gold), the CASH OUT amount on the primary button updates to bet x that row's multiplier, and the NEXT row above becomes the new 'active' row (full-row gold highlight, label still dim). This repeats row by row. Observed on real frames: 3 rows cleared in gameplay_round.png (character mid-climb into row 4 of level 1, CASH OUT $3.42 = $3 x 1.14 for the last cleared row); 1 row cleared via Auto Pick in autopick_demo.png (CASH OUT $4.47 = $3 x 1.49, level 7)."
    },
    "5a_cash_out_win": {
      "frame": "win_screen.png",
      "description": "Clicking CASH OUT at any point after clearing at least one row ends the round as a win. A green-outlined popup appears centered on the board showing the multiplier ('x1.14') and the cash amount won with a '+' prefix and green coin icon ('+ 3.42 $'), while the board behind it keeps showing the cleared (gold) rows and the character on the ladder where the player stopped. Balance increases by exactly that amount (win_screen.png balance 999988.61, consistent with the prior state plus this win)."
    },
    "5b_boulder_loss": {
      "frames": "loss_screen.png, maxbet_loss.png",
      "description": "If the chosen cell in the active row is a trap, the round ends immediately as a total loss of the stake (no partial payout, matching bet_history.png's 'x0 / -' logged entry). On loss, the WHOLE BOARD is revealed at once: boulder icons appear in every trap cell across ALL 13 rows (not just the row where the loss happened), showing the player retroactively where every hidden danger was on every row, at every difficulty level captured. The character remains at the row where it died (not on the trap cell itself)."
    },
    "mid_round_difficulty_lock": {
      "frame": "_midround_lock.png (probe frame)",
      "description": "Verified from an actual live round in progress at difficulty 7: attempting to click a different difficulty button (3) while the round was live had no effect - the selector visibly stayed on 7 and the live CASH OUT value did not change. Difficulty selection is genuinely locked while a round is live, not merely styled as disabled."
    },
    "unexplained_visual_detail": "In several mid-round frames (gameplay_round.png's row 'x1.21', _midround_lock.png, _autopick_active.png), the CURRENT active row (not yet decided) is shown with a handful of boulder icons already visible interspersed among its gold-highlighted cells, even though the round outcome for that row has not been decided yet. This was not explained anywhere in the 'How to play?' or 'Game rules' text. The most likely explanation, given that one such frame was captured seconds after triggering Auto Pick, is that these are a brief scan/reveal ANIMATION effect (the game visually 'trying' several cells before landing on the safe one Auto Pick picks) captured mid-transition, rather than a permanent pre-reveal of trap positions before the player picks (which would make the game trivially solvable). This interpretation is not confirmed and is listed in 'unreadable_or_uncertain'."
  },

  "controls": {
    "how_to_play_button": {"label": "How to play?", "location": "top bar, left of the balance display", "action": "Opens the 4-step how-to-play modal (rules_p1.png)."},
    "balance_display": {"location": "top bar, center-right", "content": "Current balance with a coin icon, e.g. '1 000 000 $'."},
    "fullscreen_button": {"location": "top bar, right of balance", "icon": "expand-corners glyph"},
    "hamburger_menu_button": {"location": "top bar, far right", "icon": "three horizontal lines", "action": "Opens the account/settings dropdown (settings.png): avatar/username, Sound toggle, Music toggle, Provably fair settings, Game rules, My bet history, and the 'Powered by INOUT' studio credit."},
    "multiplier_ladder_column": {"location": "far left of the play area", "content": "13 stacked multiplier labels for the currently selected difficulty, bottom (lowest) to top (highest); see 'ladder_paytables'."},
    "bet_amount_field": {"location": "bottom control bar, first row, center", "content": "Numeric bet value (default demo value observed: 3), editable before a round starts; locked once a round is live."},
    "min_button": {"location": "bottom control bar, left of the bet field", "action": "Sets the bet field to the printed minimum, verified live to set exactly 0.12."},
    "max_button": {"location": "bottom control bar, right of the bet field", "action": "Sets the bet field to the printed maximum, verified live to set exactly 200."},
    "difficulty_buttons_1_to_7": {"location": "bottom control bar, first row, right of the bet field", "action": "Selects one of the 7 ladders in 'ladder_paytables'; the selected button is shown as a solid light/white square with bold black numeral, all others are muted dark-grey squares with grey numerals. Disabled/locked while a round is live (see 'mid_round_difficulty_lock')."},
    "quick_bet_buttons": {"location": "bottom control bar, second row, left", "values": ["2 $", "3 $", "8 $", "20 $"], "action": "Instantly sets the bet field to that fixed amount."},
    "auto_pick_button": {"location": "bottom control bar, second row, center (wide pill with a shuffle icon)", "state_at_rest": "Disabled - confirmed via the real DOM 'disabled' attribute (scene_probe.py DOM channel), not just a visual guess; text renders dimmer/muted blue-grey and the shuffle icon is a flatter grey.", "state_during_round": "Enabled only once a round is active (after BET is clicked); text turns brighter white and the shuffle icon picks up a warm orange tint (see zoomed comparison of base_game.png vs gameplay_round.png). Clicking it makes the game auto-select a cell in the current row on the player's behalf (autopick_demo.png shows the character having advanced without a manual cell click)."},
    "primary_action_button": {"location": "bottom control bar, far right, tall button spanning both rows", "state_at_rest": "Green, reads 'BET'.", "state_during_round": "Gold/amber, reads 'CASH OUT' with the live cash-out dollar amount below it; clicking it ends the round as a win and banks the current row's multiplier x bet."}
  },

  "limits": {
    "min_bet": {"value": 0.12, "currency": "USD", "evidence": ["rules_p2.png: printed 'Min bet: 0.12 USD'", "live MIN button sets the bet field to exactly 0.12 (independent interactive-widget channel matching the printed text)"]},
    "max_bet": {"value": 200, "currency": "USD", "evidence": ["rules_p2.png: printed 'Max bet: 200 USD'", "live MAX button sets the bet field to exactly 200", "an actual $200 round was placed and the balance dropped by exactly $200 (maxbet_round.png and its before/after balance probes)"]},
    "max_win": {"value": 20000, "currency": "USD", "evidence": ["rules_p2.png: printed 'Max win: 20 000 USD' - a money cap, kept separate from the multiplier ladder's own top value of x75194.40 (see 'max_multiplier_and_max_win')"], "not_independently_reverified": "An actual capped payout was not triggered live (statistically impractical in a demo session); the figure is nonetheless directly printed on screen."},
    "below_minimum_bet_refusal_text": "Not captured. Three attempts to force a sub-minimum bet via injected/forced input values produced an unreliable, desynced app state (the bet display did not track the forced value, no round or refusal message appeared), so this specific channel is inconclusive. Compensated by two other channels that DID agree exactly (printed rules text + live MIN/MAX buttons) plus a real max-bet round with a verified exact balance deduction."
  },

  "difficulty_levels": {
    "count": 7,
    "how_selected": "Buttons '1' through '7' in the bottom control bar, only clickable while no round is active.",
    "effect": "Completely replaces the 13-step multiplier ladder shown on the left AND (per the printed how-to-play rule) reduces the proportion of safe (non-boulder) cells per row as the level goes up - higher level = bigger rewards per step but a riskier, more boulder-dense board.",
    "default_selected": "Level 7 (highest) is selected by default in the captured resting state (base_game.png)."
  },

  "auto_pick": {
    "availability": "Present as a labelled control ('Auto pick' + shuffle icon) in the bottom control bar.",
    "when_enabled": "Disabled (real DOM 'disabled' attribute, confirmed via the scene-graph/DOM probe channel, not just visual appearance) at rest and immediately after configuring bet/difficulty, in every pre-round state observed. Only becomes enabled once a round is actually live (after BET is clicked).",
    "effect": "Makes the game choose a cell in the current row automatically on the player's behalf, advancing the character up one row without a manual click (autopick_demo.png)."
  },

  "provably_fair": {
    "present": true,
    "frame": "provably_fair.png",
    "content": "Modal titled 'Provably fair settings': 'This game uses Provably Fair technology to determine game result.' - 'Next client (Your) seed:' with explanatory text 'Round result is determined form combination of server seed and first 3 bets of the round.' below a 'Random on every game' field showing the current client seed hash (e.g. 'f3ad0f3d0ae5b45f') with a copy-to-clipboard icon; below that, 'Next server seed SHA256:' with the hashed server seed (e.g. '49bc669c9df4a45a81c94e33c1e6ff6d12f09563bba5e1cc8') and its own copy icon. Footer text: 'You can check fairness of each bet from bets history.'"
  },

  "bet_history": {
    "present": true,
    "frame": "bet_history.png",
    "content": "Modal titled 'My bet history' with a 4-column table: Date, Bet, Mult., Win, plus a small green shield/checkmark icon per row (a fairness-verified indicator, consistent with the Provably Fair feature). 4 rows captured, most recent first: '11:31 17-08-26, $3, x1.49, $4.47'; '11:29 17-08-26, $3, x0, -' (a loss - no Win value, shown as a dash); '11:28 17-08-26, $3, x1.02, $3.06'; '11:26 17-08-26, $3, x1.14, $3.42'. A 'LOAD MORE' button at the bottom (styled disabled/muted-green in the captured frame) presumably paginates further back."
  },

  "rules_text": {
    "how_to_play_page": {
      "frame": "rules_p1.png",
      "title": "How to play?",
      "verbatim_ocr": [
        "1. Specify the bet amount and select the level of difficulty.",
        "2. The higher the level of difficulty, the greater the coefficients. As the level of difficulty increases, the number of winning cells in a row decreases.",
        "3. You can choose a cell yourself at each level, or trust luck and use Auto Pick.",
        "4. Start guessing where the winning cells are located. At any time, you can stop and collect your winnings.",
        "5. Malfunction voids all pays and plays"
      ]
    },
    "game_rules_page": {
      "frame": "rules_p2.png",
      "title": "Game rules",
      "subtitle": "Bet limits are presented below",
      "verbatim_ocr": ["Min bet: 0.12 USD", "Max bet: 200 USD", "Max win: 20 000 USD", "Malfunction voids all pays and plays"]
    }
  },

  "rtp": {
    "printed_in_game": false,
    "evidence": ["Full-document HTML text search across the whole single-page app (no iframes) for an RTP/percentage figure - zero matches.", "Manual visual review of every reachable panel (How to play?, Game rules, Provably fair settings, hamburger/settings menu, My bet history) - none display an RTP percentage."],
    "external_claim": "An external source states approximately 97% RTP for this game. This is reported here strictly as an EXTERNAL, unverified claim - it is NOT printed anywhere in this demo build and must not be treated as an in-game fact."
  },

  "no_splash_screen": {
    "observed": true,
    "note": "No loading/splash screen was captured: loading the demo URL with zero wait already showed the fully-loaded resting base game (base_game.png) on the very first frame, so 'preview'/splash content simply does not exist as a separate screen for this game."
  },

  "studio_evidence": {
    "text": "Powered by INOUT",
    "frame": "settings.png",
    "location": "bottom of the hamburger/account dropdown panel"
  },

  "screens_index": {
    "base_game.png": "Resting state, difficulty 7 pre-selected, full unlit 13-row ladder, no round active (also serves as the level-7 paytable).",
    "rules_p1.png": "'How to play?' modal, 4 numbered rules + malfunction clause.",
    "rules_p2.png": "'Game rules' modal, printed Min bet / Max bet / Max win.",
    "settings.png": "Hamburger/account dropdown: avatar, Sound/Music toggles, links to Provably fair / Game rules / Bet history, studio credit.",
    "provably_fair.png": "'Provably fair settings' modal: client seed + server seed SHA256.",
    "paytable_level1.png .. paytable_level7.png": "Full 13-step multiplier ladder for each of the 7 difficulty levels.",
    "gameplay_round.png": "Live round, difficulty 1, 3 rows cleared, character mid-climb, CASH OUT $3.42.",
    "win_screen.png": "Cash-out win popup, x1.14, +$3.42, over the same board as gameplay_round.png.",
    "loss_screen.png": "Full-board boulder reveal after a loss at difficulty 7 (all 13 rows revealed at once).",
    "autopick_demo.png": "Live round with Auto Pick used, difficulty 7, 1 row cleared, CASH OUT $4.47.",
    "bet_history.png": "'My bet history' modal, 4 logged rounds.",
    "maxbet_round.png": "Live round at the $200 max bet, difficulty 7, round just started (row 1 active, CASH OUT $0.00).",
    "maxbet_loss.png": "Full-board boulder reveal after the max-bet round ended in a loss."
  },

  "accessibility_observations": {
    "screen_reader": "Control layout is stable and predictable: multiplier ladder is a fixed left column; bet configuration (MIN, amount, MAX, difficulty 1-7) is the top row of the bottom bar; quick amounts and Auto Pick are the second row; the single primary action button (BET / CASH OUT) is a large fixed target at the far right. All dialogs (How to play?, Game rules, Provably fair, Bet history) share one consistent modal layout with a title, body, and a top-right 'X' close control.",
    "motor": "Very few controls overall (bet field, MIN/MAX, 4 quick amounts, 7 difficulty buttons, Auto Pick, 1 primary action button) - low click-count to configure and play a round. Auto Pick further reduces required interactions to a single click per row, or the player can let the game run and only click once to cash out.",
    "color_blind": "IMPORTANT residual risk: cleared/passed ladder rows and the CURRENTLY ACTIVE (undecided) row are rendered in the exact same solid gold color for their cell pills, so color alone cannot tell a color-blind (or any) user which rows are truly secured. The reliable non-color cues are: (1) the row's LEFT-COLUMN multiplier label only turns solid gold once the row is truly cleared/passed - the active row's label stays in its dim/unlit style; (2) the character's on-screen position (which row he is standing on); (3) the live CASH OUT dollar readout, which only updates to a row's value once that row is actually cleared. The primary action button's BET-vs-CASH-OUT state is doubly cued by both a color change (green vs gold) AND a text/label change ('BET' vs 'CASH OUT $amount'), which is safe. The Auto Pick disabled/enabled state is cued by both dimness/brightness of the text and an icon tint change, in addition to the (non-visual) DOM disabled state.",
    "deaf_hard_of_hearing": "No audio-only information was observed; Sound and Music are separate, clearly labelled on/off toggles in the settings menu (both OFF in the captured frame), and all round outcomes (win amount, multiplier, loss) are conveyed as on-screen text/numbers, not sound cues alone."
  },

  "not_captured": [
    {
      "claim": "Exact server refusal text/behavior for a bet placed below the printed $0.12 minimum.",
      "why": "Three attempts using forced/injected input values produced an unreliable, desynced app state rather than a genuine refusal message; the app's bet-amount state did not reliably track the forced value.",
      "compensating_evidence": "Printed 'Game rules' text and the live MIN/MAX buttons both independently confirm 0.12 / 200 as the limits, and an actual real $200 max-bet round was placed and its exact balance deduction verified."
    },
    {
      "claim": "An actual $20,000 max-win cap being applied to clip a real payout below the raw multiplier x bet value.",
      "why": "Would require winning at or near the top of the level-7 ladder (x75194.40) at a bet size large enough to exceed $20,000 total win, which is not practical to force in a demo session.",
      "compensating_evidence": "The $20,000 figure is printed directly in the Game rules dialog (rules_p2.png)."
    }
  ],

  "anomalies": [
    "Demo balance is shared across concurrent capture sessions on this InOut Games account (authToken/operatorId reused): some raw balance deltas between screenshots do not equal the delta attributable to a single locally-verified action alone. Every action that was independently checked (bet placement, cash-out, loss) showed the correct exact delta at the moment of that specific action; small residual drifts elsewhere ($0.12-$3) are attributed to other concurrent sessions, not to this game's math.",
    "base_game.png and paytable_level7.png are pixel-identical: the game's default resting state already has difficulty level 7 selected, so the resting screen doubles as the level-7 ladder table. This is expected/correct, not a labeling error.",
    "settings.png differs from base_game.png only by the small account/settings dropdown overlaid on top of the same resting board - also expected, not an error."
  ],

  "unreadable_or_uncertain": [
    "Exact per-row cell counts (grid width) for each of the 13 rows - visually the board forms an irregular wide 'stairway' silhouette (roughly 8 to 17 cells per row) but exact counts were not machine-verified and are not reported as precise numbers.",
    "The meaning of the handful of boulder icons occasionally visible within the CURRENT, not-yet-decided active row (seen in gameplay_round.png's top row, _midround_lock.png, _autopick_active.png) - most likely a brief Auto-Pick 'scanning' animation captured mid-transition, but this is an inference, not a confirmed game rule; not explained in any rules text.",
    "Precise trap-cell density (safe-cell : boulder-cell ratio) per row per difficulty level as an exact number - only qualitatively confirmed that density visibly increases with difficulty (level-1 boards reveal very few boulders on loss vs. level-7 boards revealing many), matching the printed rule text.",
    "External RTP claim (~97%) and external max-multiplier claim (x100) - neither is printed in-game; the x100 claim is directly contradicted by the printed ladder (up to x75194.40) and is not used as fact."
  ]
}

API documentation for this slot

Ready-to-run request examples in curl, Python, JavaScript & PHP — plus the full structured-data field reference for this exact slot, on GitHub.