FAQ · the big one

Questions people
actually ask.

81 straight answers about how we work, games and math, Stake Engine, Originals, pages, creatives, compliance, tech, ownership, payment, timelines, revisions and support. Search it, jump around, and copy a link to any answer for the colleague who keeps asking.

81answers
13categories
0“it depends” without a reason
Chip with a magnifying glass

Working with us

6 questions
Who are you, exactly?

An independent iGaming studio: game designers, artists, math people and former media buyers under one roof. We build games (slots and instant originals) and the growth side around them (landing pages, pre-landers, top lists, creatives and playable ads).

You can judge us by what's on this site: a slot that's live on Stake Engine, fourteen Originals you can play right now and demo pages built for fictional brands.

Why don't you show names, faces or a company address?

We're a deliberately anonymous studio. The mascots do the talking; the humans do the work. Everything we claim on this site is something you can click, play or check, so you don't have to take a name on trust.

When we work together you talk directly to the people building your project, and we're happy to sign an NDA before you share anything sensitive.

Where are your client logos and testimonials?

Not here, and we won't invent any. Client work is usually under NDA, and every brand on our demo pages (Velvet Ace, ReelVerdict, CoinHarbor) is fictional so nobody's lawyer gets a headache.

What you can verify yourself: the live slot, the playable Originals, the demo pages and the game sheets with every number we publish.

What's the first step?

Send a brief through the contact form or Telegram: what you need, the market or geo, timing and a budget range if you have one. A human replies within 24 hours, usually much faster. For landing pages you get a page plan back the same day.

Do you sign NDAs?

Yes. Send yours or ask for ours before you share offers, math targets or unreleased art.

Is one landing page too small a job for you?

No. One page done well is a perfectly good first project, and it's the fastest way to find out whether we work well together. We'd rather do that than pitch you a twelve-month “growth partnership”.

Games and math

7 questions
Can you hit a specific RTP?

Yes. Give us the band (94%, 96%, 96.5%…) and every bet mode is simulated into it. Our live slot, Vampir: Graveyard Shift, sits at 96.50% in all five bet modes. Most of our Originals run at 99%; the scratch card runs at 95%, roulette at 97.30%, and the card games depend on how you play.

What's the difference between RTP and volatility?

RTP is the long-run average: what a game pays back per 100 staked over a huge number of rounds. Volatility is how bumpy the road is: frequent small wins or rare big ones. Two 96% games can feel like completely different products. See the glossary for the longer version.

How do you prove the math?

Simulation over millions of rounds for every bet mode, plus exact calculation wherever the game allows it. For Originals the formula is closed-form: in our dice, the multiplier is 99 ÷ win chance, so every target returns 99%. You get the report and the simulation code, so you can re-run it yourself.

Do you do bonus buys and enhancers?

Yes: bonus buys, ante-style enhancers and feature tiers, each simulated as its own bet mode so none of them breaks the math. Vampir has a base game, a 2× enhancer and three buys at 100×, 300× and 1,000×. Some markets don't allow bonus buys (the UK is the best-known example), so we can ship a version without them.

What is a max win cap, and do I need one?

It's the most a single round can pay, as a multiple of the stake. It limits the operator's exposure, keeps the tail of the distribution sane and is a requirement on many platforms. Vampir caps at 25,000× in every mode, and the round ends the moment the cap is reached.

Can you design for a target hit rate?

Within limits: at a fixed RTP, hit rate trades against the size of the wins. More frequent hits means smaller average wins. Vampir's design target was a hit about 1 in 3 spins in the base game. Tell us how you want the game to feel and we'll show you the trade-offs in numbers.

Do you build Megaways-style or cluster games?

We build our own variable-reel, cluster-pays and pay-anywhere systems. “Megaways” itself is a trademarked, licensed mechanic, so we don't use the name or copy the engine. Our rule is one signature mechanic per game anyway.

Stake Engine

7 questions
Do you build for Stake Engine?

Natively. Our first slot, Vampir: Graveyard Shift, is approved and live there.

What does a Stake Engine game actually consist of?

Two halves. The math is written with Stake Engine's math SDK and pre-generates rounds as weighted “books”, published per bet mode. The front-end is a static web client: it asks the RGS to play a round, receives the events of the chosen book and animates them. No outcome is decided in the browser.

The full flow (authenticate, play, end-round, events, replays) is on the specs page.

Which features don't fit Stake Engine?

Rounds are stateless: each one is a complete, pre-generated book. Features that need memory between rounds, such as progressive jackpots or a gamble/double-up step after a win, don't fit that model. Sticky features inside a single round (like Vampir's sticky bats during free spins) are fine.

Can I bring my existing game to Stake Engine?

Possibly. The platform reviews originality and has its own rules about titles that are already live elsewhere, so we check your case against the current guidelines before anyone writes code. If the answer is no, a reskin with a new mechanic twist usually is the way.

How long does approval take?

It depends on the platform's queue and on how clean the submission is, so we won't promise a number. We submit with stats for every mode, reviewer notes and a build that has been through QA, which keeps the back-and-forth short.

Do you handle the submission?

We prepare everything: publish files for each mode, the front-end build, the stats, reviewer notes and store media. The account and the submission belong to whoever publishes the game.

Can players try the game before release?

Yes. We build play-money demo pages that run the real client against a local stand-in for the RGS, fed with a subset of the real published books: no server, no cookies, nothing leaves the page. Before launch we share them privately with the operator and its reviewers. Once a game is live, the live game is the demo: Vampir plays on Stake, and we show its gameplay here.

Originals

7 questions
What's the house edge on your Originals?

1% (RTP 99%) on crash, limbo, mines, dice, wheel, keno, hi-lo, tower and coin flip. Plinko is ≈99%: its paytables are scaled to 99% and rounded for display, so they return 98.8–99.3%. The scratch card runs at 95%. European roulette returns 97.30% on every bet. The card games depend on the player: blackjack returns 99.56% with perfect basic strategy, and our Jacks or Better video poker 99.54% at 5 coins with optimal holds. On a white-label build you choose the edge; we usually see 1–3% and write the formula down so your team can check it. Every game's numbers are on the game sheets.

Are they provably fair?

The demos on this site are play money and use your browser's random numbers. For real money, outcome generation moves to your server, and we keep it in one small, isolated function so a provably fair scheme (hashed server seed, client seed, nonce) can be plugged in and checked by players.

Can I license just one game?

Yes. Each Original is standalone: its own page, its own math, shared only with a small common toolkit. Pick one, we skin it.

What's in the meta layer?

One player profile across all the Originals: levels with XP and a level-up bonus, three daily missions per game, five achievements, session stats with a profit chart, and a “calm” switch that reduces screen shake and flashes. In the demos it's all play money stored in the browser; in production it hooks into your player account.

How heavy are they?

Light. Each game is one HTML page plus a shared toolkit of about 15 KB gzipped, a handful of WebP sprites, and zero third-party libraries. Exact numbers per game are on the game sheets.

Can they run as live tiles in my lobby?

Yes. Add ?thumb=1 and the game hides its controls and plays itself forever, muted. The game sheets on this site use exactly that.

How fast can I get one in my colours?

About 7 days from “this one, in our colours” to a build you can put in front of players. Integration with your wallet is scoped on top, depending on your API.

Landings and pre-landers

7 questions
How fast can I get a landing page?

A page plan the same day, a first version in 48 hours, two rounds of edits included. Top lists run on the same clock.

Do you write the copy?

Yes, conversion copy in English, built around one promise and one button. Other languages go through localisation.

Will it work with my tracker?

Yes. Click IDs, sub-IDs and UTM parameters are passed through to the offer link, and the page works with postback-based tracking in Keitaro, Binom, Voluum and friends. The page itself never fires conversions; your operator or network does that server to server. Details on the specs page.

Who hosts the page?

Your call. We hand over a zip for your own hosting, or set it up on a fast CDN and you point a domain at it. Either way you own the files.

Are your pre-landers rigged?

No. Every outcome is a real offer, and it is the landing's offer word for word. The wheel and the scratch card reveal the one offer the ad stated, and the wheel says so: chance 100%. Boxes and cards draw from real offers and print the odds on the page. We don't fake cash wins, near-misses, withdrawal pop-ups or “only 2 spins left” counters. A warm visitor who reads the real terms converts; a tricked one charges back.

Can you copy a competitor's page?

We'll study what works on it, but we don't clone someone else's design, copy or brand assets. You'd be paying for a page that looks like somebody else's and a letter from their lawyer.

Do you build SEO pages too?

Yes: top lists, brand reviews and comparison pages with a written rating methodology, FAQ structured data and fast static HTML. Content strategy and link building are not something we sell.

Creatives and playable ads

6 questions
Which sizes and formats do you deliver?

Static banners in the standard IAB and social sizes, video in vertical, square and landscape, HTML5 banners and playables. Send your network list and we match their specs.

How many variants are in a pack?

10 to 50, delivered in 3 to 5 days, named so they drop straight into your ad manager.

Do you make playable ads for gambling offers?

Yes, where the network accepts gambling ads and playables for your market. Policies differ by network and country and often require pre-approval, so we check before we storyboard. One HTML file, no external requests, under the network's size limit.

Do you provide creators for UGC ads?

No on-camera talent. We write the scripts and shot lists, and we can edit the footage you or your creators send back.

Can I use real game footage in ads?

If it's your game, or one licensed to you, yes. We cut it from the real build. We don't edit in wins the game can't produce, and we don't fake a balance.

Will my creatives pass ad review?

We build to the usual policies: clear 18+ messaging, no promises of winning, no fake urgency, no money-flash imagery. The final call is always the network's, but we won't hand you something that's asking for a ban.

Compliance and honesty

7 questions
What won't you build?
  • Fake urgency: countdowns to nothing, “3 bonuses left”, fake live-winner tickers.
  • Rigged pre-landers that show fake cash wins.
  • Cloaking: showing reviewers a different page from the one users get.
  • Anything aimed at minors: kid-culture themes, school settings, talent who looks underage.
  • Fake reviews, testimonials and “news article” advertorials with celebrities who never said a word.
  • Promises of winning or income: “guaranteed”, “risk-free”, “quit your job”.

We'll happily tell you what we'd do instead.

What is cloaking, and why don't you do it?

Cloaking means showing an ad reviewer one page and real users another, to get past a policy. It's deception, it gets ad accounts banned, and the policy it dodges usually exists because of a law. We help you pass review honestly instead. Geo-specific content is fine, as long as the reviewer from that geo sees exactly what a user from that geo sees.

Your mascots are cartoons. Isn't that a problem?

Cartoon style isn't banned by itself, but gambling ad rules in several markets prohibit content with particular appeal to under-18s, and platforms reject games that appeal to minors. So the humour stays adult (a vampire with a night job, a grandpa distilling rakia), and we avoid kid-culture cues: toys, school, youth slang, teen-looking characters.

Do you add 18+ and responsible gambling messages?

Always, swapped per market: the age line (18+ or 21+), responsible gambling links and helplines, the licence line and the key bonus terms next to the offer, not hidden in a footer.

Do you build for unlicensed operators?

We build for the markets you're allowed to operate in. If a brief only makes sense for players in places where the offer isn't legal, we'll pass.

Will you write “guaranteed win” or “risk-free”?

No. Not in a headline, not in a button, not in a 6 px disclaimer. It's misleading, and it's the quickest way to an ad ban.

Tech and integration

7 questions
What's your tech stack?

Slots: TypeScript and WebGL via PixiJS, Spine for character animation, effects and audio on top. Originals: plain HTML, canvas and WebAudio with zero third-party libraries. Pages: static HTML, CSS and a small vanilla script. Math: Python simulations, plus the Stake Engine math SDK for that platform. The full list is on the specs page.

Do you have a gambling licence or your own RGS?

No, and we don't pretend to. We're a development studio. Games go live through your platform, a publishing partner or Stake Engine; certification is done by the licensed party through an accredited test lab, and we prepare the materials they need.

Which RGS or platform can you integrate with?

Stake Engine natively. Anything else that can talk to a web client: send the API docs and we'll scope it. If your API is quirky, we've seen quirkier.

Which browsers and devices do you support?

Current versions of Chrome, Safari (iOS and macOS), Firefox, Edge and Samsung Internet, on phones, tablets and desktops, portrait and landscape. We test on real phones, not only in a desktop emulator.

Can the game run inside an iframe in my lobby?

Yes, games and pages are built to run framed. Sound starts after the player's first tap, because browsers block audio before that.

Do games support other languages and currencies?

Yes: text lives in string files, numbers and currencies are formatted per locale, and Stake Engine games switch between casino and social/sweeps wording. Right-to-left languages are scoped per project.

How do you deliver a finished game?

A build you can deploy, the source repository, the math pack, art and audio sources and the docs (rules, integration notes, reports). The exact folder layout is on the specs page.

Ownership and licensing

6 questions
Who owns the code and art of a custom game?

On a custom title, you do, once it's paid in full. The contract spells it out: game code, art, sound and the math made for your title.

And on a white-label Original or a reskin?

You get a licence to run the base game, and the skin made for you is yours. The shared engine stays ours, so we can keep fixing and improving it for everyone. The exact terms are in the contract, in plain words.

Will you reuse my art or sell my game to someone else?

No. Work made for you isn't reused or resold. We only show it in our portfolio if you say yes.

Do you use AI tools for art?

For some steps, yes: concepts and base layers. Humans then paint, clean up, split, rig and animate everything. If your platform, partner or legal team needs a fully hand-made pipeline or a list of tools used, say so in the brief and we'll scope it that way.

Are fonts, music and sounds licensed?

Music and sound are made for the project, or come with a licence that covers games. Fonts are ones whose licences allow commercial use in games and on the web (every font on this site is open-source). The handover lists each asset's source and licence.

Do I get the source code?

For custom work, yes: repository, build scripts, art and audio sources. For white-label work, you get what you need to deploy and skin it.

Payment terms

6 questions
How much does it cost?

It depends on scope, which is why there's no price list here. Every quote is fixed and written down before work starts: no surprise invoices, no “that wasn't in scope” in week four.

How do payments work?

A deposit to start, then milestones tied to things you can see: concept approved, first playable build, final build. Small jobs, like a single landing page, are usually a deposit and the balance on delivery.

Do you accept crypto?

Yes. Fiat by bank transfer, or crypto (stablecoins are the simplest for both sides). The currency is agreed in the quote.

Do you work for revenue share or CPA?

Our default is a fixed fee: we're paid for the work, and you keep the upside. That keeps our advice honest; we don't earn more when you spend more.

Are there extra costs?

Third-party costs are listed separately: hosting, test lab fees, platform fees, paid stock or fonts if a brief needs them. You pay those directly or at cost.

What if I need to stop a project?

Typically you pay for the milestones completed and keep everything produced up to that point. It's written into the contract before we start.

Timelines

6 questions
How long does a slot take?

A reskin of one of our mechanics: a few weeks. A custom title with its own mechanic: a couple of months, with something playable in the first weeks, then a new build every week.

How long does a landing page take?

A page plan the same day, the first version in 48 hours, then two rounds of edits.

How long does a creative pack take?

3 to 5 days for 10 to 50 variants.

How long does a white-label Original take?

About 7 days to a skinned build. Wallet integration on top depends on your API.

What slows projects down?

Almost never the work. Usually: waiting for feedback, changing the math target after simulations, missing brand assets, and nobody being sure who signs off. A named decision-maker saves more time than any rush fee.

Do you take rush jobs?

If the calendar allows. If it doesn't, we'll say so on day one rather than deliver something half-baked on day three.

Revisions

4 questions
How many revisions are included?

Pages: two rounds of edits. Games: you give feedback on every weekly build, and we fold it in as we go. Anything outside the agreed scope gets a short written change note with the cost before we start it.

What counts as a revision and what's a scope change?

A revision adjusts what we agreed: copy, colours, layout, tuning inside the agreed RTP band. A scope change adds something: a new feature, bet mode, language, page or size.

Can I change the RTP after the math is final?

Yes, but it means re-simulating every affected mode and refreshing the reports. Once a game is approved on a platform, changing its math usually means a new submission.

Will I see work before it's finished?

Every week you get a build, a link or a file. Never “it's coming along”.

Support after launch

5 questions
Do you fix bugs after launch?

Yes. Bugs in our work get fixed; the support window and response times are written into the contract.

Can you update pages for new offers or geos?

Yes, that's routine: new offer, new geo, new terms, new variant. Small updates are quick because we built the page to be edited.

Will you help read the numbers?

Yes. Share your tracker or platform numbers and we'll suggest the next move: a variant to test, a geo to add, a feature to tune.

What if the platform changes its API or SDK?

We update the integration as a small follow-up job, so your game keeps running on the current version.

Can we work on a monthly basis?

If you need pages and creatives every month, we can set up a monthly block instead of quoting each piece.

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