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Overload ​

A single-step instant game. The player picks an operating mode and a bet and presses OVERLOAD: current surges from the reactor core through five mechanisms (a–e) to five collectors, each showing its value. Every powered collector adds its value, and the total is the round's return multiplier × the bet (the total includes the stake). Purple seals can appear on live mechanisms; three or more trigger a reactor breach: every live line connects to its collector, then the total is boosted by the mode's breach ladder. One press = one round: one stake, one draw, one payout, and nothing is decided after the press.

The outcome is decided by the RNG at the bet: one draw picks one entry of the mode's exact catalogue — which collectors are powered, the wiring, and how many seals appear. The current, the sparks, the seals and the breach sequence are presentation: the client animates the outcome the server returned and cannot change it.

PropertyValue
Game IDoverload
Engine version1.1.0 (catalogue 2)
Typesingle_step
VolatilityPlayer-selectable: Spark low, Surge medium, Meltdown high (registered as medium)
Max Win500× bet (a total meltdown in Meltdown mode; Spark 100×, Surge 250×)
RTP variants92.00% / 94.00% / 96.00% / 97.00% — exact for every accepted round, uncapped or under any operator or money cap (a round whose cap would fall below 2× is refused); payouts round down to the minor unit
Minimum stake100 minor units (1.00 in 2-decimal currencies), over any lower operator setting
Random drawsOne per round, at the bet
ThemeA reactor core, five mechanisms, five collectors and a breach ladder

How a round works ​

PhaseDescriptionPlayer input
Set upChoose the operating mode and the betMode selector, bet
SurgeThe stake is debited, ONE draw decides the whole circuit, and the round settles in the same callPress OVERLOAD, tap the power core, or Enter / Space
RevealThe client runs the current to the collectors; seals appear on live mechanisms; three or more seals play the breach (every live line connects, then the ladder's boost); the result and the balance are shown as it settlesNone

The round is complete when the response arrives: there is no round to resume, cash out or abandon. Returns at or below the stake are shown neutrally ("Partial return", "Stake returned"), never as a win.

Operating modes ​

The three modes share the machine. Each has its own collector values and its own breach ladder; the higher the values, the rarer the connections:

  • Spark — frequent returns, controlled voltage.
  • Surge — more volatility, more possibility.
  • Meltdown — rare connections, extreme current.
ModeBet value (mode)Collector values a · b · c · d · eFull boardBreach boost 3 / 4 / 5 sealsSmallest breachMax win
Sparkspark0.25× · 0.50× · 1.00× · 1.25× · 2.00×5××2 / ×5 / ×204×100×
Surgesurge0.50× · 1.50× · 2.50× · 3.50× · 4.50×12.50××3 / ×8 / ×2016.50×250×
Meltdownmeltdown2.00× · 3.00× · 4.00× · 6.00× · 10.00×25××4 / ×10 / ×2044×500×

Breach names follow the seal count: 3 seals REACTOR BREACH, 4 CHAIN REACTION, 5 TOTAL MELTDOWN. A breach pays every live line's collector × the boost, so it always pays well — at least 4× in Spark, 16.50× in Surge and 44× in Meltdown before any max-win cap — even on a round whose current powered nothing. Every one of the 32 line patterns can occur in every mode. The values and boosts are the same in every RTP variant; a lower variant only makes an empty round a little more likely.

Every accepted round returns the RTP ​

Each mode's catalogue entries carry integer weights over an exact draw range, built so that the mode returns the variant's RTP exactly — not approximately, and never above. There is no decision after the press, so no way of playing returns more or less than the RTP: choosing a mode changes the spread of results, not their average.

VariantModeRTPBelow the RTP (points)Max winSD of one round (stakes)Rounds to 99.9% house-ahead (normal approximation, optimistic for right-skewed outcomes)
rtp-92Spark92.00%0 (exact)100×1.7944,804
rtp-92Surge92.00%0 (exact)250×3.78021,317
rtp-92Meltdown92.00%0 (exact)500×7.05374,216
rtp-94Spark94.00%0 (exact)100×1.8098,676
rtp-94Surge94.00%0 (exact)250×3.81838,671
rtp-94Meltdown94.00%0 (exact)500×7.128134,758
rtp-96Spark96.00%0 (exact)100×1.82219,822
rtp-96Surge96.00%0 (exact)250×3.85688,746
rtp-96Meltdown96.00%0 (exact)500×7.202309,543
rtp-97Spark97.00%0 (exact)100×1.82935,503
rtp-97Surge97.00%0 (exact)250×3.875159,311
rtp-97Meltdown97.00%0 (exact)500×7.238555,928

"Rounds to 99.9% house-ahead" is the normal approximation (3.09 × SD / edge)² for a casino whose every round is played in that mode. It is an indication, not a guarantee, and it is optimistic for right-skewed outcomes such as Meltdown's: the real horizon is longer.

Max win and caps ​

The round's effective cap is the lowest of the mode's max win, the operator's multiplier cap (when one is set for your casino) and the money cap (the tenant's or the jurisdiction's maximum win per round ÷ the stake). It is fixed at the bet, before the draw, and a round never pays more than cap × stake. Overload has no default operator cap.

Caps are RTP-neutral (rule fair-cap-v1): when a cap binds, the weight it removes from the entries above the cap moves to empty rounds, so every accepted round still returns the variant's RTP exactly — the cap lowers the spread, not the return. A bet whose effective cap would fall below 2× is refused (HTTP 422, before anything is debited or drawn), so an operator multiplier cap must be at least 2× for the game to play, and at large stakes the money cap can refuse a stake (the game shows "This stake is above the maximum for this game. Lower your stake.").

Effective capSpark (max 100×), rtp-96Surge (max 250×), rtp-96Meltdown (max 500×), rtp-96
below 2.00×refused before the draw (no round is played)refused before the draw (no round is played)refused before the draw (no round is played)
2.00×96.000% — exact (trim)96.000% — exact (trim)96.000% — exact (trim)
5.00×96.000% — exact (trim)96.000% — exact (trim)96.000% — exact (trim)
10.00×96.000% — exact (dead)96.000% — exact (trim)96.000% — exact (trim)
20.00×96.000% — exact (dead)96.000% — exact (dead)96.000% — exact (trim)
50.00×96.000% — exact (dead)96.000% — exact (dead)96.000% — exact (dead)
100.00×no effect (above the mode's max)96.000% — exact (dead)96.000% — exact (dead)
250.00×no effect (above the mode's max)no effect (above the mode's max)96.000% — exact (dead)

The money cap binds only at large stakes — with a 500,000.00 max win per round, Meltdown above a 1,000.00 stake and Surge above 2,000.00 — and the RTP stays exact there too.

Recommendation. Operators who want to limit their exposure should set a 100× operator cap: the RTP stays exact under it, and it shortens how long a lucky streak can keep a player ahead of the house edge. A 100× cap flattens the top of the Surge and Meltdown ladders: a breach that totals more pays the cap, and the game shows it as MAX WIN. The spread at rtp-96:

Operator capSpark: SD / rounds to 99.9% house-ahead (normal approx., optimistic)Surge: SD / rounds to 99.9% house-ahead (normal approx., optimistic)Meltdown: SD / rounds to 99.9% house-ahead (normal approx., optimistic)
none (the mode's max)1.822 / 19,8223.856 / 88,7467.202 / 309,543
250×— (above the mode's max)— (above the mode's max)7.132 / 303,614
100×— (above the mode's max)3.770 / 84,8346.391 / 243,752
50×1.709 / 17,4383.353 / 67,1004.271 / 108,888
20×1.598 / 15,2442.323 / 32,2012.486 / 36,876

Payout rounding ​

The payout is floor(stake × multiplier) in the currency's smallest unit — never rounded up — so the money returned can sit slightly under the RTP at stakes where a multiplier does not divide evenly. Whether a stake pays exactly depends on the mode:

ModeEvery payout exact at stakes that are multiples ofWhy
Spark4 minor unitsevery multiplier is a multiple of 0.25×
Surge2 minor unitsevery multiplier is a multiple of 0.50×
Meltdownevery stake (1 minor unit)every multiplier is a multiple of 1.00×

(A cap that is not itself one of those multiples can round a capped payout.) At other stakes the rounding costs less than one minor unit per paid round — a few tenths of a point of return at most near the minimum stake, less as the stake grows (rtp-96, the table below). Below 1.00 it would cost more, which is why the game's minimum stake is 1.00.

Stake (2-decimal currency)Spark, rtp-96Surge, rtp-96Meltdown, rtp-96
0.10 (below the 1.00 floor)94.189%96.000%96.000%
0.50 (below the 1.00 floor)95.638%96.000%96.000%
1.0096.000%96.000%96.000%
1.0195.779%95.844%96.000%
1.0595.787%95.850%96.000%
1.5095.879%96.000%96.000%
2.5095.927%96.000%96.000%
9.9995.969%95.984%96.000%
10.0096.000%96.000%96.000%
10.0195.978%95.984%96.000%
100.0096.000%96.000%96.000%

Provably fair ​

For tenants with provably fair enabled, the round's one draw is derived from the committed server seed at the bare round block (clientSeed:nonce, no sub-nonce — Overload is a single-step game like Slotty Slots, Shatter and Strike), purpose label surge, a uniform integer in [0, W − 1], where W is the total weight of the mode's catalogue for the round's variant and cap. The published paytable carries the rules — collector values, boosts, seal rates, line weights and wirings — and the catalogue's SHA-256 (catalogueHash); the verifier regenerates the catalogue from the rules and checks the hash before reading the draw. The round record stores the mode (mode) and the round's effective cap (capHundredths); with them and the published paytable that priced the round, the verifier reproduces the weights, the draw, the entry, the circuit and the payout, and the verification page does the same in the browser and compares it with what the round booked. See Provably Fair.

Integration notes ​

  • Bet: POST /games/overload/rounds with { "betAmount": <whole minor units>, "mode": "spark" | "surge" | "meltdown", "currency": "…" }. The mode is required. Refused with HTTP 422 before anything is drawn or debited: an unknown or missing mode (20001, "mode must be one of spark, surge, meltdown"), a stake that is not a whole number of minor units (20001), an effective cap below 2× (20001, "This stake is above the maximum for this game. Lower your stake.", with details.reason max_win_cap and details.engineCode 30605), a stake under the 1.00 floor (30007) or above the maximum bet (30008), and an insufficient balance (40001).
  • The response settles the round: the stake debit, the draw and the credit happen in the one call (there are no actions, no cash-out and no open round: GET /games/overload/rounds/active always answers { "round": null }). The response's balance is the balance after the debit and the credit, and its outcome carries mode, mask and powered (the powered collectors, 0–4 = a–e), wiring, seals, breach, boost, baseHundredths, liveHundredths, fullMultiplierHundredths (the circuit's total), multiplierHundredths and multiplier (what the round paid, after the cap), capped, winAmount and catalogueVersion — everything the client needs to animate the result, and no RNG internals.
  • Game metadata (rules): catalogueVersion, catalogueHash, the four wirings, and per mode the collector values, the breach boosts and maxMultiplier, plus operatorMaxWinMultiplier when the operator set a cap — never line weights, seal rates, chances or the RTP.