Skip to content

Peak Rush ​

A session-based ski game. The player rides an endless Carpathian slope — sunset, blue hour, then aurora — with real controls: tap, click, Space or ↑ to jump; hold in the air to tuck into a backflip; release to open up and land. Rocks and logs come every 35–45 metres, and every fourth obstacle is a ravine with a snow ramp. Every obstacle has an arc of coins over it: clear the obstacle and land it, and the coins are collected — on touchdown their metal is revealed (bronze, silver, gold or diamond) and multiplies the run's total. Backflips multiply that obstacle's coins (a backflip ×2, a double ×3, a triple ×4 — triples only fit over ravines), and ravine coins count double. A crash — hitting a rock or a log, falling into a ravine, landing crooked, still spinning or too hard — ends the run and loses the stake. Hidden hazards (black ice, a buried rock, a breaking cornice) can also wipe a rider out right after a clean landing: the mountain decides, more often on bigger tricks and over ravines. Between obstacles, after the first, BANK pays the total.

Who decides what ​

Decided byHow
Whether an obstacle is cleared and landedThe player's ridingA crash ends the run (the stake is lost); nothing is drawn for it
The move: how many backflips over the obstacleThe player's ridingIt sets the obstacle's gain (below)
When to bankThe playerAny time between obstacles, after the first
The coins' metal — or a hidden wipeoutThe RNGOne draw when the landing is committed, read with the published table of the obstacle's gain
Landing grade, speed, milestones, scenery—Presentation only: no money effect

Return to player: up to X % ​

Peak Rush is not an RNG-only game: the player's riding decides whether a run goes on. Its RTP is therefore a ceiling (rtp_basis = optimal_play_ceiling): for clean riding — every obstacle cleared and landed — every choice of moves and every banking rule returns exactly the variant's RTP, no more and no less (less sub-unit rounding); a rider's own crashes can only lower it. The ceiling is what a perfect bot or a modified browser can reach — the house edge never depends on riding being imperfect. The game states it to players in its rules as:

Return to player: up to X% with clean riding — the same whichever jumps and backflips you make and whenever you bank. A crash lowers it.

with X the casino's variant (92.00, 94.00, 96.00 or 97.00). The hidden wipeouts are part of X.

Not an RNG-only game

Peak Rush 2.0 does not meet the rule that a round's outcome is determined by the RNG at bet commit with an exact RTP every player realises (ADR-083, the Kaizen requirement): the RNG decides every money outcome of a committed landing, but the player's riding decides whether there is one. See ADR-084. Its RTP is therefore disclosed as a ceiling, and aggregator catalogues carry it as one (rtpBasis: optimal_play_ceiling, labelled "up to X%").

PropertyValue
Game IDpeak-rush
Engine version2.0.0
Typesession_based
VolatilityMedium — the player sets it with the backflips they land and when they bank
Max Win500× bet, the game's maximum. Operators get a 100× multiplier cap by default and may set their own up to 500×; a lower operator or jurisdiction maximum win lowers a round's cap
RTP variantsup to 92.00% / 94.00% / 96.00% / 97.00% (operator-selected) — exact for clean riding with any moves and banking, under any max-win cap above the stake
Minimum stake100 minor units (1.00 in 2-decimal currencies), over any lower operator setting
ThemeWinter sports (the Carpathian mountains, a skier, ramps and ravines)

Moves and coins ​

The gain of an obstacle is its kind (rock or log ×1, ravine ×2) times its move (jump ×1, backflip ×2, double ×3, triple ×4). A coin metal multiplies the total by 1 + gain × the metal's published share (metals in the paytable):

ObstacleMove (backflips completed)GainBronze coinsSilver coinsGold coinsDiamond coins
Rock or logJump×1×1.03×1.05×1.1×1.5
Rock or logBackflip×2×1.06×1.1×1.2×2
Rock or logDouble backflip×3×1.09×1.15×1.3×2.5
Ravine (every 4th obstacle: 3, 7, 11, …)Jump×2×1.06×1.1×1.2×2
Ravine (every 4th obstacle: 3, 7, 11, …)Backflip×4×1.12×1.2×1.4×3
Ravine (every 4th obstacle: 3, 7, 11, …)Double backflip×6×1.18×1.3×1.6×4
Ravine (every 4th obstacle: 3, 7, 11, …)Triple backflip×8×1.24×1.4×1.8×5

The game shows players these multipliers and the move limits — never a chance.

How a round works ​

PhaseDescriptionPlayer input
StakeThe stake is debited; the run starts at ×1. Nothing is drawnPress Play
RideSpeed, jumps, backflips, landings — the player's riding, simulated in the browserTap / hold / release
CommitThe rider has passed the obstacle in the air and touched down cleanly: the client commits the obstacle with its move (step, tier). The server draws once: a coin metal (the total × its multiplier) or the hidden wipeout (the run ends, the stake is lost), shown right after touchdown—
CrashThe rider hit the obstacle, fell short or landed badly: the client sends crash. Nothing is drawn; the run ends and pays nothing—
BankPays stake × totalPress Bank (between obstacles, after the first)
Max winA landing whose payout reaches the round's capNone (the cap is paid automatically)

Exactly one commit or one crash per obstacle. A jump that clears no obstacle commits nothing. A move above the obstacle's limit, a repeated or out-of-order obstacle is refused before anything is drawn. The run's first obstacle — always a rock — is where the house edge lives: every coin outcome of its table is scaled by the variant's RTP and the rest is the wipeout. Every later obstacle is an even bet.

The tables ​

One published table per gain, with integer weights over 1,000,000: the four coin metals largest first, then the wipeout. Every table is an exactly even bet (Σ weight × multiplier = 1,000,000, the wipeout paying nothing) — the wipeout is the fair price of the coins — so an obstacle after the first returns, on average, exactly what the total was before it, whichever move is landed. This is the published paytable the provably fair verifier reads; it is for operators and auditors — the game shows players multipliers, never a chance:

TableOutcomeWeight (of 1,000,000)Chance, every obstacle after the firstFirst obstacle, rtp-92First obstacle, rtp-94First obstacle, rtp-96First obstacle, rtp-97
Gain ×1 (rock/log jump)diamond ×1.523,7612.3761%2.1860%2.2335%2.2811%2.3048%
gold ×1.185,5498.5549%7.8705%8.0416%8.2127%8.2983%
silver ×1.05190,10619.0106%17.4898%17.8700%18.2502%18.4403%
bronze ×1.03651,11065.1110%59.9021%61.2043%62.5066%63.1577%
the wipeout49,4744.9474%12.5516%10.6506%8.7495%7.7990%
Gain ×2 (rock/log backflip, ravine jump)diamond ×222,6432.2643%2.0832%2.1284%2.1737%2.1964%
gold ×1.281,5148.1514%7.4993%7.6623%7.8253%7.9069%
silver ×1.1181,14318.1143%16.6652%17.0274%17.3897%17.5709%
bronze ×1.06620,41562.0415%57.0782%58.3190%59.5598%60.1803%
the wipeout94,2859.4285%16.6742%14.8628%13.0514%12.1456%
Gain ×3 (rock/log double)diamond ×2.521,6232.1623%1.9893%2.0326%2.0758%2.0974%
gold ×1.377,8477.7847%7.1619%7.3176%7.4733%7.5512%
silver ×1.15172,98517.2985%15.9146%16.2606%16.6066%16.7795%
bronze ×1.09592,48559.2485%54.5086%55.6936%56.8786%57.4710%
the wipeout135,06013.5060%20.4255%18.6956%16.9658%16.1008%
Gain ×4 (ravine backflip)diamond ×320,6912.0691%————
gold ×1.474,4917.4491%————
silver ×1.2165,53716.5537%————
bronze ×1.12566,96056.6960%————
the wipeout172,32117.2321%— (never the first obstacle)— (never the first obstacle)— (never the first obstacle)— (never the first obstacle)
Gain ×6 (ravine double)diamond ×419,0501.9050%————
gold ×1.668,5826.8582%————
silver ×1.3152,40515.2405%————
bronze ×1.18521,98552.1985%————
the wipeout237,97823.7978%— (never the first obstacle)— (never the first obstacle)— (never the first obstacle)— (never the first obstacle)
Gain ×8 (ravine triple)diamond ×517,6501.7650%————
gold ×1.863,5426.3542%————
silver ×1.4141,20414.1204%————
bronze ×1.24483,62048.3620%————
the wipeout293,98429.3984%— (never the first obstacle)— (never the first obstacle)— (never the first obstacle)— (never the first obstacle)

Near the cap. An obstacle that could take the total to the round's cap (500×, the operator's 100× default, or a lower maximum win) is re-weighted so that it stays exactly fair counting the capped win — its coin outcomes are rescaled in proportion and the wipeout takes the rest — so the cap never costs the player any return. Far from the cap the table applies as it is.

The 2.0.0 tables are the second published set; the 1.0.0 set stays published and every 1.0 round keeps verifying with it. A future retune ships the same way: a new engine version with new published paytables, and a round keeps the tables it started with.

Every way of playing returns at most the RTP ​

The run's total is a product of coin multipliers. With clean riding its first obstacle returns the RTP on average, every later obstacle is an even bet whatever the move, and an obstacle that can reach the cap is re-weighted to stay fair. So the expected value of the run stays level from one landing to the next: no choice of moves and no rule for when to bank moves it off the RTP — under the game's own 500×, under the default 100× cap and under any lower maximum win above the stake. A crash of the rider's own pays nothing, so riding can only lower the return. Three roundings, all down, take less than a unit of the currency per round:

  • each obstacle's draw is mapped by integer thresholds, largest multiplier first (then the wipeout), and every floor moves probability towards smaller outcomes;
  • the total is kept to 8 decimals and rounded down after every landing;
  • a payout is rounded down to the currency's smallest unit, and never exceeds the round's cap — a landing that reaches it ends the run paying the cap.

The best possible play is to bank before the first obstacle, which pays exactly the RTP. Banking after a single clean landing returns the RTP less a tiny fraction of a point, whatever the move:

VariantRTPBest playOne jump, then bankOne backflip, then bankOne double backflip, then bankFirst-obstacle wipeout chance (jump / backflip / double backflip)
rtp-92up to 92.00%exactly 92.00% (a round banked before its first obstacle)92.000% (1.8 × 10⁻¹⁴ pt under)92.000% (1.0 × 10⁻¹⁴ pt under)92.000% (4.1 × 10⁻¹⁴ pt under)12.55% / 16.67% / 20.43%
rtp-94up to 94.00%exactly 94.00% (a round banked before its first obstacle)94.000% (2.7 × 10⁻¹⁴ pt under)94.000% (1.8 × 10⁻¹⁴ pt under)94.000% (2.6 × 10⁻¹⁴ pt under)10.65% / 14.86% / 18.70%
rtp-96up to 96.00%exactly 96.00% (a round banked before its first obstacle)96.000% (1.2 × 10⁻¹⁴ pt under)96.000% (4.9 × 10⁻¹⁵ pt under)96.000% (3.6 × 10⁻¹⁴ pt under)8.75% / 13.05% / 16.97%
rtp-97up to 97.00%exactly 97.00% (a round banked before its first obstacle)97.000% (9.5 × 10⁻¹⁵ pt under)97.000% (3.1 × 10⁻¹⁴ pt under)97.000% (2.8 × 10⁻¹⁴ pt under)7.80% / 12.15% / 16.10%

What some ways of playing return with clean riding, computed exactly (every rounding and the cap included) at a stake of 100.00 under the game's own 500× — the last rows under a lower maximum win, as an operator's multiplier cap or a tenant maximum win would set it:

StrategyReturns, rtp-92Returns, rtp-94Returns, rtp-96Returns, rtp-97Pays anything, rtp-96SD of one round, rtp-96 (stakes)Obstacles per round, rtp-96Most it can pay
1 jump92.000%94.000%96.000%97.000%91.250%0.3061.001.5×
5 jumps91.997%93.997%95.997%96.997%70.977%0.6544.3110.13×
10 jumps91.997%93.997%95.997%96.997%52.477%0.9877.44102.52×
1 backflip92.000%94.000%96.000%97.000%86.949%0.3971.002×
1 double backflip92.000%94.000%96.000%97.000%83.034%0.4791.002.5×
10 backflips91.999%93.998%95.998%96.998%29.780%1.7626.01500×
3 obstacles, the most backflips each (double, double, triple)91.998%93.998%95.998%96.998%50.706%1.1752.5531.25×
10 obstacles, the most backflips each91.999%93.999%95.999%96.999%14.990%3.2394.81500×
8 obstacles: jump rocks and logs, triple over ravines91.999%93.999%95.998%96.998%35.293%1.6765.42284.77×
jumps until 2× or more91.998%93.998%95.998%96.998%43.835%1.1068.684×
jumps until 5× or more91.999%93.999%95.999%96.999%17.550%2.10613.0210×
backflips until 3× or more91.999%93.999%95.999%96.999%27.360%1.6236.128.98×
the most backflips until 10× or more92.000%94.000%96.000%97.000%7.572%3.5935.1649.98×
the most backflips until a 50× max win92.000%94.000%96.000%97.000%1.920%6.8615.5150×
the most backflips until a 100× max win (the default cap)92.000%94.000%96.000%97.000%0.960%9.7515.55100×
1 double backflip under a 2× max win92.000%94.000%96.000%97.000%83.942%0.4421.002×
jumps until a 10× max win92.000%94.000%96.000%97.000%9.600%2.94614.4810×

The full model is in the game's math model (games/peak-rush/docs/math-model.md).

Max win and the default cap ​

The game pays at most 500× the stake. Every operator starts with a 100× multiplier cap on Peak Rush and may change its own cap up to 500×. The cap changes how far a run can go, never the return — what changes is the spread. Landing the most backflips until the cap, exactly, under operator caps from the lowest the platform accepts (1.01×) to the default 100× (cap-fair obstacles included; above 100× the same proof holds up to the game's 500×, but the number of distinct runs grows too large to enumerate exactly):

Round's cap (the most backflips until it)Returns, rtp-92Returns, rtp-94Returns, rtp-96Returns, rtp-97Reaches the cap, rtp-96SD of one round, rtp-96 (stakes)Obstacles per round, rtp-96Rounds to 99.9% house-ahead (rtp-92 / rtp-94 / rtp-96 / rtp-97)
1.01× (the lowest operator cap)92.000%94.000%96.000%97.000%95.0%0.221.00124 / 175 / 286 / 412
2×92.000%94.000%96.000%97.000%48.0%1.003.571,482 / 2,643 / 5,958 / 10,599
5×92.000%94.000%96.000%97.000%19.2%1.974.835,600 / 10,122 / 23,145 / 41,472
10×92.000%94.000%96.000%97.000%1 in 102.955.2012,463 / 22,588 / 51,789 / 92,925
25×92.000%94.000%96.000%97.000%1 in 264.805.4433,051 / 59,984 / 137,722 / 247,286
50×92.000%94.000%96.000%97.000%1 in 526.865.5167,364 / 122,312 / 280,943 / 504,554
100× (the default operator cap)92.000%94.000%96.000%97.000%1 in 1049.755.55135,991 / 246,968 / 567,386 / 1,019,091

"Rounds to 99.9% house-ahead" is the normal approximation (3.09 × SD / edge)² for a casino whose every round is that run. A money maximum win at or below the stake itself (a tenant or jurisdiction limit smaller than the bet) leaves nothing to multiply: such a round can pay at most that maximum.

Rounding at small stakes ​

Payouts are rounded down to the currency's smallest unit — less than one unit per paid round. At small stakes that is a visible share of the return: a clean run of up to ten obstacles, then bank, loses at most the points in the last row below to rounding (rtp-96, default 100× cap). Below 1.00 it would cost more again, which is why the game's minimum stake is 1.00. The rounding is always down, never in the player's favour, and the stated RTP is the exact value before it.

Walk (rtp-96, default 100× cap; points of return lost to rounding, worst n)At 1.00At 1.01At 10.00At 100.00
Jumps, n = 1 … 10 then bank0.421 (n = 3)0.443 (n = 3)0.050 (n = 2)0.005 (n = 4)
Backflips, n = 1 … 10 then bank0.431 (n = 3)0.410 (n = 2)0.031 (n = 3)0.003 (n = 6)
The most backflips, n = 1 … 10 then bank0.440 (n = 2)0.516 (n = 2)0.022 (n = 6)0.002 (n = 5)
Largest0.4400.5160.0500.005

What the same clean runs return at a range of stakes (rtp-96):

Stake (2-decimal currency)1 jump, rtp-965 jumps, rtp-9610 jumps, rtp-963 obstacles, the most backflips each (double, double, triple), rtp-96jumps until 2× or more, rtp-968 obstacles: jump rocks and logs, triple over ravines, rtp-96
1.0096.000%95.631%95.721%95.772%95.794%95.819%
1.0195.953%95.642%95.764%95.632%95.790%95.828%
1.5095.731%95.721%95.823%95.796%95.851%95.878%
2.5095.838%95.869%95.886%95.898%95.907%95.922%
9.9995.913%95.948%95.973%95.968%95.977%95.983%
10.0096.000%95.975%95.974%95.982%95.978%95.979%
10.0195.995%95.974%95.975%95.967%95.977%95.979%
100.0096.000%95.997%95.997%95.998%95.998%95.998%

Unfinished rounds ​

SituationSettlement
Player reopens the game within 5 minutes (tab closed, connection lost, phone locked)The run resumes just before the next obstacle, with the total reached
Player idle for 5 minutes mid-runBanked automatically at the total reached
Player starts a new round while one is openThe open run is banked at the total reached
Round left before its first obstaclePays stake × the RTP — the abandon value, never a refund

A round closed before its first obstacle — banked, timed out or replaced by a new round — always pays floor(stake × RTP) through the same abandon path, and it contributes nothing to bonus wagering: the stake's wagering, counted when the bet is placed, is reversed when such a round settles. A crash at the first obstacle pays nothing. Once the first obstacle is landed, banking pays the total reached, never the abandon value.

The client finds an open round with GET /games/peak-rush/rounds/active?currency=… (the session's player; null when there is none). It returns the same view a commit response carries.

Provably fair ​

For tenants with provably fair enabled, every committed obstacle's draw is derived from the committed server seed at its own sub-nonce — obstacle k at sub-nonce k; nothing is drawn at the round's setup or for a crash. The seed is held while the round is open and revealed when it ends. The round record stores the move of every committed obstacle (tiers), whether the run ended by the rider's own crash (playerCrash), the cap the round was locked to (maxWin) and the content hash of the paytable it was played on (rulesVersion) — the verifier reads that exact paytable, and the start time only for rounds without it. The verifier replays every committed obstacle — its kind, move, gain, draw, coin metal or wipeout — the running total and the payout, and the verification page does the same in the browser and compares it with what the round booked. It proves the RNG's part; the riding itself is the player's and is not replayed. See Provably Fair.

Integration notes ​

  • Bet field: betAmount (minor units of the session currency, a whole number), like Wild Stride.
  • Actions (POST /games/peak-rush/rounds/:roundId/actions): { "type": "step", "step": <obstacles so far + 1>, "tier": "jump" | "flip" | "double" | "triple" } (rocks and logs accept up to double, ravines up to triple) and { "type": "crash", "step": <the obstacle attempted> }. A wrong, repeated or out-of-order step, an unknown move or a move above the obstacle's limit is refused before anything is drawn (HTTP 422, code 30021); a request on a finished round is refused as ended. Every accepted commit draws once; a crash draws nothing and ends the run (end reason player_crash).
  • Every response carries the round's view: phase (active, crashed or top), steps (clean landings), total, cashoutValue (minor units), maxWin, cashOutAvailable, nextStep, nextKind (rock, log or ravine — the schedule is a published rule, not a draw), nextTiers (the moves the next obstacle accepts), lastStep and the moves' multiplier RANGES (ranges, never their chances). A commit adds step, kind, tier, gain, result (safe or crash — the wipeout), metal (on a landing) and factor. A wipeout, a crash or a landing that reaches the cap settles the round in the same response.
  • Bank: the standard POST /games/peak-rush/rounds/:roundId/cashout. End reasons: busted (a wipeout), player_crash, max_win_reached, otherwise the player's bank (or the idle sweeper / a new round).
  • Game info (rules) carries the metals and their gains, kindMult, tierMult, the moves per kind (tiers), the ravine and log rules, the round's effective multiplier cap (maxWinMultiplier: the operator's, 100 by default), the game's own 500× (gameMaxWinMultiplier), rtpBasis (optimal_play_ceiling) and the idle timeout (300 s) — no chances.
  • Rounds opened on engine 1.0.0 finish on their own 1.0 tables and views.