Vault Breakers: Super Score — Game Design Document

DEV ONLY · NOT FOR PRODUCTION · NOT FOR CERTIFICATION. Draft draft-v0.1. Nothing here is frozen, published, or enabled for any operator.

FieldValue
Game IDvault-breakers-super-score
Math versiondraft-v0.1
Mechaniccount_anywhere_tumble/v1
Grid6 reels × 5 rows, 30 cells
Evaluationcount-anywhere, minimum 8 copies
Target RTP96.00%
Max win50,000× total bet per game cycle
Design spec2026-08-19-vault-breakers-super-score-design.md

1. Concept

A crew breaks into a modern high-security bank. Loot that stacks up on the vault floor is carried out and replaced by whatever falls next; the Mastermind slips hacking and demolition charges into a run to multiply the haul; robber masks open the main vault, and a golden master key found while it opens pays a score of its own.

The Mastermind is an original character positioned beside the grid. She is presentation only: no animation of hers decides whether a charge lands or what it is worth.

2. Originality boundary

The game takes publicly confirmed RULES from Gates of Olympus Super Scatter as a reference baseline — 8-or-more matching symbols anywhere, tumbles, multipliers from 2× to 500× that add together, 4+ scatters for 15 free spins, Super Scatter awards of 100×/500×/5,000×/50,000×, a 50,000× ceiling, and two buy modes whose Super pool starts at 10×.

It takes none of its branding, characters, art, symbol designs, presentation or undisclosed mathematics. Every weight, payout and probability in this game is authored here. No figure in any Vault Breakers document is a claim about that game's paytable, weights or RTP.

3. Symbols

IDPresentationClassPays
H1diamond caseregular highyes
H2gold barsregular highyes
H3cash stacksregular highyes
H4bearer bondsregular highyes
L1thermal cutterregular lowyes
L2electronic keycardregular lowyes
L3crew radioregular lowyes
L4lockpick setregular lowyes
SCATTERrobber maskscatter-classno
SUPER_SCATTERgolden master keyscatter-class, instant prizeno
MULTIPLIERhacking / demolition chargemultiplierno

The charge has four presentations sharing one mathematical role and one value pool. They are not four pay symbols.

Why eight regular symbols

The approved design named six. Eight is a mathematical requirement, measured rather than preferred, and the change was approved on 2026-08-19.

On 30 cells with an 8-of-a-kind minimum, the inventory size sets the per-snapshot hit rate, the hit rate sets the cascade length, and the cascade length sets the largest payout a 96% game can afford:

Regular symbolsSnapshot hit rateWhole-game RTP at scale 1Paytable scale for 96%
655.5%2800.8%0.0336
732.9%330.6%0.2898
819.1%99.8%0.9615
911.3%44.7%2.1581

At six symbols the top band would be worth 1.68× and the lowest 0.013×. At eight, a reference-style ladder stands as authored. The reference game has eight regular symbols for this reason rather than by coincidence.

4. Base game

  1. Draw a 6×5 grid. Every cell is drawn independently from one weight table.
  2. Evaluate every regular symbol by how many copies are visible anywhere. No paylines, no reel adjacency. Seven copies pay nothing; 8–9, 10–11 and 12–30 pay their band.
  3. Several symbols may win on the same snapshot, each independently.
  4. Remove every cell of every winning symbol.
  5. Survivors drop within their reel; vacated cells refill from the top.
  6. Repeat until a snapshot pays nothing.
  7. Settle once. One wager, one debit, however long the cascade ran.

5. Multiplier charges

A charge is a one-shot event, not a persistent grid modifier.

  • Its value is drawn once from a weighted pool bounded at 2× and 500×.
  • Its cell is freed, so no later snapshot can collect it again.
  • Values collected across one spin's whole tumble sequence are added.
  • The sum multiplies that sequence's aggregate regular-symbol win.
  • A sequence that won nothing gets no multiplier award, however many charges it collected.
  • The accumulator resets per spin, and each free spin runs its own.

A charge on the final, non-winning snapshot is still collected: that snapshot is part of the sequence either way, and a rule conditioned on whether it happened to pay is a rule the simulator and the game could quietly disagree about. Its cell is shown emptied.

6. Scatters and the Super Scatter

SCATTER and SUPER_SCATTER are one scatter class: they count together.

  • 4+ scatter-class on one snapshot awards 15 Free Spins.
  • Scatters on different snapshots are never added together.
  • Either the initial grid or any later tumble grid may satisfy the trigger; the first qualifying one owns it, and one paid spin opens at most one sequence.

The instant prize is payable only when the same snapshot that triggered also showed Super Scatters:

Visible SUPER_SCATTERPrize
1100×
2500×
35,000×
4+50,000×

A Super Scatter on a snapshot that did not trigger pays nothing. Inside free spins it counts toward the retrigger and never pays again.

7. Free spins

  • 15 spins, same 6×5 count-anywhere/tumble loop.
  • 3+ scatter-class on one free-spin snapshot adds 5 spins, repeatably.
  • A Super Scatter counts toward that retrigger and pays no further instant prize.
  • Reaching the 50,000× ceiling ends the cycle immediately: generation stops, it is not merely the displayed number that is clamped.

8. Buy options

ModeEntryPool
Standard Free Spins15 free spinsthe base charge pool, from 2×
Super Free Spins15 free spinsevery value at least 10×, at most 500×

There is no player choice after the purchase commits. A buy is one wagered operation with its own idempotency identity and one settlement.

Prices are derived from the tuned model, not carried over from the reference baseline. See the Math Spec: the design's 100× and 500× reference prices return far below 96% against this game's free spins, and the derived prices are recorded there.

9. Presentation notes

  • The Mastermind reacts to charges; she never determines them.
  • A charge collected on the final non-winning snapshot leaves its cell empty in the settled grid. The outcome reports which cells those were so the detonation can be shown.
  • Win bands, cascade steps and the scatter census are all reported by the engine, so the front end never has to re-derive a verdict the server already made.

10. Not in Draft v0.1

  • Wilds, persistent cross-spin multipliers, progressive jackpots, Hold & Win.
  • Any art, audio or UI asset. This is math only.
  • Free-spin reels distinct from the base reels — see the Math Spec's residual items.