

Rig the machine until it pays out wrong. Draw symbols from your bag across five reels, chain paylines, and slot circuit-board artifacts into combos the house never accounted for. A roguelike deckbuilder about the arithmetic of very bad odds.
Overview
Rig the machine until it pays out wrong. Draw symbols from your bag across five reels, chain paylines, and slot circuit-board artifacts into combos the house never accounted for. A roguelike deckbuilder about the arithmetic of very bad odds.
Description
You have four spins, a bag of symbols, and a cabinet full of empty slots. Everything else is arithmetic — and the arithmetic can be broken.
Five reels, three rows, fifteen cells. Lines pay, columns pay, diagonals pay, and five of a kind pays absurdly. Every artifact you slot in changes what a line is worth - and they compound. A run that opens needing 235 chips ends needing 19,500, and the only reason that is survivable is that your machine stopped playing fair somewhere around level four.
22 symbols. 65 artifacts, each one a circuit card you plug into the cabinet. 11 vouchers, 9 consumables, 6 enhancements, 3 seals. Buy them, sell them, and drag them into order - artifacts fire left to right, so where a card sits in the rack is part of the build.
11 bosses, each one built to break a specific assumption you have been leaning on. The Cold Reel. The Locksmith. The Purist. The Ferryman. You get three nudges a payout - mark the cells you hate, redraw only those, keep the rest. And on a boss round that is usually the whole difference.
Five machines, each a different bag and a different plan. Three challenge runs that take something away: the shop, the rerolls, the rare symbols. Eight stakes stacked on top of all of it. Clear level eight and the targets keep climbing for as long as you can hold the machine together.
A run is 24 payouts across 8 levels and takes about 30–40 minutes. Single-player, offline, no accounts, no monetisation of any kind. Pixel art on a 32-colour palette, through a CRT.
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