
The house always wins. Fix that.
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.
01 — The machine
Break the machine
5 reels, 3 rows, 15 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 opens needing 235 chips and ends needing 19,500. The only reason that is survivable is that your machine stopped playing fair somewhere around level four.
02 — The bag
Build the bag
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.
03 — The house
Beat the house
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 3 nudges a payout — mark the cells you hate, redraw only those, keep the rest. On a boss round that is usually the whole difference.
04 — Again, harder
Then do it harder
5 machines, each a different bag and a different plan. 3 challenge runs that take something away — the shop, the rerolls, the rare symbols. 8 stakes stacked on top of all of it.
Clear level 8 and the targets keep climbing for as long as you can hold the machine together.
By the numbers
- Single-player
- Offline
- No accounts
- No monetisation of any kind
- 32-colour pixel art
Spring 2027
Know the moment it is playable
The Steam page is not up yet. Leave an address and you will hear the day it is — no newsletter, no roadmap updates, no drip campaign.
















