Temple credits10,000
Bankable now—
Stone reachedGate 0 / 18
TEMPLEHOP
Virtual credits only Prototype — not certified
Next stoneCALM
Tap the ruins or press ↑ to begin
Wager
50
Calm: best odds
Tremor: risk rising
Eruption: wait
96.5% design math, all 18 gates & rules

How the temple works

Set a wager, then hop one stone at a time. Every cleared stone raises the bankable multiplier. Cash out between hops to bank wager × multiplier. A geyser strike or collapsed stone ends the run and loses the wager.

The meter is meaningful: calm hops use the reference survival curve, tremor hops reduce survival odds, and eruption hops are far more dangerous. Timing affects the result, but even a calm hop is not guaranteed because stones can still fracture.

Game profile

Design RTP target
96.5%
Volatility
High
First-hop clear rate
92.00%
Reference hit frequency
72.86%
Reference strategy
Cash at gate 3
Max multiplier
203.97×
Max credit win
50,992.50

Lab-ready math summary

For calm-window reference play, gate n uses survival probability pₙ. The displayed multiplier is mₙ = 0.965 ÷ (p₁ × … × pₙ), rounded to two decimals for display and settlement. The unrounded target return is therefore 96.5% at every planned cash-out gate before rounding. Tremor and eruption timing apply survival modifiers of 0.72 and 0.18 respectively, so actual return is player-dependent and can be lower.

Prototype disclosure: the 96.5% figure is a design target derived from the model above. It has not been independently tested or certified.

Multiplier & survival ladder

GateCalm survivalMultiplierMax win*

*Max win shown at the 250-credit wager. Settlement uses the displayed multiplier. Reaching gate 18 automatically banks the result.

For entertainment and evaluation with virtual credits. No deposits, purchases, withdrawals, prizes, or cash value.

on every goldodd.com page. Sends: pageview on load; on /games// pages also game_start, a heartbeat every 30s, and game_end when the tab closes. No cookies, no fingerprinting. Visitors with Do Not Track on send nothing. */ (function(){ "use strict"; if (navigator.doNotTrack === "1" || window.doNotTrack === "1") return; var EP = "https://goldodd.com/api/collect"; var sid = "na"; try { sid = sessionStorage.getItem("go_sid") || ""; if (!sid) { sid = Math.random().toString(36).slice(2) + Date.now().toString(36); sessionStorage.setItem("go_sid", sid); } } catch (e) {} var device = /Mobi|Android|iPhone|iPad/i.test(navigator.userAgent || "") ? "mobile" : "desktop"; function send(type, game) { var d = { type: type, path: location.pathname, ref: document.referrer || "", session: sid, device: device }; if (game) d.game = game; var body = JSON.stringify(d); try { if (navigator.sendBeacon && navigator.sendBeacon(EP, body)) return; } catch (e) {} try { fetch(EP, { method: "POST", headers: { "Content-Type": "application/json" }, body: body, keepalive: true }); } catch (e) {} } var m = location.pathname.match(/^\/games\/([^\/]+)/); var game = m ? m[1] : null; send("pageview"); if (game) { send("game_start", game); var hb = setInterval(function(){ send("heartbeat", game); }, 30000); var done = false; var end = function(){ if (done) return; done = true; clearInterval(hb); send("game_end", game); }; window.addEventListener("pagehide", end); document.addEventListener("visibilitychange", function(){ if (document.visibilityState === "hidden") end(); }); } })();