AKITSORA GAMING

Slot content & RGS provider

HTML5 slots & RGS.
Verifiable math and ledgers.

Akitsora Gaming, known as AKI電子 in Taiwan, develops HTML5 slot games and the remote game server behind them. We supply operators with games, transfer-wallet API integration, published specifications, virtual-credit demos and marketing assets.

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Zeus Awakens: RTP 96.98% · 6 × 5 tumble, scatter pays (no paylines), real-time WebGL 3D · max win 5,000× betGame info →

Live titles
163games
medium-low-to-very-high volatility
Game mechanics
95types
Across 9 engines: tumble, cascade, fixed-payline, hold-and-win, cluster-pays, ways, classic-reel, grid, hanafuda-cards
Operator API
10endpoints
Only you call us
Round retention
5years
Recomputed replay for current modes

From slot development to operator integration

Explore our game catalogue, RGS integration and launch assets, with specifications and documents to review when choosing a supplier.

Explore development and supply services

Current titles

HTML5 slot games

Every title ships with its full spec sheet — RTP, volatility, hit rate, paytable and trigger frequency. No need to ask.

All games and full specs

Demo play uses virtual credits with no monetary value.

Why us

Why a new supplier is worth an hour of your time

Beyond the games themselves, there is one more thing we can put side by side: what this RGS does when things go wrong.

Math with reproducible checks

Tumble math compared cell by cell over 100,000 spins; every other mechanic has its own cross-checks.

Our tumble titles share one math set: the production engine and the frozen implementation it was calibrated on are fed the same RNG seed and compared spin by spin, cascade by cascade — board, clears, multipliers, wins. Not one cell may differ across 100,000 spins. Every other mechanic is verified with hand-built board tests, then checked against an exact solution where one exists, or against an independent implementation that shares no code with the engine where it does not. From title 11 on, the reel and cascade platforms also freeze a round-by-round record for every math version, so a shared-code change that alters those frozen rounds fails its test.

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Statistical comparison cannot prove spin-by-spin equivalence, and sampling error can hide RTP differences. Same-seed comparisons detect outcome differences in the tested rounds. Other mechanics use hand-built board tests, independent simulators and exact solutions where available.

Every RTP configuration ships with its own verification record, and each game's spec table states the method, which differs by mechanic: some reel titles have an exact solution including their features, as do the base games of the fixed-line and ways titles, so the engine is checked against exact values (the small share taken by the max-win cap is estimated by simulation); lock-and-respin titles combine an exact base game with feature sampling; tumble, cluster and cascade titles have no exact solution, so they are measured with large spin runs and two independent implementations are checked against each other.

Transfers built for the worst case

Retry and query by transaction ID without moving the same money twice.

Most incidents are not “the transfer failed” — they are “we don't know whether the transfer happened.” Timeouts, dropped connections and 5xx responses are a third outcome, not a failure. On our side, every transfer completes inside a single database transaction with no network call in the middle: the money movement commits in full or is not posted. A failed transaction may still have a queryable record; check its status.

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Every transfer carries your own transaction ID. Resend the same ID and we replay the original result — the money does not move again. When in doubt, query that ID and check the transaction status. Within the ID retention period, found: false marks the ID void and a late original request is rejected. A 5xx query response, including archived details, still needs investigation before any refund.

We never call you, and you decide when the money comes back. Bets are pulled by settlement time, so each round appears exactly once and is already final. When a player has no unfinished round, transfers in minus transfers out, plus the win/loss on their bets, equals their game balance.

Round records and replay

Replay recomputes the round. It does not play back a recording.

Spin records, audit logs and ledger entries are append-only, enforced by database triggers. Round headers retain the status updates needed to complete settlement.

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Replay uses each spin's original RNG seed in order, recomputes the entire round, and reconciles it against the log spin by spin: win amount, trigger counts, RNG draws consumed. A mismatch shows “replay failed” rather than a plausible-looking fabrication. Current modes support recomputed replay; historical demo rounds using ante mode before its removal on 2026-10-09 retain their records but cannot be recomputed.

Rounds are retained for 5 years. Data past the hot window is archived to compressed files only after settlement, integrity and balance-carry checks, with scheduled hash verification. Unresolved records and data that fails those checks remain online.

Integration

What integration looks like

Four steps from credentials to the player's return to your lobby.

01

Get credentials

We issue an API key, a signing secret and a sandbox. Several keys can be valid at once: we issue a new one, you switch over, then the old one is revoked — no downtime.

02

Create the player, transfer in

Call player/create the first time a player enters your game hall (it returns created: false if the player already exists, so calling it again is harmless). Before opening a game, debit the player's wallet on your side and call transfer/in to move the money into the game.

03

Open the game

Your backend calls launch with the player id, currency and game code, receives a game URL and an expiring session token, and hands the gameUrl to the browser. Pure HTML5, no plugins, one build for desktop and mobile. If you embed the game in an iframe, send us the Origin of every parent frame first so we can allow it on the game host — we ask for it during onboarding, and the browser refuses to render an origin that is not on that list.

04

Transfer out, pull bets

When the player returns to your lobby, call transfer/out (no amount = everything) and credit the amount back to the player's wallet; pull bets with bets every few minutes. We never call you — your lobby decides when the money comes back.

Launching a new title needs no code change on your side — just a different game code at launch.

Want to see the real thing?

The demo needs no account — click and spin. For integration docs, the math summary or sandbox access, send us an email.

Contact

Demo play uses virtual credits with no monetary value.