AKITSORA GAMING

Lady of the Keep

A white keep at night, lighting up floor by floor.

Lady of the Keep is a 5-floor castle keep lit floor by floor: each floor pays only when those below are lit. Light the top to send a falconer climbing to the lady's chamber for ×5 wins.

Demo play uses virtual credits with no monetary value.

RTP
96.42%
Volatility
Medium-high8.61
Max win
1,000× bet
Bonus buy
70.40× bet

In-game screens

Captured straight from the running game — real boards, real wins.

Lady of the Keep — The keep at night
The keep at nightA 5-floor keep with 6-5-4-3-2 windows from the bottom up; the falconer and his hawk below, the lady behind the shoji above.
Lady of the Keep — Lighting up
Lighting upA floor only counts when the floors below are lit; higher floors multiply more.
Lady of the Keep — The Climb
The ClimbThe falconer climbs floor by floor, each with its own power: perching hawks, the third chamber, spreading hawks.
Lady of the Keep — Big win
Big winA single round is capped at 1,000× the bet.
Lady of the Keep — Bonus buy
Bonus buy×70.40 to start The Climb (10 spins).
Lady of the Keep — In-game paytable
In-game paytableThe RGS supplies the floor multipliers and every floor's power; this page reads the same game definition.

Specification

Type5-floor keep (6-5-4-3-2 windows from the bottom up, 20 in all), each floor pays from 3 matching windows on the left, lit floor by floor
Return to player (RTP)96.42%
Bonus buy RTP96.42%
VolatilityMedium-high (8.61)
Hit rate30.53%
Rounds winning ≥ 1× bet13.67%
Max win per round1,000× bet
Free spins (The Climb) frequency≈ 1 in 149.91 spins
RTP verificationExact base game + 20,000,000 feature samples; combined RTP 96.4357%, 2σ margin ±0.0224 percentage points; independent implementation (separate code, not the engine) with 1,400,000,000 feature samples: combined RTP 96.4205%, 2σ margin ±0.0026 percentage points

Game math specifications and the paytable are read at build time from the definitions shared with the server code. See Math version for the configuration shown; confirm any other version or operator-specific settings separately.

How wins work

  • The board is a 5-floor keep with 6-5-4-3-2 windows from the bottom up. Each floor pays on its own: 3 or more matching windows from the leftmost window; the top floor has two windows and pays when they match.
  • Floor-by-floor lighting: from the bottom up, a winning floor lights; a floor only counts this spin when every floor below it is lit. Wins above the first dark floor do not pay.
  • The white hawk is wild and substitutes for regular symbols (not for the keep key).
  • Keep keys do not pay: 3 or more anywhere start The Climb.

Paytable

Values are total-bet multiples per floor: a win = total bet × table value × that floor's multiplier (floors 1–4: ×1, ×2, ×3, ×5). Only the bottom floor has 6 windows; 6 in a row has its own pay (up to 32.94×). The top floor pays when its two windows match (up to 1.32×, no floor multiplier). The white hawk (wild) counts in the run. The paytable is the same data shown in game.

Symbol3 in a row4 in a row5 in a row
Crimson kimonoHigh-pay 1.13.2910.98
HairpinHigh-pay 0.882.758.24
Letter boxHigh-pay 0.662.26.59
Hawk featherHigh-pay 0.551.655.49
Roof tileLow-pay 0.330.822.75
LoopholeLow-pay 0.330.822.75
Stone wallLow-pay 0.220.552.2
ShachiLow-pay 0.220.552.2

Special symbols

White hawk

Wild. Substitutes for regular symbols but not for the keep key. In The Climb it perches from floor 2 and spreads across its floor on floor 4.

Keep key

Scatter. No connection required: 3 or more start The Climb (10 spins). Appears on floors 1–4 only.

Features

Floor multipliers

Higher floors pay more: floors 1–4 carry ×1, ×2, ×3, ×5. The top floor's two windows only light when the whole keep lights up beneath them — lighting the top floor starts The Climb.

The Climb

Light the top floor, or land 3 keep keys, for 10 spins of The Climb. The falconer starts on floor 1: floors below him go dark and stop spinning, and lighting counts up from his floor. When his floor lights he climbs one floor (one floor per spin at most).

A power on every floor

From floor 2, perching hawks: newly landed white hawks stay put for the rest of the bonus. Floor 3, the third chamber: floor 3 wins ×3. Floor 4, spreading hawks: a newly landed white hawk fills its whole floor.

The lady's chamber

At the top, every window in the keep lights again: all five floors spin and light from the bottom up, every win is ×5 from then on, and reaching it adds 5 spins (once per bonus).

Volatility and positioning

Volatility 8.61. The 30.53% hit rate counts any winning round; 13.67% of all rounds return at least the stake. The base game carries about 53% of the RTP; The Climb comes about once every 149.91 spins, getting stronger floor by floor and multiplying every win by 5 in the lady's chamber. A single round is capped at 1,000× the bet and ends when it hits the cap. This describes the product's positioning and does not guarantee any single session.

Bonus buy

Pay 70.40× the bet to start The Climb (10 spins). The price follows the expected value of that purchase route (bonus-buy RTP 96.42%) and is calibrated separately from regular play.

Technical

Game codeaki_tenshu
Math versiontk1
TechnologyHTML5, no plug-in; one client for desktop and mobile
ViewportLandscape with proportional scaling
In-game languageTraditional Chinese (additional languages on request)
CurrenciesTWD (others can be registered on request)
IntegrationTransfer wallet (Operator API v3), launch-token redirect

Sources & verification scope

This product specification is written and maintained by its developer, Akitsora Gaming (AKI電子 in Taiwan). Measurement methods and sample information for RTP, volatility and hit rate appear in the specification table. Sampled results have uncertainty; RTP describes long-run return, not an individual player or session outcome.

Internal simulations and tests are not independent certification. We do not currently hold GLI or BMM certification reports. Supply to a market requiring third-party certification depends on completing its requirements.

See slot game development and supply for integration and supply scope, About us for development and content responsibility, or contact us for a math summary, version confirmation or a correction to this page.

The story

Fiction and adapted settings written by Akitsora Gaming for this title, including invented dialogue and events. This is not a historical or folklore reference. The rules and specification tables define the gameplay and math.

Beneath a frost-white moon, the five-storey keep rises into the night clouds.
In its highest chamber dwells a noble lady whom no mortal ever sees.

I. Lanterns in the White Keep

Under the quiet autumn moonlight, the white-plastered walls of the great castle keep gleam like a heron's wing above the sleeping town below. Legend whispers that the topmost storey of the keep belongs to an otherworldly lady and her attendants, and that even the castle lord never dares set foot upon the upper stairs after dark.

The game board takes the shape of that tapering five-storey tower, with lattice windows narrowing from the wide first floor up to the two windows under the roof ridge. By the rule of floor-by-floor lighting, each storey pays and lights up only when every floor beneath it has also lit on that spin.

II. The Falconer and the Lost Hawk

One autumn evening the lord's prized white hawk snapped its leather jesses and soared straight into the top window of the keep, vanishing behind the paper screens. Facing execution if he failed to bring the bird back, a young falconer took up a paper lantern, unlocked the heavy ground-floor door, and began to climb into the dark.

Across the lattice windows of the tower, the white hawk acts as a wild symbol that helps complete winning rows from left to right. Lighting all the way to the top floor in a single base spin—or finding enough bronze keep keys across the windows—sends the young falconer into The Climb bonus feature.

III. A New Power on Every Storey

During The Climb, the falconer begins on the lowest floor and climbs one storey higher each time his current floor lights up, while the floors already passed below him fall dark and stop spinning. With each flight of wooden stairs he ascends through the tower, the enchanted keep awakens a new power.

From the second floor upward, newly landed white hawks perch in their windows and stay sticky for the rest of the bonus; the third chamber multiplies its own floor payouts; and on the fourth floor every new hawk spreads its wings to fill the entire row of windows at once.

IV. The Lady's Chamber at the Summit

When the falconer finally slides open the shoji of the topmost storey, he finds the noble lady in a crimson robe with the white hawk resting calmly upon her sleeve. Touched by his devotion, she returns the bird, and in that instant every window across all five storeys of the keep blazes back to life at once.

Reaching the lady's chamber awards extra spins, reopens the entire five-storey tower from the ground floor up, and multiplies every win that follows for the rest of the round. It is the game's theme, not a promise: the tale of the castle keep belongs to classic stage romance, while every spin's outcome is still decided by the RGS random number generator.

Want to spin Lady of the Keep yourself?

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

Demo play uses virtual credits with no monetary value.