July, August and September Releases from Quickspin


Get whisked away to a colourful and prosperous world filled with hopping vampires. You heard right!

Our July release Vampire Senpai is inspired by Chinese folklore, where undead creatures, known as the “Jiangshi”, appear with outstretched arms and stiff posture, preying on humans to absorb their life force. We’ve placed a more comedic tone on this traditionally dark theme and packed it with plenty of suspense and anticipation. Included is a base game mystery feature, randomly creating 3-9 additional Talisman Wilds, and it doesn’t stop there.

The game gets even darker in Free Spins. After landing one or more Vampire Wilds, the Jiangshi will hop around, sinking their teeth into any Medium human symbol that appears next to them, Creating, you guessed it, more wilds! Appearing on a 5×5 layout, Vampire Sempai boasts invigorating colour combinations, rich graphics, and eye-catching effects that will leave the player thirsty for more!

Release date: July 14th


Turning Wild
Any Vampire Wild symbol landing on the reels converts any surrounding Medium symbol into the corresponding Turned Wild symbol. Any Turned Wild symbol also converts any surrounding Medium symbol into the corresponding Turned Wild symbol. The conversion continues if there are surrounding Medium symbols.

Talisman Turning Wild
On any spin, there is a chance that 3-9 Talisman Wild symbols appear on reels 1-4. Talisman Wild symbols do not naturally appear on the reels in the base game.

Reanimated Free Spins
3, 4 or 5 Bonus Scatter symbols award 7, 8 or 9 free spins, respectively. Any Vampire Wild symbol landing will remain on the reels for the entire free spins and hop to a random reel position at the beginning of each spin.

Talisman Wild
Talisman Wild symbols appear naturally on the reels in the Reanimated Free Spins. Any Talisman Wild symbol landing in the Reanimated Free Spins is locked for the entire free spins. Each Vampire Wild or Talisman Wild landing awards an extra free spin.

 

Mark Smith, the Producer of Vampire Senpai: “The concept for Vampire Senpai came to us from our own game designer Sammy Wong, who told us the Chinese legend of the “Jiangshi”, a zombie-like vampire that is so stiff, it can only move by hopping around with outstretched arms, killing any creature it comes across in order to absorb its qi or life force.

Sounds frightening? Do not worry. Quickspin has adapted this theme in a very lighthearted way, making the game more playful and appealing to everyone. Although aimed mainly at the Asia market, Vampire Senpai is an attractive and entertaining game that will appeal to an even broader audience. In the base game, it is cozy and nice and the Jiangshi still comes by every now and then to turn medium symbols that are human into Wild vampires.

We also included a mystery wilds feature that creates 3-9 wilds in random positions. The Free Spins the game gets a lot darker, and if you land one or more Vampire Wild symbols, they will jump around for the duration of the bonus.”

For our August release, we have something super-fun and exciting brewing for our slots-enthusiasts! Artemis vs. Medusa is centred around a legendary theme in Greece. What happens when you pair the Greek goddess Artemis with relentless monsters, the Harpy, Minotaur, and Griffon, and will she, in the end, be able to conquer the Gorgon Medusa?

Will Artemis be able to slay the last monsters or will the monsters overwhelm her. If Medusa is slain a potentially huge a win can be won, as every Medusa symbol added to the battlefield increases the “Medusa Bounty”. Artemis vs Medusa is a medium volatile, 5×4, 1024 ways game with a chance to win 5288x and an unlimited amount of battle freespins.

Release date: August 11th


Monster Bounty Coins

Any medium symbol can have a Monster Bounty Coin in it. Monster Bounty Coins can only appear in the base game.

Monster Bounty
If Artemis symbol with a golden frame land on the last reel any Monster Bounty Coins present on the reels will be collected and a Bounty payout will be awarded. The amount of the Bounty payout is related to the value of the Medium symbol that the coin originated from and the number of coins present on the reels.

Unlimited Battle Freespins
3 Bonus Scatter symbols trigger Unlimited Freepins Battle. Unlimited Battle freespins last until the battle between Artemis and Medusa resolves. During the battle, the meter will update according to the monster symbols that are accumulated. Any time 1 or more Artemis symbols land on the reels all accompanying medium Monster symbols will be added to the meter.

For every Artemis symbol that lands on a Monster type will be removed from the meter from lowest value to highest, and a bounty will be awarded. If at any time the meter exceeds 15, Artemis retreats and Freespins end. Freespins will also end if Artemis destroys the last monster.

Story behind the game
Travis Grabau, Producer:
“The heart of the game is the battlefield, we wanted to create a game that was designed to take advantage of the vertical space available in portrait mode. We also thought that it would be fun to have both the protagonist and antagonist be portrayed with a strong female character. It didn’t take us long to settle on Artemis. The goddess of the hunt was just the type of figure we had in mind. Once we had decided on Artemis it made Medusa the gorgon the most obvious choice for her opponent.

We then gave Medusa some minions, the Harpy, Griffon, and Minotaur to square off against the divine arrows of Artemis. We also played around a bit with the location. Mount Olympus is well known as the home of the Greek divinities so we thought it would be kind of fun if the actual battle took place in the inverse of the mountain, during the night when the moon was full. We tried to include a lot of the symbols of Artemis in the production, you will see Arrows, Stag antlers, and the moon which are all associated with Artemis.”

 

Andrea Femerstrand, Senior 2D Artist: “I work as a 2D Artist in the Artemis vs Medusa project, and my role is mainly to work with the Lead Artist on all static images in the game. I mainly worked on the medium symbols and the graphics for the free spins. The special thing about our game is that during the free spins there is a battle between Artemis (the Goddess of Hunting) and a bunch of Greek monsters.  It is all about collecting coins, and in the free spins themselves, shooting as many monsters as possible in order to get to the final boss Medusa, which sits on the highest profit.

The whole project has been a lot of fun, especially to brainstorm on how we can show everything that happens during free spins. The characters (Artemis and all monsters) start out on a game plan in the form of a floating island. For each spin you don’t win, the monsters come closer, but if you win, Artemis shoots the closest monsters and the player gets a profit. It’s something we haven’t done before in our games. In addition to that, it has been very fun to illustrate Artemis and all the monsters, I have really made the muscles tense painted a lot of details in order for them to stick out.”

 

Just in time for Halloween, we welcome you to an old haunted house. Hidden underneath the grounds ghosts have a life of their own, each with its own unique ability, quirkiness and characteristics.

Ghost Glyph is a well-balanced cluster game with medium volatility, a 33% hit rate in the base game and up to 2,000x in exposure. The charming poltergeists are just the cherry on the top! Expect a spooky gaming experience with a splash of colour.

Release date: September 8th


Tumble Mechanics

Tumble Mechanics are available in both the base game and Bonus Game. Any symbols that are part of a winning cluster are removed. The empty positions are filled with symbols falling from above. Any new wins are added to the existing win. Tumbling ends when there are no new winning clusters.

The Ghost Glyph
The Ghost Glyph is available in both the Base Game and the Freespins Bonus. After the removal of winning symbol clusters and prior to tumbling, a Ghost Glyph is awarded in one of the empty spaces. At most one Ghost Glyph is awarded for each tumble. A Ghost Glyph is evaluated and removed as a Wild. For each Ghost Glyph removed, an additional Ghost Urn is activated. If the Blye Ghost Urn is activated, all unused Ghost Glyphs are turned into Wild. No additional Ghost Glyphs will be awarded during the remaining tumbles of that spin.

Urn Features
Before each spin, 5 Ghost Urns are randomly determined with the final Ghost Urn always being the Blue Ghost Urn. Each of the first 4 Ghost Urns is chosen randomly from among Yellow, Green and Red Ghost Urns. Ghost Urns are activated from left to right for each Ghost Glyph consumed as part of a win. When there is a non-winning screen, activated Ghost Urns are awarded in the order they were activated.

Yellow Ghost Urn
Spreads Wilds on the reels! This feature spawns 4-10 randomly placed Wilds in the game area.

Green Ghost Urn
Transforms low paying symbols! This feature targets one randomly selected low paying symbol and transform all occurrences of that symbol in the game area to another low paying symbol type.

Red Ghost Urn
Removes low paying symbols! feature targets one randomly selected low paying symbol and removes all occurrences of that symbol in the game area

Blue Ghost Urn
Activates the bonus game! Or awards 3+ freespins in the bonus game.

Massive Wild Feature
The Massive Wild feature is activated at the end of the freespin if the last Paranormality Meter reaches Level 1 or higher. If the Paranormality Meter reaches less than Level 3, Massive Wild symbols are removed when part of a win. The Massive Wild Feature has 22 levels.

Clint Andersson, Producer: The word ghost had been mentioned a lot during our latest brainstorming sessions, it showed up in many places at the office, paintings, small doodles, drawings on a whiteboard, even game prototypes had the name ghost in it, but we had never created a game with an actual ghost in it. It was about then we decided to “Let’s make a ghost game!”.

We already had a very feature-rich game in mind for these kinds of characters, we handpicked the ghosts we liked the most from a selection of about 50 concepts. The blue and the green ghosts where 2 instant favourites and helped defining the rest of the game’s setting. We wanted to tell a story with our features and develop a progression for the player to enjoy.

Like you just arrived at the mansion at the ghost hour and they show you all the amazing secrets. The ghost features really put a spin on the reels and helps the player get into the bonus game inside the mansion, while the final feature makes sure that the player does not leave empty-handed.”

 

Michael Spinks, FX Artist: “We’re trying to aim the game at a more modern player, bridging the gap between slot gaming and mobile app games. We’re trying to achieve a feeling of a gaming level, with the mechanics of a slot game. We want characters to come onto the reels to activate the features so the player gains an understanding of each character’s ability during the gameplay, and builds an understanding of how the game works very quickly. It is a predecessor of the Golden Glyph, but we’re trying to accomplish a completely different feel with a dark humorous twist.

I’m the art Lead and FX for the project. Jonatan and Anna are the artists, so I’m trying to guide the project to what I feel Clint would be happy with, and giving feedback on the art the artists are producing. I’m currently looking into all the different FX and animations the game is going to contain, to keep the ghostly feel, with ‘possessed’ objects, twisting ghost trails, explosions, etc. What I love so far is the new angle that I think we’re taking to previous games we have created. We’re thinking more about the environment and world that the game is based in, and making sure that everything marries in together.”

 

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