0xPlaySlots

Bloodthirst — Game Details

Slot game

Slot by Hacksaw Gaming

#R

96.19%

RTP

Standard build

#MWM

10000x

Maximum win multiplier

#V

high

Volatility

Level 4 of 5

#BR

0.1–100 operator-dependent units

Bet range

#P

10

Paylines

#HF

21%

Hit frequency

Overall chance that a spin returns a prize, roughly one spin in 4.7.

#GG

5 × 4

Game grid

RTP profiles

Standard build

Base game

96.19%

Casinos can run this game at several return settings, and 96.19% is the highest of them. The rules screen shows the one in use.

Reduced setting

Casino setting

94.23%

A reduced setting, about two points below the standard build.

Low setting

Casino setting

92.32%

A reduced setting, nearly four points below the standard build.

Lowest setting

Casino setting

88.36%

Nearly eight points below the standard build.

Our verdict

0xPlaySlots opinion
7.1/ 10our score for this game

Immortals holds this game up with activated reels that repeat every spin and an upgrade that lifts all of them at once. A Takeover worth 2,500× a spin on a completed Demon board gives it a clear route to the 10,000× cap. Everything around that round is thin because the line game rarely pays and most of the value waits behind four scatters or an outright buy. One strong feature on a bare frame makes it a 7.1.

About Bloodthirst

Bloodthirst runs ten fixed lines across a 5×4 grid whose pays barely matter because five Werewolves or Demons return only 10× the bet and five Wilds 20×. Four of one monster stacked on a reel expand it into a Monster Reel paying from 5× for a Ghoul to 20× for a Demon on top of the line wins. Five matching Monster Reels on one spin become a Monster Takeover worth 100× to 2,500× that replaces the reel prizes and every line win on that spin. The Takeover premium is steepest at the top. Without a Takeover five full reels of one monster would pay that monster's five-of-a-kind on all ten lines. A Ghoul Takeover therefore swaps 60× in line wins plus 25× in reel prizes for 100× while a Demon Takeover swaps 200× for 2,500×. Three FS scatters open the ten-spin Bloodthirst round and four open Immortals. In Immortals one chosen monster is the only symbol allowed to expand and every reel it fills activates and repeats its Monster Reel on each remaining spin. Five activated reels of one monster meet the Takeover condition and so a Demon board completed early pays 2,500× a spin with four such spins reaching the 10,000× cap.

Game preview

Bloodthirst game image

Editorial takeaways

  • A reel filled by four of the same monster pays a flat prize on top of line wins, from 5× for a Ghoul to 20× for a Demon.
  • Five matching Monster Reels on one spin become a Monster Takeover worth 100× to 2,500×, and that spin pays no line wins and no separate reel prizes.
  • Three FS scatters start Bloodthirst and four start Immortals with 10 free spins each and no way to add more.
  • In Immortals a reel where the chosen monster expands stays active for the rest of the round and repeats its Monster Reel on every remaining spin.
  • The standard build returns 96.19% with a 21% hit rate, high volatility and a 10,000× cap.
  • The bonus buys cost 100× for Bloodthirst and 200× for Immortals, returning 96.34% and 96.35%, and BonusHunt FeatureSpins cost 3× per spin for five times the bonus trigger chance.

Limitations and version notes

  • The line game is thin because five of the best monsters pay 10× and five Wilds 20× while five of any card rank pays just the stake. About four spins in five return nothing and the base game leans almost entirely on Monster Reels.
  • The three-scatter Bloodthirst round is only the base game with better stacking odds. Its ten spins can pass with a single stray Monster Reel, and a Takeover there still needs five full reels of one monster on the same spin.
  • Immortals is all timing because the round has ten spins and no scatter can extend it. A reel that activates on the eighth spin repeats only twice and results swing hard between boards that fill early and boards that barely start.
  • Casinos run this game at 94.23% and 92.32% as well as 96.19%, so the return shown on the rules screen is worth checking before playing.

Features & Themes

Game features

Fixed PaylinesStacked Symbol ExpansionFull Reel PrizesMonster TakeoverFree SpinsTwo Bonus RoundsPersistent Reel ActivationSymbol UpgradeFeature SpinsTwo Bonus BuysOperator Configurable Rtp

Themes

horrormonstersvampireswerewolvesdemons

Game mechanics

Ten fixed lines, paid left to right

Base + bonus#01

Three or more matching symbols on adjacent reels from the leftmost reel, along one of the ten lines.

The line pays its paytable value for the current bet.

The same line rules apply in both bonus rounds.

  • Only the highest win on each line is paid.
  • All line wins in a round are added together.
  • Rows 1 to 4 each form a straight line, with row 1 at the top.
  • Zigzag line 1-2-1-2-1.
  • Zigzag line 2-1-2-1-2.
  • Zigzag line 2-3-2-3-2.
  • Zigzag line 3-2-3-2-3.
  • Zigzag line 3-4-3-4-3.
  • Zigzag line 4-3-4-3-4.

Wild

Base + bonus#02

Substitutes for every symbol in the paytable.

  • Five Wilds on one line pay 20× the bet as a win of their own.
  • Substitution covers paytable symbols only.
  • The FS and Upgrade scatters sit outside the paytable.

Monster Reels

Base + bonus#03

Four of the same high-paying monster land stacked on one reel and fill all four rows.

Once line wins are paid, the stack expands into a Monster Reel of that monster and pays a flat prize on top of them.

In Immortals, reels activated by the chosen monster show a Monster Reel again on every remaining spin.

  • A Ghoul Monster Reel pays 5× the bet.
  • A Vampire Monster Reel pays 10× the bet.
  • A Werewolf Monster Reel pays 15× the bet.
  • A Demon Monster Reel pays 20× the bet.
  • Only the four high-paying symbols can form a Monster Reel.
  • In Immortals only the chosen main symbol can expand.

Monster Takeover

Base + bonus#04

Five Monster Reels of the same monster appear at the same time.

They merge into a Takeover that covers all five reels and pays one prize for that monster.

  • A Ghoul Takeover pays 100× the bet.
  • A Vampire Takeover pays 250× the bet.
  • A Werewolf Takeover pays 1,000× the bet.
  • A Demon Takeover pays 2,500× the bet.
  • The five Monster Reel prizes are not paid on a Takeover spin.
  • No line wins are awarded on a Takeover spin.

FS scatter

Base game#05

Three or four FS symbols land at the same time in the base game.

Three start the Bloodthirst bonus and four start Immortals, each with 10 free spins.

  • The FS symbol appears only in the base game, so no scatter can add spins once a bonus is running.

Activated reels in Immortals

Bonus#06

During Immortals, a Monster Reel of the chosen main symbol expands on a reel.

A Monster Reel of the main symbol then expands on every activated reel on each remaining spin and pays its prize again.

Activated indicators stay on until the bonus ends.

An indicator above each reel shows whether that reel is activated.

  • Only the chosen main symbol can expand during Immortals.
  • The round awards 10 spins and FS cannot land in it, so a reel that activates late has few spins left to repeat on.

Upgrade scatter

Bonus#07

An Upgrade symbol lands during Immortals.

The main symbol moves up to the next higher-paying monster and every activated reel repeats the stronger monster from then on.

The indicators above the reels upgrade with the main symbol.

  • Nothing moves past the top monster.
  • Ghoul upgrades to Vampire.
  • Vampire upgrades to Werewolf.
  • Werewolf upgrades to Demon.

The 10,000× round cap

Base + bonus#08

A round's total win reaches 10,000× the bet.

A max-win message appears, the round ends at once and the win is paid.

  • In a bonus, play returns to the main screen.
  • Any remaining free spins are discarded.

Bonus rounds

Bloodthirst

Free spins
10 spinsNo retrigger

Three FS scatters land at the same time in the base game.

The base game with better odds that a reel fills with four stacked matching monsters and expands into a Monster Reel. That also makes a five-reel Monster Takeover more likely. Line pays and feature prizes are the base game's own.

  • Uses Ten fixed lines, paid left to right, Wild, Monster Reels, Monster Takeover, The 10,000× round cap.

Immortals

Free spins
10 spinsNo retrigger

Four FS scatters land at the same time in the base game.

One of the four monsters is selected as the main symbol at the start, and it is the only symbol that can expand. Every reel where it expands activates and shows a Monster Reel again on each remaining spin. Upgrade scatters move the main symbol and all activated reels up to the next monster. The 10,000× cap is reachable in this mode.

  • Uses Ten fixed lines, paid left to right, Wild, Monster Reels, Monster Takeover, Activated reels in Immortals, Upgrade scatter, The 10,000× round cap.

Feature purchases

Purchase options and their bonus rounds

BonusHunt FeatureSpins

Feature Spin

A paid spin mode rather than a one-off purchase. While it is on, each spin is five times more likely to trigger a bonus game, and it stays on until switched off with the DISABLE button.

Cost
3x stake
RTP for this option
96.19%
Volatility
Very High

Bloodthirst

Bonus Buy

Starts the Bloodthirst bonus directly. The round runs 10 spins of the base game with better Monster Reel odds.

Cost
100x stake
RTP for this option
96.34%
Volatility
High
Linked bonus round
Bloodthirst

Immortals

Bonus Buy

Starts Immortals directly. A selected monster expands into Monster Reels that repeat on every activated reel.

Cost
200x stake
RTP for this option
96.35%
Volatility
High
Linked bonus round
Immortals

Event frequency

Maximum-win probability

1 in 4,000,000 spins

Scope
Chance per round of reaching the 10,000× cap

Feature Artwork

Bonus buy and feature screens

Bloodthirst bonus buy preview image
Bonus Buy Preview
Bloodthirst feature preview image
Feature Preview

Screenshot Gallery

In-game screenshots

Bloodthirst screenshot 1
Bloodthirst screenshot 2
Bloodthirst screenshot 3
Bloodthirst screenshot 4
Bloodthirst screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol345
Card Rankslow0.1×0.5×1×
Ghoulhigh1.5×3×6×
Vampirehigh1.5×3×6×
Werewolfhigh2×4×10×
Demonhigh2×4×10×
Wildwild··20×

Card Ranks. The low symbols are the card ranks 10, J, Q, K and A. All five share one set of pays.

Wild. Substitutes for every paytable symbol and pays only for five on a line.

Line pays are multiples of the total bet, and regular symbols pay for three, four or five on a line. Monster Reel prizes of 5× to 20× and Monster Takeover prizes of 100× to 2,500× are separate awards, not line pays.

Special symbols

#SS
FS scatter
Appears only in the base game. Three landing at the same time start Bloodthirst and four start Immortals, each with 10 free spins.
Upgrade scatter
Part of Immortals. Moves the main symbol, together with every activated reel indicator, up to the next higher-paying monster when one exists.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

Bloodthirst lives on five matching Demon reels, and only Immortals can build them

ER

Emily Rodriguez

Mobile Gaming Expert at 0xPlaySlots

September 14, 2026
7.1/10

Five matching reels are the only board this game pays for

Bloodthirst prices nearly everything against one board state: five Monster Reels of the same monster on a single spin. The Takeover ladder above that state is so steep that the line game, the reel prizes and the three-scatter round all sit far beneath it. Immortals is the only part of the game that can build towards that board rather than wait for it to land whole. I read this as a one-feature slot whose one feature is well made, which is enough for a 7.1 and not for more.

None of the parts are unfamiliar. The 5×4 grid, the ten lines, the 10,000× cap and a symbol that expands over its reel with a whole-grid outcome when all five expand all match Gladiator Legends. A lighter three-FS round beside a stronger four-FS round whose reels activate and repeat their feature every spin is the shape of Xmas Drop, and the persistent activation is the same device as the Maxx Bonus in LIT City. What Bloodthirst adds is the wiring between those parts. An activated reel here does more than repeat a prize: it counts towards the five-reel Takeover condition, so a finished board pays its Takeover again on every spin left in the round. That connection is the game's single real idea, and every number below either feeds it or fails to.

The Takeover is small change for a Ghoul and a fortune for a Demon

Without the Takeover rule, five full reels of one monster would pay that monster's five-of-a-kind on all ten lines plus five reel prizes. I work the four cases out like this:

  • Ghoul: 60× in lines and 25× in reel prizes make 85×, against a 100× Takeover.
  • Vampire: 60× and 50× make 110×, against 250×.
  • Werewolf: 100× and 75× make 175×, against 1,000×.
  • Demon: 100× and 100× make 200×, against 2,500×.

The premium runs from under 1.2 times for a Ghoul to 12.5 times for a Demon. The paytable does not even separate the monsters within each pair: Ghoul and Vampire both pay 6× for five, Werewolf and Demon both 10×. The whole hierarchy lives in the feature prizes, and most of its value sits on the top rung.

Against that, the line game barely registers. Ten lines of five Wilds is the most line wins can reach on one spin, 200×, or 2% of the cap. Five of a card rank returns the stake, three return a tenth of it, and 79% of spins pay nothing. No spin in any mode pays more than a Demon Takeover, so a single spin gets a quarter of the way to the cap at best, and 10,000× needs at least four Takeover spins inside the same bonus. A 1 in 4,000,000 chance per round multiplied by 10,000× comes to 0.25 percentage points of the 96.19% return. The cap is a ceiling, not a meaningful share of what the game pays back.

The Bloodthirst round forgets every spin

Three scatters open ten spins of the base game with better stacking odds, and each of those spins starts from an empty slate. A Monster Reel on the third spin does nothing for the fourth. The four-Takeover minimum holds here, and I get it by elimination. Three Demon Takeovers make 7,500×, while a spin without a Takeover cannot reach 300×: lines top out at 200×, and the richest reel prizes short of a Takeover, four Demon reels beside a Werewolf reel, add 95×. Seven such spins cannot close the missing 2,500×. In this round each of those Takeovers is five full stacks of one monster landing together, with nothing carried over to help.

That makes the 100× Bloodthirst buy the weaker purchase, even though its best case is 100 times its cost and the Immortals buy tops out at 50. The larger multiple asks for four independent whole-grid spins inside ten. It is the most misleading number in the buy menu.

Immortals builds the board, against a ten-spin clock

In Immortals one selected monster is the only symbol allowed to expand, and every reel it fills stays activated and shows its Monster Reel again on each remaining spin. This is where the maths finally rewards structure. Four activated Demon reels pay 80× in reel prizes, and lines cannot add more than 200×, so that board is worth 280× a spin at the very most. The fifth reel turns it into a 2,500× Takeover, close to nine times that ceiling. A finished Demon board pays 12.5 times the 200× buy price on every spin it lasts, and four such spins reach the cap.

The clock is the catch. There are ten spins, the FS symbol cannot appear, and nothing extends the round, so a Demon board must be complete in time to pay four Takeovers before the tenth spin ends. The selected monster matters as much as the timing. A finished Ghoul board is worth 100× a spin, and all ten spins of it make 1,000×, a tenth of the cap. A Vampire board across all ten makes 2,500×. Without an upgrade, a Werewolf board needs a Takeover on every one of the ten spins to reach 10,000×. Only a Demon board has spins to spare.

That makes the Upgrade scatter the most valuable symbol in the game. Each one moves the main symbol and every activated reel up a rung at once, and the rungs multiply the Takeover by 2.5, then 4, then 2.5 again. A Ghoul board lifted all the way to Demon pays 25 times as much per spin. At 96.35%, the long-run cost of the 200× buy is 7.3× the bet per purchase, against 3.66× for the Bloodthirst buy, and that difference pays for the only mode whose route to the cap runs through a single board.

FeatureSpins sell speed, and the low builds sell less

BonusHunt FeatureSpins charge 3× the bet per spin for five times the chance of a bonus, so the stake spent per bonus trigger falls to three-fifths of the plain-spin figure. The mode returns 96.19%, the same as the standard build, so it changes the trigger rate and not the return. Both outright buys sit 0.15 and 0.16 points above that figure. None of this pricing is a trap.

The settings are where the price moves. At 96.19% the house edge is 3.81%. The 94.23% build takes 5.77%, half as much again, the 92.32% build takes 7.68%, double the standard, and the 88.36% lowest setting takes 11.64%, three times it. The rules screen shows which one is running, and the bottom setting turns a fairly priced game into a poor one.

Only the four-scatter round justifies the game

Bloodthirst suits someone who wants Immortals specifically and accepts that each round is settled by how early the reels fill and which monster is selected. Anyone looking for a base game that pays its way, or a lighter bonus with something to hold on to, finds a 200× line ceiling and a round that forgets every spin. One well-connected feature on a bare frame is what a 7.1 describes, and that is what this game is.

Pros

  • Activated reels in Immortals count towards the Takeover, so a finished board pays it again on every remaining spin
  • A finished Demon board pays 2,500× a spin, 12.5 times the Immortals buy price
  • Upgrade scatters lift every activated reel at once, worth 25 times per spin from Ghoul to Demon
  • Both bonus buys return slightly more than the 96.19% standard build

Cons

  • Line wins top out at 200× a spin, 2% of the cap, and 79% of spins pay nothing
  • The Bloodthirst round keeps nothing between spins and needs four Takeovers to reach the cap
  • Immortals has ten spins and no retrigger, so a board that fills late has little time to pay
  • Reduced builds at 92.32% and 88.36% double and triple the house edge

Verdict

Immortals, where activated reels keep a 2,500× Demon Takeover paying on every remaining spin, is the one strong feature here. A thin line game and a three-scatter round that forgets every spin hold Bloodthirst at 7.1.

#GP

Game Provider

#GD

Game Details

Information

Hacksaw Gaming
February 2, 2023
Video Slot
Fixed Payline Slot
Bonus Buy Slot
10 paylines