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Valley Of The Gods — Game Details

Slot game

Slot by Yggdrasil Gaming

#R

96.2%

RTP

Default RTP

#MWM

5800x

Maximum win multiplier

#V

high

Volatility

#BR

0.1–100 EUR

Bet range

#WTW

3125

Ways to Win

#GG

5 × 5

Game grid

RTP profiles

Default RTP

Base game

Default96.2%

Our verdict

0xPlaySlots opinion
7.0/ 10our score for this game

One good idea carries this game because every win buys something visible from blockers to multiplier steps and lives. A running chain is tense and always legible, but the frame around it is thin. Paid spins funnel through a single cell on reel 1 with no safety net until the clear, and a broken chain leaves nothing behind. That makes it a good 7 out of 10, with one real strength held back by everything around it.

About Valley Of The Gods

Valley Of The Gods is one respin chain on a 5×5 ways grid with no wild or scatter and no free spins or feature buy. Twelve blockers start every paid spin and cut the board to 45 ways that all run through the single open cell on reel 1. Any win awards a respin at the same bet and each winning symbol releases a scarab that destroys one blocker. Stacked copies therefore break more blockers than a bare three-of-a-kind, and destroyed blockers stay gone while the chain lasts. Until all 12 fall there are no lives and the first respin without a win ends the chain. Clearing the grid opens all 3,125 ways and starts the Win Multiplier at ×2 with one extra life. After that every winning symbol feeds a collection where 5 blue scarabs add +1 to the multiplier and 5 red scarabs add a life. When a respin misses with no lives left the total is paid and the next paid spin starts again at 45 ways with no multiplier and no lives. Five of the top two gods pay 20× the bet on one way against 0.24× for the lowest three-of-a-kind, so a chain pays well only when stacked copies multiply those values.

Game preview

Valley Of The Gods opening screen

Editorial takeaways

  • Every paid spin starts with 12 blockers that leave 45 ways open, all of them passing through the single open cell on reel 1.
  • Each winning symbol destroys one blocker and every win awards a respin, so a full clear needs 12 winning symbols before a respin misses, for example four straight bare three-of-a-kinds.
  • The full clear starts a ×2 Win Multiplier and awards one life, after which every 5 blue scarabs add +1 to the multiplier and every 5 red scarabs add a life.
  • Five of either top symbol pay 500 coins on the fixed 25-coin bet, which is 20× per way, against 6 coins or 0.24× for three of the lowest symbols.
  • RTP is 96.2%, the maximum win is 5,800× the bet, and euro stakes run from €0.10 to €100 at 25 coins per spin.

Limitations and version notes

  • The base game is narrow, because a paid spin can win only through the single open cell on reel 1 across at most 45 ways. A bare three-of-a-kind hieroglyphic on one way returns under a third of the stake.
  • Before the full clear there is no safety net. Lives arrive only with the clear, so a chain that has broken 11 of the 12 blockers still dies on its first losing respin.
  • Nothing carries over between paid spins. When a chain ends the blockers return and the multiplier and lives are gone, so a strong chain leaves no progress behind.

Features & Themes

Game features

ways3125 WaysrespinsblockersExpanding WaysGlobal MultiplierExtra Lives

Themes

Egyptian Mythologyscarabshieroglyphics

Game mechanics

Left-to-right ways with stacked copies

Base + bonus#01

Every paid spin and every respin.

Three or more of the same symbol on consecutive reels from the leftmost reel pay the paytable value.

More than one copy on a reel multiplies the win by the product of the copies per reel. Only the highest combination per symbol pays, and all way wins are added together.

  • 45 ways with all 12 blockers in place
  • 3,125 ways with no blockers left
  • Two, three and two copies on the first three reels pay the three-of-a-kind value 12 times

Twelve scarab blockers

Base + bonus#02

Every paid spin starts with the 12 blockers in the same positions.

Each winning symbol releases a golden scarab that destroys one blocker, so every destroyed blocker adds cells and ways for the respins that follow.

Destroyed blockers stay gone until the chain ends, when all 12 return to their starting positions.

  • Reels 1 and 5 open only on the middle row
  • Reels 2 and 4 blocked top and bottom
  • Reel 3 fully open
  • Opening layout of 1 × 3 × 5 × 3 × 1 = 45 ways
  • One blocker per winning symbol
  • With no blockers left, all 3,125 ways are open

Respin on every win

Base + bonus#03

A paid spin or respin contains at least one winning combination.

Awards a respin played at the same bet as the spin that started the chain, on the grid as the scarabs have left it.

Until a respin has no win and no extra lives remain.

The chain continues while each respin wins. Its total is added to the balance when it ends.

Scarab Collections

Bonus#04

The last blocker is destroyed during a chain.

Every winning symbol's scarab then turns red or blue and goes to one of the two statues instead of breaking a blocker.

Until the chain ends, after which the next paid spin starts with all 12 blockers back and neither collection active.

  • Grid fully open at 3,125 ways
  • Win Multiplier starts at ×2
  • One extra life awarded
  • Must be earned again in every chain

Win Multiplier collection

Bonus#05

After the full clear, winning blue, teal or green symbols release blue scarabs.

Every 5 blue scarabs add +1 to the multiplier on top of the starting ×2.

For the rest of the round.

The multiplier applies to further wins in the round. A step earned on a respin is added after that respin's win is paid and first counts on the next respin.

  • +1 per 5 blue scarabs

Extra lives collection

Bonus#06

Winning red, orange, purple or pink symbols release red scarabs after the full clear.

Every 5 red scarabs add one life.

Until spent or until the chain ends.

When a respin has no win, one life is spent to award another respin. With no lives left, the chain ends.

  • First life comes from the full clear
  • +1 life per 5 red scarabs
  • Lives only replace losing respins

Maximum win of 5,800× the bet

Base + bonus#07

The game's maximum win is 5,800 times the total bet, which is €580,000 at the €100 top stake.

  • A jurisdiction can cap the award on a single transaction
  • One transaction means the feature plus the spin that launched it
  • Reaching that cap ends the feature immediately

Fixed 25-coin bet

Base + bonus#08

Choosing a coin value.

The bet is always 25 coins, so the coin value sets the stake.

  • 27 coin values from 0.004 to 4.00 in euros
  • Bets from €0.10 to €100
  • Max Bet jumps to the largest coin value
  • Casinos can apply a narrower bet range than the default ladder

Sub-cent coin rounding

Base + bonus#09

Playing with a coin value below one cent, such as 0.004 at a €0.10 bet.

Each cash prize rounds to the nearest whole cent, and an exact half cent rounds to the even cent.

  • 21 coins at 0.004 come to 8.4 cents and pay 8 cents
  • Only in currencies with coin values under one cent

Interrupted round replay

Base + bonus#10

The game is interrupted mid-round.

The round can be replayed after restarting within the restore window.

Skipping the replay credits the win immediately. A hardware or software malfunction voids the affected bets and payouts, and those bets are refunded.

  • Restore window set to 1 hour
  • Replay applies only where the restore option is enabled

Autoplay stop after first respin

Base game#11

Autoplay is running, where it is available.

An extra autoplay setting, Stop Autospin after first respin, ends autoplay after the first respin of a chain.

Bonus rounds

Respin chain with Scarab Collections

Respins
1 spins

Any paid spin that contains a winning combination.

Each winning respin awards another respin, and after the full clear each life spent turns a losing respin into one more, with every 5 red scarabs adding a life.

This chain is the whole feature set with no wild, no scatter and no free-spins round. Winning symbols break blockers until all 12 are gone and the grid opens fully at 3,125 ways. That full clear starts a ×2 multiplier and awards the first life. Later scarabs feed the multiplier and life collections, and a respin that misses with no lives left pays the total and resets the blockers.

  • Uses Left-to-right ways with stacked copies, Twelve scarab blockers, Respin on every win, Scarab Collections, Win Multiplier collection, Extra lives collection.

Screenshot Gallery

In-game screenshots

Valley Of The Gods screenshot 1
Valley Of The Gods screenshot 2
Valley Of The Gods screenshot 3
Valley Of The Gods screenshot 4
Valley Of The Gods screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol345
Low 1low0.32×0.8×1.6×
Low 2low0.32×0.8×1.6×
Low 3low0.28×0.6×1.2×
Low 4low0.28×0.6×1.2×
Low 5low0.24×0.48×1×
Low 6low0.24×0.48×1×
High 1high2×6×20×
High 2high2×6×20×
High 3high1×3×10×
High 4high1×3×10×

Low 1. One of the six hieroglyphic symbols.

Low 2. One of the six hieroglyphic symbols.

Low 3. One of the six hieroglyphic symbols.

Low 4. One of the six hieroglyphic symbols.

Low 5. One of the six hieroglyphic symbols.

Low 6. One of the six hieroglyphic symbols.

High 1. One of the four god symbols.

High 2. One of the four god symbols.

High 3. One of the four god symbols.

High 4. One of the four god symbols.

Values are multiples of the total bet for a single way. The game pays in coins on a fixed 25-coin bet, so the 500-coin top pay is 20× the bet.

Special symbols

#SS
Scarab blocker
A blocker marked with a scarab covers one reel position and pays nothing. Twelve start every paid spin, one falls to each winning symbol's scarab, and all 12 return when the chain ends.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

Everything worth having in Valley Of The Gods sits behind the twelfth blocker

JM

James Miller

Senior Slots Reviewer at 0xPlaySlots

September 14, 2026
7.0/10

The twelfth blocker is the game

I read Valley Of The Gods as a gate with a game behind it. A paid spin is an attempt to break 12 scarab blockers before a respin misses. Everything worth having, from the 3,125-way grid to the ×2 multiplier and the first life, sits on the far side of that twelfth blocker, and nothing earned there survives into the next paid spin. I find the idea good and legible and the frame around it thin, and the arithmetic below is why I think it deserves exactly a 7.

I would not call the design a one-off. Carol of the Elves runs the same 5×5 engine with 12 ice blockers, a respin on every win and the same multiplier collection with extra lives, so I place this as one dressing of a Yggdrasil engine rather than a standalone invention. Valley Of The Gods 2 is the more revealing relative. It keeps the chain, the lives and the multiplier, then adds more blocked cells on variable reels, more ways and a Wild Reel collection. Read as a set of changes, the sequel names what the original lacks. There is no wild here, no scatter and no free-spins round, so the chain has no second source of help and the base grid has nothing to soften it.

A paid spin is one cell on reel 1 asking a question

The opening layout is 1 × 3 × 5 × 3 × 1, which is where the 45 ways come from. Reels 1 and 5 show only their middle row, so every one of those ways runs through a single cell on reel 1. Only the symbol in that cell can pay on a paid spin, and if it does not also appear on reels 2 and 3, the spin pays nothing and no chain begins. I count that cell as the narrowest point in the game, and every paid spin passes through it.

The paytable on this grid is modest by design. A bare three-of-a-kind pays 0.24× for the lowest two hieroglyphs and 2× for the top two gods. Value comes from stacking, because extra copies on a reel multiply the way win. With one cell on reel 1, I get a three-of-a-kind stacking to 1 × 3 × 5 = 15 ways at most, which is 30× for a top god. Fill every open cell on reels 1 to 4 with that god and it pays 45 × 6 = 270×. Add the lone cell on reel 5 and the five-of-a-kind reaches 45 × 20 = 900×. That is the ceiling of a paid spin on its own, before any respin, and I make it under a sixth of the 5,800× maximum.

Stacking matters twice, and this is the detail I like most. One winning symbol breaks one blocker, so a bare three-of-a-kind removes 3 of the 12. Once reel 1 has opened, a two, three and two stack pays the three-of-a-kind value 12 times and removes 7. On the opening grid, a single symbol covering all 12 open cells on reels 1 to 4 would clear every blocker in one hit. The plainer route is four bare three-of-a-kinds in a row, and each of those respins has to win, because lives do not exist before the clear. A chain that has broken 11 blockers and then misses pays what it won and resets.

Once the grid opens, the cap binds before the paytable does

The clear swaps the constraint. On the opening grid the paytable is the limit; on the open grid it is the 5,800× cap. My arithmetic here is short: 5,800 ÷ 20 = 290, so 290 ways of a top-god five-of-a-kind at ×1 already equal the cap. At the starting ×2 that falls to 145 ways, under 5% of the 3,125 on offer, and at ×5 it is 58 ways. In capacity terms the open board outruns the cap many times over, so I read the cap, not the symbols, as what decides where the best chains stop. Where a jurisdiction caps the award on a single transaction, the chain and the spin that launched it count as one, and reaching that cap ends the feature immediately.

The multiplier rewards surviving, not the big hit

Every 5 blue scarabs add +1 to the multiplier, but a step earned on a respin is added after that respin pays and first counts on the next one. The large stacked hit that pushes the multiplier up is always paid at the old value, and its reward arrives only if the chain goes on. Climbing from ×2 to ×10 takes 8 steps, which I count as 40 blue scarabs.

The two collections also compete for the same wins. After the clear, each winning symbol's scarab turns red or blue, feeding lives or the multiplier and never both. A hit whose scarabs go to lives adds nothing to the multiplier, and the reverse holds too. The clear hands over one life, each further life costs 5 red scarabs, and lives only replace losing respins, so they buy time and pay nothing on their own. I rate this as the right design for the tension the game wants: the multiplier is worth building only if the chain survives to use it, and survival is bought with the same scarabs. The flip side is blunt. A clear followed by two misses ends the chain with the multiplier still at ×2 and nothing kept.

Every paid spin starts from nothing

When a chain ends, all 12 blockers return, the multiplier goes and unspent lives disappear. A chain that built a high multiplier and a stock of lives leaves the next paid spin exactly where a dead spin would: 45 ways, one cell on reel 1 and no net. There is no feature buy, so I have nothing to price and there is no way to pay past the gate. The only route to the clear is paid spins on a fixed 25-coin bet between €0.10 and €100.

The 96.2% RTP and high volatility fit that shape as I read it. Bare three-of-a-kinds return between just under a quarter of the stake and twice it, and a paid spin alone tops out at 900×. The large wins sit in long chains, because only a long chain has broken enough blockers to widen the grid and, past the twelfth, to add a multiplier.

I see this suiting a reader who wants one mechanism and nothing else: every win buys a visible blocker, a step or a life, and where the chain stands is never hidden. It does not suit anyone who wants a bonus that keeps progress, a wild to rescue a thin grid or a buy that skips the base game. For the wild, the Wild Reel collection in the sequel is the direct answer. The chain here is a real strength, and I count the one-cell entrance, the missing net before the clear and the full reset as the thin frame around it. One strength held back by everything around it is what a 7 means, and it is what this game is.

Pros

  • Every win buys something visible: a broken blocker, a multiplier step or a life
  • Stacked copies both multiply the way win and break more blockers toward the clear
  • The open grid at 3,125 ways with a ×2 start gives the multiplier real room
  • One legible mechanism with no hidden states or side features to track

Cons

  • All 45 opening ways run through one cell on reel 1, so a paid spin tops out at 900×
  • No lives before the clear, so a chain one blocker short dies on its first miss
  • Multiplier steps count only from the next respin, so the big hit pays at the old value
  • Blockers, multiplier and lives all reset when a chain ends
  • No wild, no scatter, no free spins and no feature buy

Verdict

The blocker-breaking chain is a good, legible idea and it carries the game. A one-cell entrance, no net before the clear and a full reset after every chain hold it to a 7.

#GP

Game Provider

#GD

Game Details

Information

Yggdrasil Gaming
August 24, 2017
Video Slot
Ways Slot
3125 ways to win