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Candy Cash

Property Value
Slug candy-cash
Round type One drop per round: the bet is debited when the drop starts, the win is credited when it lands
RTP Configurable 90%–99% (default 96%)
Max win 5,000× the base bet
Modes Classic, plus two bonus buys: Sweet Rush and Sugar Storm
Devices Desktop, Mobile (portrait and landscape)
Provably Fair Yes — every round can be verified and replayed in Round lookup
Operator freespins Yes, in Classic mode

The player cuts the rope that holds a candy coin. The coin falls through a field of candies: it bounces off them, breaks them, and collects coins, crystals and multipliers on the way down. Everything it picks up goes into the win, which is paid when the drop ends.


  1. Bet — the player sets the base bet and picks a mode
  2. Drop — a swipe across the rope (or the DROP button) releases the coin
  3. Collect & bounce — rewards add to the win, multipliers multiply it, power-ups change the flight
  4. Round over — the drop ends when the coin hits the laser (Classic only), comes to rest, collects three keys, or reaches the time limit. The win is then paid
Mode Price What changes
Classic 1× base bet A laser with a moving gap guards the field: hitting it ends the drop without a win
Sweet Rush 5× base bet No laser — the coin flies straight into the candy field
Sugar Storm 100× base bet No laser — the drop starts with a power-up and the field holds more crystals

Sweet Rush and Sugar Storm are bonus buys. Every reward is counted in base bets in every mode, so the same candy pays the same in Classic and in a bonus buy. All three modes return the configured RTP.

Every RTP option plays the same way: wins come just as often, and the losing streaks are just as long. The RTP changes only the big wins: they are rarer at 90% and more frequent at 99%.

Item Reward
Bronze / silver / gold coin +0.05 / +0.10 / +0.25 base bets
Candy crystal +5 base bets
Crown +50 base bets
Round lollipop (three sizes) +0.25 / +0.50 / +1 base bet when broken
Striped candy +1 base bet when broken
Double / Triple / Five times ×2 / ×3 / ×5 the current win
Piñata ×2 or ×3 the current win when broken (the value is shown on it)
Soda ×3 the current win, once per drop
Poop Halves the current win, unless a shield is active
Depth Travelling deeper adds a little to the win
Special What it does
Black hole Pulls the coin in for one spin of the bonus wheel: ×2, ×3, ×10, a shield, a star or a magnet. Then the drop continues
Three keys Collecting the third key ends the drop and opens a chest worth 20 to 5,000 base bets, added to the win
Star Smashes through breakable candies and collects their rewards
Shield Blocks poop. It does not block the laser
Magnet Pulls in coins and crystals
Bomb Blasts the coin away and breaks nearby candies; broken candies pay

Bumpers, trampolines, flippers and booster tubes only change the coin’s route — they pay nothing by themselves.

The win of one drop is capped at 5,000× the base bet, and at the configuration’s Max Win when that is lower.


A drop is one round with its own round_id. Its bet and its win arrive in separate /betwin requests:

sequenceDiagram
    participant Player
    participant Game as Candy Cash
    participant Beexar
    participant Wallet as Operator Wallet

    Player->>Game: Cut the rope (bet $1.00, Classic)
    Game->>Beexar: Start the drop
    Beexar->>Wallet: POST /betwin (bet=1.00, finished=false)
    Wallet-->>Beexar: { balance: "99.00", transactions }
    Note over Game: The drop plays out
    Game->>Beexar: The drop has landed
    Beexar->>Wallet: POST /betwin (win=3.40, finished=true)
    Wallet-->>Beexar: { balance: "102.40", transactions }
Outcome Wallet Calls
Drop wins /betwin (bet, finished=false) when the drop starts → /betwin (win, finished=true) when it lands
Drop wins nothing /betwin (bet, finished=true) — the round closes with its bet
Player leaves mid-drop The win is credited automatically: /betwin (win, finished=true)
Bet error (wallet failure) /betwin fails → no drop is played, the bet is voided

The bonus buys debit their full price (5× or 100× the base bet) as one bet. The request/response shape of these calls is the same for every game — see the Wallet API.


Operators create a Candy Cash configuration in the backoffice:

Setting Description
RTP variant The RTP the configuration plays: 90%–99%, default 96%
Min Bet / Max Bet Limits of the base bet
Max Win Payout cap per round, at least the Max Bet

A configuration can adapt the game to a market. Candy Cash offers:

Rule Effect
No feature buying Sweet Rush and Sugar Storm are hidden; only Classic is played
No autoplay The Auto button is hidden
No turbo The Turbo button is hidden
Show RTP The rules window shows the game’s RTP
Min round duration The shortest time a drop may take

Changes apply from the player’s next request.


Candy Cash plays operator freespins. While the player holds an issue, the bet is locked at the issue’s bet, only Classic is offered, and the bet panel shows the spins left, for example “Free spins 7/10”. Autoplay stops when the issue ends. A summary then shows the total won and whether it will be paid.


Every drop is decided before it is played. Its outcome is drawn from the server seed, the player’s client seed and a nonce, and the animation replays exactly that outcome:

  1. Before each drop, the player sees the SHA-256 hash of the server seed that drop will use
  2. The player can set their own client seed at any time between drops
  3. Each drop draws its outcome from its own server seed, the client seed and the nonce
  4. When the drop ends, its server seed is revealed and the next drop gets a new one. The player can check that the seed matches the hash shown before the drop

The server seed is never the player’s to change: only the client seed is.

The Fair play window in the game menu shows the current seeds and nonce. In the backoffice, Round lookup recomputes any round, shows the verdict, and creates a shareable replay link for the player.