Candy Cash
Overview
Section titled “Overview”| 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.
Game Mechanics
Section titled “Game Mechanics”How It Works
Section titled “How It Works”- Bet — the player sets the base bet and picks a mode
- Drop — a swipe across the rope (or the DROP button) releases the coin
- Collect & bounce — rewards add to the win, multipliers multiply it, power-ups change the flight
- 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%.
Rewards
Section titled “Rewards”| 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 |
Specials
Section titled “Specials”| 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.
Round Flow
Section titled “Round Flow”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 }
Wallet Flow per Round
Section titled “Wallet Flow per Round”| 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.
Configuration
Section titled “Configuration”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 |
Market rules
Section titled “Market rules”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.
Operator Freespins
Section titled “Operator Freespins”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.
Provably Fair
Section titled “Provably Fair”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:
- Before each drop, the player sees the SHA-256 hash of the server seed that drop will use
- The player can set their own client seed at any time between drops
- Each drop draws its outcome from its own server seed, the client seed and the nonce
- 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.