Slot content for casino operators and aggregators

Original slots, built whole — the math, the game, and the server behind them.

ByteClimbers is an independent studio supplying casino operators and aggregators with slot titles we own end to end. Our own math engines, our own art, our own game server — one integration, and the whole catalogue lands in your lobby.

19
finished titles to play
8
proprietary math engines
93.4–96.3%
modelled RTP
12,000×
top max-win cap

Live on Stake

We are the studio behind Eclipse Ronin

A Stake exclusive, played today on one of the biggest online casinos in the world — designed, drawn and built here, from the mathematics up.

Talk to the studio behind it
Eclipse Ronin key art: a ronin in crimson armour drawing her katana under a total eclipse, a shrine gate glowing behind her among cherry blossoms

The cast

Meet the cast

A raccoon with the munchies, a goblin foreman, a rat in a tracksuit, a luchador and a dancing hippie. Every title has someone in it — pick one and play their game.

Real-time 3D

Not a video. Drawn as you watch.

Five of our titles are whole 3D scenes, rendered by the browser sixty times a second: rigged characters who react to every win, symbols that are real models, jelly that squashes when it lands. This is the Lucha Loco fighter, running through his moves in the same engine the game plays him in.

Play the 3D games

The studio

A studio that starts with the numbers

ByteClimbers is an independent slot studio in Sofia. We design the mathematics of a game first — the distribution, the volatility, the shape of the tail — and only then decide what it looks like when a win lands. 19 titles have come out of that order of operations so far, on eight engines that are entirely our own.

We are deliberately a supplier rather than a workshop. Operators and aggregators take our games; we keep the models, the code and the roadmap, which is what lets us answer a question about a paytable the same afternoon it is asked and turn a fix around the next day.

The studio was founded by Zlatin Terziev, who came to gambling through mathematics rather than the other way round: Sofia’s High School of Mathematics, then a first-class degree in Computing Systems from the University of Warwick, and a first job writing casino games in London before he had finished it.

The fifteen years since have been spent on systems where the numbers have to be right the first time — front-office technology at the investment-banking headquarters of BNP Paribas, real-time odds and bet-acceptance platforms carrying tens of thousands of decisions a minute, and delivery leadership at one of Europe’s larger slot suppliers. ByteClimbers is what happens when someone who enjoys the distribution that much finally gets to design both halves of the game.

“A slot is a probability distribution wearing a costume. Get the distribution right and the costume becomes the fun part.”

What we supply

Content that arrives finished

A game is only content once the mathematics is settled, the client behaves on a five-year-old phone and the wire protocol does what the integration document says. We call a title finished at that point, not before it.

01

A portfolio, not a pilot

19 finished titles you can play in this browser right now. Every one of them is whole — math, art, sound, copy, client and server — and none of it is a mock-up waiting for a signature to become real.

02

Our own math

Eight proprietary engines, modelled and simulated in-house against a target RTP, a volatility profile and a hard max-win cap. The RTP is a number we set rather than inherit, and every model comes with the simulation runs behind it.

03

Integration in days

One standard RGS wire protocol, one set of endpoints, the same for every title. Take the first game and the 19th costs you nothing new — and the integration document, the demo build and a technical contact come with it.

04

One build, every screen

Desktop and phone out of a single build, portrait included, with the design box measured from the real viewport rather than assumed — so a tall phone gets a whole game instead of a letterbox with the console squeezed underneath.

05

A release cadence you can plan around

A proven engine becomes a new title in weeks rather than quarters, because the mathematics is already settled and only the world above it changes. Fresh content lands on a schedule instead of an apology.

06

One supplier, no subcontractors

The model, the client and the game server are all ours. Nothing is licensed in from a third party, so a fix takes a day rather than a support ticket into somebody else’s roadmap.

Contact

Put these games in your lobby

Tell us what your lobby is missing and we will send the full game sheets, the demo build and the integration document — and a commercial conversation can start from there.

ByteClimbers · Sofia, Bulgaria