
Magnet Lock
6 reels · 4 rows · 9 original symbols
An orbital rigger anchors a restless station with magnetic braces.
An original animated world with six evolving Wild chapters, a themed collector and a persistent progression vessel.
magnetic stabiliser
oscillation meter
zero-gravity wrench
orbital framework
A
K
Q
J
magnetic anchor sigilYour play level
Available levels: 50, 100, 250, 500, 1,000 Play Credits. The selected total is used once for a new round. The same saved request can be retried without an extra deduction. A replay presents a saved round and does not start another.
Play Credits have no monetary value and cannot be exchanged for anything of value. There are no purchases or transfers. UK adults aged 18 or over only.
The field and its result
Six reels show four symbols each. Matching ways begin at the first reel and require at least three adjacent reels containing the same ordinary symbol or a substituting Wild. All-Wild ways add credits once at the highest applicable symbol. A chapter's current symbol values is visible in the player rules.
Magnet Lock transforms its recorded cells before the final matching-path evaluation. The reel animation presents the server's saved grid, matching positions and credits added. An illustrative preview is not a prediction of the next playable result.
Orbital brace
Naturally landed sigils fill this world's collector. Its six chapters are First Anchor, Twin Poles, Full Brace, Magnet Lock, Orbital Walk, Great Stabiliser. An earned chapter affects the following round, not an already recorded outcome. Progress is separate for this game and play level.
The Wild develops through a single arrival, a doubled substitution, column expansion, held positions, a travelling position and a 2 × 2 form. The complete field remains visible, and each chapter has its own balanced symbol values. These are fictional-credit features only.
Hold & Spin, Keep credits and Double
Three naturally landed Wilds open Hold & Spin. It begins with up to three locked tokens. New tokens keep their values and reset the three-step counter. The feature ends at zero remaining steps, a full field or fifteen re-spins. Values are fitted within the remaining total credit-addition limit, so the final displayed values add up to the saved feature credits.
Keep credits adds the pending feature credits to your balance once. Double uses an equal-chance majority reveal: thirteen positive marks increase the pending feature credits, while eleven clear them. Base credits already added to your balance remain there. Four successful Doubles or the remaining limit add the feature credits automatically. An unfinished feature is saved and blocks new rounds across games until it is resolved.
The total credit-addition limit is 250 times the selected play level, including the bonus. Values are rounded down to integer credits. The player reports the exact saved result and resulting balance.
Controls and recovery
Use Spin or Space when the field is ready. Quick changes presentation speed, not the result. Finish completes the current presentation; Replay shows the saved sequence without spending credits. Optional sound is off until enabled. Bounded autoplay can be stopped and collects a pending bonus instead of choosing Double.
If a connection fails, keep the saved request and use Retry. A session reminder, hidden tab, error or requested pause stops autoplay. The gallery, Player Care and credit activity remain available as appropriate to your session. Visit Support if a saved result is difficult to recover.
