Jamie: The heist theme has been explored by a number of studios over the years. What was the inspiration behind In & Out and Chloe as the game’s main character?
Uliana: We wanted a setting and mood that was romantic, exciting and the possibilities of making it rich! What is a more spectacular setting than Paris by night? Moon lit streets and beautiful architecture.
The Museum heist of the Louvre in Paris was also all over the news at the time, it reminded me of the Film To Catch a Thief by Alfred Hitchcock. Where there was a thief played by Cary Grant. He was by day a sophisticated, mysterious chap and a cat burglar by night. So we thought about reversing that role to a beautiful high society socialite about town by day, a ruthless thief by night.
Jamie: Chloe isn’t a typical slot protagonist. How important was character development in helping the game stand out from other heist-themed releases?
Uliana: I think it was the most important decision we made, it could have been the usual gang of ugly fellas smashing up the place but it was important for us to match the pace and subtlety of the game. She adds to the beauty, suspense and drama, magnifying that feeling of the possibilities of making piles of cash.
We also wanted everyone to enjoy and relate to the character so we didn’t make her too high-tech, still with the basics of breaking and entering in the traditional way. We wanted someone crossed with the two personalities of Catwoman and Audrey Hepburn.
It’s a nice mix of soft and passionate and an unrelenting collectomaniac with a passion for diamonds and all things shiny. Attractive but unpredictable and occasionally sizzling hot. Very Feline well groomed but basically still feral.
Jamie: One of the standout mechanics is the expanding reel system. How did this feature come about during development?
Matthew: The expanding reels came from a pretty simple idea: if you’re robbing a museum, you shouldn’t have access to everything right away. The deeper you get into the heist, the more opportunities open up. The expanding grid felt like a really natural way to tell that story. Mechanically, it serves the same purpose: a bigger grid means more chances to create winning combinations, more avalanches, and ultimately getting closer to pulling off your heist.
Jamie: In & Out combines Avalanche wins with tiered positions that upgrade from Bronze to Diamond. What was the thinking behind adding this progression system?
Matthew: We wanted avalanches to feel meaningful even when they weren’t producing massive wins straight away. The progression system gives players a sense that they’re building towards something bigger. Watching positions move from Bronze all the way to Diamond creates anticipation and makes your heart beat faster and you’re thinking “Come on Chloe, land there now!” That’s exactly the feeling we were aiming for.
Jamie: Heist Mode feels like the centrepiece of the game. What were your goals when designing this feature?
Matthew: Yes, Heist Mode is definitely the main event. The moment it triggers, players know they’re about to get some cash, the question is how much. The core idea was keeping that suspense alive throughout the feature. With the respin flow and all the different feature symbols, the situation is constantly changing. New positions open up, values get upgraded, things can improve very quickly and suddenly what looked like an average bonus can turn into something special. We wanted players to feel like they’re going on the heist with Chloe, never knowing how it will turn out.
Jamie: Heist Mode includes several unique symbols such as Multipliers, Upgraders, Collectors and Bursts. Which mechanic are you most excited for players to experience?
Matthew: The Blast, probably. It’s the crossover effect of an Upgrader and a Burst landing together. On top of all the new and upgraded positions, all of them get filled with cash as well. It’s a really exciting moment when it happens. Lucky enough to get a Collector afterwards? Boom – you’ve got a full screen of empty positions again and the show goes on. Ah, it’s hard to pick just one. The magic comes from how all these symbols work together.
Jamie: The Diamond tier can award some enormous values. How important was it to create those high-impact moments for players?
Uliana: If players manage to build something all the way to Diamond, it should feel exciting. Otherwise, what’s the point? We really wanted those moments where you suddenly see a huge value appear and immediately sit up a bit straighter in your chair. Those are often the moments players remember long after the session ends.
Jamie: Players can trigger both Free Spins and Super Free Spins. Why did you decide to offer two versions of the feature?
Uliana: I like the idea of giving players two different ways to experience the bonus. Standard Free Spins have more of a progression element where you build towards bigger opportunities, while Super Free Spins throw you straight into the action. They share the same core mechanics, but the pacing feels very different.
One thing I really like is how the Bomb ties into this. If it explodes next to a Bonus symbol, it upgrades it into a Super Bonus symbol. It’s a small detail, but it helps connect the different parts of the game and makes everything feel a bit more linked together.
Jamie: Super Free Spins begin with the maximum grid size already active. What impact does this have on gameplay compared to the standard Free Spins feature?
Uliana: Super Free Spins are just pure fun. The energy is completely different. What I really like about them is how all the features start working together. The fully expanded grid gives you more chances for scatter wins, which means more avalanches. The tiers upgrade very quickly and soon take over most of the grid.
Chloe is much more active and lands often, so every heist feels exciting. You’re going to see Diamonds. You’re probably going to get a few of them too. It’s the mode where all the features come together and show what the game is really capable of. Everything starts feeding into everything else, and that’s when the game really comes alive. Honestly, I just enjoy playing Super Free Spins. It’s one of those features that keeps pulling you in right until the last spin
Jamie: In & Out has a maximum win of 12086x. How early in development did you know you wanted to push the win potential this high?
Uliana: We knew pretty early on that we wanted the max win to feel significant, but also achievable. In & Out is packed with features, and a big part of the fun comes from seeing them interact with each other.
We wanted online slot players to experience those moments regularly while still having the chance to land some memorable wins. For me, x12k feels like a good balance for this type of game.
Jamie: The game uses a high-volatility model. What type of player did you have in mind when designing In & Out?
Matthew: This is very much the kind of game I enjoy playing myself. I like seeing things build up over time and getting that feeling that the next spin could change everything.There’s always something happening in In & Out. That sense of progression keeps me engaged, and then every now and then the game rewards you with a really memorable moment.
Jamie: In & Out includes several Elevate options. What benefits do these bring to the overall player experience?
Uliana: A lot of players have a favourite feature in every game. Elevate lets them spend more time with the parts they enjoy most instead of waiting around for them to happen naturally. I think the most interesting one is Heist Mode Elevate. If you’re here just for the cash, there you go.
Jamie: What part of In & Out do you think will surprise players the most when they first play it?
Matthew: Probably how often the game gives you something to look forward to. Sometimes it’s a Wild that might trigger another avalanche. Sometimes it’s a grid expansion. Sometimes it’s Chloe. Sometimes it’s a Collector or a Multiplier in Heist Mode. Even when you’re not winning big, there’s usually something happening on the screen that keeps you interested and makes you want to see one more spin.
Jamie: Looking back on the finished game, which feature or mechanic are you personally most proud of?
Uliana: I said it a couple of times already, and I’ll say it again: if I had to pick one thing, it’s how all the systems work together. The expanding grid, the tiers, Chloe, Heist Mode – none of them are revolutionary on their own, but together they create this feeling that you’re constantly getting deeper into the heist. That’s what I’m most proud of.
When people play the game and recognize those same things, it tells me we got it right. We had a clear vision of how all these pieces should fit together, and I think we really nailed it with In & Out.
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