Raising Hell Slot Review
Lava falls pour down the rock behind the reels, horned bull skulls with glowing red eyes are bolted to the frame’s corners, and five stone gargoyles hold the whole thing up from below. It’s a cartoon inferno, devils drawn for a grin rather than a nightmare, but Raising Hell is a patient game dressed as a wild one. Almost nothing it pays comes from the symbols themselves.
The paytable is deliberately flat, and every real win is manufactured by the flame system growing across the reels while the multiplier pots fill beneath them. Massive Studios runs it at 96.63% RTP on a 5×6 grid with scatter pays, where eight or more matching symbols win anywhere. The flames at the heart of the build are the reason to be here.
Base Game & Features
Wins are scatter pays rather than lines. Land eight or more of the same symbol anywhere on the 5×6 grid and it pays; clusters don’t need to touch, they just need to exist. It’s a familiar arrangement, and it suits the tall grid, where six rows give every spin room for large counts to build.
Cascade Wins
Every winning symbol is paid and then removed, and new symbols cascade in to fill the gaps. Cascades keep running until no new win forms, and the total is added to your balance once the chain finishes. Nothing resets mid-chain, which matters once the flames get involved.
Chain length is everything here. Each cascade is a fresh chance to land symbols inside a flame that’s already grown, so a spin that starts with a modest eight-of-a-kind can end three or four removes later with something much bigger on the board.
The Flame Zone
On each cascade, a flame can activate on one or more reels as a random chance. Once lit, it grows by a random number of positions per cascade, so an early activation can spread a long way down a reel before the chain ends.
Winning symbols inside the flame zone reveal one of four special symbols before they’re removed, and those specials are what feed the multiplier system at the base of the reels.
The four reveals work like this:
- Single Pot Multiplier – adds into the multiplier pot at the base of the corresponding reel
- Super Multiplier – adds into all multiplier pots at once
- Pot Activator – activates the pot at the base of the corresponding reel
- Super Pot Activator – activates every pot on the grid
A pot full of multipliers pays nothing on its own. Values only apply to the total win if their pot has been activated by a Pot Activator or a Super Pot Activator, and when more than one pot is live, the values are added together before multiplying the win.
Accumulated values and activated pots all reset at the end of each base game spin, so every spin starts from a clean board. The order of reveals within a chain therefore matters. A multiplier revealed before its pot is activated still counts, because the value sits in the pot waiting.
A Super Pot Activator arriving late in a long chain can bring several full pots to life at once and multiply a win that had looked ordinary two cascades earlier.
Symbol Values
Eight or more of a kind pays as follows, as a multiple of your stake:
- Green-haired Skull – 8 pays 2x, 9 pays 3x, 10 pays 4x, 11 pays 5x, 12 or more pays 10x
- Red Demon Fist – 8 pays 1x, 9 pays 1.5x, 10 pays 2x, 11 pays 3x, 12 or more pays 5x
- Rose/Eye – 8 pays 0.6x, 9 pays 0.8x, 10 pays 1x, 11 pays 1.5x, 12 or more pays 3x
- Trident – 8 pays 0.5x, 9 pays 0.6x, 10 pays 0.8x, 11 pays 1x, 12 or more pays 1.5x
- A / K – 8 pays 0.4x, 9 pays 0.5x, 10 pays 0.6x, 11 pays 0.8x, 12 or more pays 1x
- Q / J – 8 pays 0.3x, 9 pays 0.4x, 10 pays 0.5x, 11 pays 0.6x, 12 or more pays 0.8x
The paytable is flat, and the shape of it tells you how the game expects to pay. Even the top symbol returns just twice your stake at eight of a kind, and the royals at the bottom pay fractions of it, so symbol wins alone rarely amount to much. The multiplier pots exist to turn those small chains into something worth collecting.
Enhancer and Double Max
The standard win ceiling is 10,000x stake, but there’s a Double Max mode that doubles it to 20,000x, and it’s attached to the paid routes into the feature. Game enhancers and bonus buys are reached through the M button next to the reels.
The Enhancer costs 2x stake per spin and quadruples the chance of triggering the free games with three scatters, and it runs Double Max while it’s on, so the ceiling while enhanced is 20,000x. The theoretical RTP in that mode is the same 96.63%, so the extra ceiling and the better trigger odds are paid for by the doubled stake rather than by a worse return.
Raising Hell Bonus Features & Free Games
Three scatters award eight free games. The scatters can land on any reel, and that’s the only way in unless you’re paying through the Enhancer.
What changes inside the round is the resetting. Activated pots and their multipliers carry over between free games instead of clearing, and the flame doesn’t reset either, so it can keep growing across the whole round. A spin that grows the flame early keeps paying rent on that growth for every game that follows.
The structure rewards patience in a way the base game can’t. In the base game a fully grown flame and a grid of charged pots are spent on one win and then wiped; in the free games they’re infrastructure, and every subsequent spin inherits them. That’s the whole reason to want the round, and the reason eight games can be plenty if the flame catches early.
Retriggers come from the flame zone rather than the reels: reveal an x4 icon in the flames and you’re given four additional spins. Combine that with pots that never empty and the round has a proper snowball shape to it.
Our Honest Verdict
Overall Rating: 7.7/10
This is a game you play for one reason: the free games, where the flame never dies down and everything you’ve built survives to the next spin. Outside that round, Raising Hell spends most of its time clearing the table, and you spend it watching small wins get wiped back to nothing.
When the round comes, it’s superb. Pots that carry over and a flame that keeps growing give it a real arc, and a late x4 can stretch eight spins into something much longer. But the base game leans hard on that promise: the symbols pay so little that without the pots firing, a session can feel like shovelling coal for a furnace somebody else owns.
It’s for players who enjoy a long build and don’t need the base game to pay its way. If you want wins that stand on their own from spin one, this underworld will feel like hard labour.
Raising Hell FAQs
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What is the RTP of Raising Hell?
96.63%. -
How do wins work in Raising Hell?
The reels are set as a 5×6 grid and the wins are scatter pays: 8 or more matching symbols pay anywhere on the reels. -
How do you trigger the free games in Raising Hell?
Three scatters anywhere on the reels award 8 free games. Inside the round, revealing an x4 icon in the Flame Zone awards 4 additional spins. -
What does the Flame Zone do in Raising Hell?
During any cascade a flame may light on one or more reels and spread further with each subsequent cascade. Winning symbols inside the flame reveal one of four special symbols that feed and activate the multiplier pots at the base of the reels. -
Do multiplier pots reset in Raising Hell’s free games?
No – they persist for the whole round, along with the flame itself. A clear-out only happens at the end of a base game spin. -
What is Double Max in Raising Hell?
The standard win ceiling is 10,000x stake. Double Max doubles that to 20,000x, and it’s active on the Enhancer and bonus buys. -
Can you buy the bonus on Raising Hell?
Yes. The M button beside the reels opens the game enhancers and bonus buys. The Enhancer costs 2x stake and gives 4x the chance of triggering the free games, with the 20,000x Double Max ceiling active. -
Who makes Raising Hell?
Raising Hell is made by Massive Studios.

