Space Wars 2 Powerpoints Slot Review
A hulking purple-grey planet fills one side of the sky, its craters catching a faint swirl of light, while asteroid chunks drift past with pink edges glowing and a magenta nebula burns along the horizon. Space Wars 2 Powerpoints bets that demolition is its own entertainment, and it’s mostly right: nearly every spin ends with something on the grid being blown up, cleared away or rebuilt, all of it feeding the meter that actually pays.
It runs on a 6×6 grid with a 96.05% RTP, a 43% hit frequency and a 10,000x maximum win, with bets from 0.2 to 100 per spin. The original Space Wars ran its whole skirmish on a single re-spin; the war has escalated considerably since. NetEnt has kept the monsters and the neon corner of space and rebuilt everything underneath them.
The Powerpoints Meter
Powerpoints are the game’s currency of destruction. Every symbol removed by a win or by a feature adds points to a collect meter above the reels, and that meter is where the money actually lives. Wins in Space Wars 2 Powerpoints aren’t coin drops; they’re steps up a ladder.
The meter itself is a multiplier ladder with five tiers. The thresholds and their rewards are:
- 25 Powerpoints – a 0.25x multiplier
- 50 Powerpoints – a 0.5x multiplier
- 100 Powerpoints – a 1x multiplier
- 200 Powerpoints – a 2x multiplier
- 300 Powerpoints – a 3x multiplier
Because the meter sits above the reels at all times, there’s always something in motion on screen, even during quiet spins. The Avalanche mechanic does the housekeeping: symbols in a winning match are removed, new ones fall into the gaps, and any new match keeps the chain going.
An Avalanche works like this, step by step. A match forms and its symbols vanish. Whatever the match awarded in Powerpoints goes onto the meter, and any feature symbol the match earned is planted onto the grid in place of a removed symbol. Fresh symbols then tumble into the empty positions, and if those form a new match, the whole sequence runs again from the top.
Blaster, Zapper and Bomb Symbols
The bigger the match, the bigger the weapon. A three-symbol match is enough to plant a Wild in place of one of the removed symbols before the Avalanche, and wilds substitute for everything except each other and the feature symbols. Beyond that, the arsenal opens up.
Each match length awards a specific tool:
- Column Blaster – a four-symbol horizontal match; clears the entire reel it lands on
- Row Blaster – a four-symbol vertical match; clears the entire row it lands on
- Zapper – a five or six-symbol match in the main game; randomly removes one to four types of paying symbols from the reels
- Bomb – a vertical and horizontal match of the same symbol intersecting; removes the three to eight symbols surrounding it, horizontally, vertically and diagonally
Every symbol cleared this way adds Powerpoints to the collect meter, so a single well-placed Bomb can quietly climb a tier. None of the weapons touch wilds or each other: a Column Blaster spares any Wild sitting on its reel, a Bomb’s blast skips feature symbols, and the removals only ever take paying symbols.
The Zapper’s appetite depends on match length. A five-symbol match strips one to four symbol types from the grid; a six-symbol match takes three to four. Its reach is calculated in types, not instances, so a zap can empty the reels of an entire low-paying symbol in one move.
Combos
Weapons that land next to each other merge. When a Column or Row Blaster sits horizontally or vertically adjacent to a Bomb after an Avalanche, the two combine into Combo 1: the Blaster shifts to the Bomb’s position and its clearing effect widens to cover the neighbouring two reels or rows as well.
Edge placement matters. If the merged Blaster lands on the first or last reel or row, only one adjacent line is affected rather than two, so where the pieces settle changes how much of the grid goes. There are two further combinations, a Zapper with a Bomb and a Zapper with a Column or Row Blaster, for a total of three possible pairings.
Combos are where the Powerpoints stack up fastest. A merged Blaster clearing three reels’ worth of symbols in one move can jump the meter a full tier, and the Multiplier Wilds waiting in the bonus round are what turn those tiers into the bigger payouts.
Free Spins and Multiplier Wilds
The bonus round brings expanding reels, so the grid grows beyond its 6×6 starting shape, and it brings the round’s own currency: the Multiplier Wild. These appear anywhere during the bonus carrying a random value of x2, x3, x4, x5, x10 or x25.
A Multiplier Wild that becomes part of a match multiplies the Powerpoints awarded for it, so a 25x wild inside an eight-symbol match is where the game’s ceiling starts to look reachable.
The Bomb interacts with them too: a Bomb blast that touches a Multiplier Wild multiplies the entire Powerpoints total for that blast by the wild’s value before the wild disappears.
The bonus round is also where the main game’s weapons all run hot. The Zapper’s match thresholds extend up to eight symbols, the Blasters keep clearing, and the expanding reels give every weapon more surface area to work with.
Buy Feature
There’s a Buy Feature button sitting alongside the reels that activates guaranteed Free Spins, for players who’d rather skip the climb. The purchase runs at its own return of 96.10%, marginally above the standard game’s 96.05%, and game history records the figure without the buy activated.
Our Honest Verdict
Overall Rating: 7.8/10
This is a war fought mostly with a dustpan. You spend your spins clearing debris, banking scraps of Powerpoints, waiting for the moment the arsenal and the meter line up, and if you enjoy that rhythm, there’s nothing else quite like it in NetEnt’s catalogue. The reason to choose it over the original Space Wars is exactly that escalation: the longer the match, the bigger the weapon, and the combos are where a quiet spin turns into a grid-wide clear.
The bonus round is the best thing here, because the Multiplier Wilds finally pay the demolition properly. The base game is the problem: the ladder caps at 3x, so long stretches of busy, satisfying play sit under a 1x return, and the 10,000x ceiling is a bonus-round story.
It’s a fit for players who want constant visible motion and don’t measure a slot by its base-game payouts. Anyone chasing big regular hits will find the orbit too slow to reach. For everyone else, the little war over this planet still pays its way in fireworks.
Space Wars 2 Powerpoints FAQs
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What is the RTP of Space Wars 2 Powerpoints?
The RTP is 96.05%. The Buy Feature has its own return of 96.10%. -
What is the hit frequency of Space Wars 2 Powerpoints?
The game hits on roughly 43% of spins, so wins land frequently, though many are small Powerpoints awards rather than full stake multiples. -
What is the grid size of Space Wars 2 Powerpoints?
It’s a 6×6 grid, which expands during the Free Spins feature. -
What is the minimum and maximum bet on Space Wars 2 Powerpoints?
Bets run from 0.2 to 100 per spin. -
Can you buy the bonus on Space Wars 2 Powerpoints?
Yes. A Buy Feature button sits alongside the reels and activates guaranteed Free Spins, running at a return of 96.10%. -
What triggers the Zapper feature in Space Wars 2 Powerpoints?
In the main game, a match of five or six symbols awards a Zapper, which removes one to four types of paying symbols. In Free Spins, matches of five, six, seven or eight symbols trigger it. -
What do Multiplier Wilds do in Space Wars 2 Powerpoints?
These wilds land only in the bonus round, with random values between x2 and x25. Joining a match multiplies its Powerpoints by that value. -
When is Space Wars 2 Powerpoints released?
Space Wars 2 Powerpoints’s release date is 30 June 2022.


