Four wings, seven chambers
The chambers
Every game in the keep is our own, built for this site and played for glints. They are grouped in wings by how they play: reels, gems, cards and dice. Pick by mood, not by luck; none of them is "hot", "due" or kinder at certain hours.
Side by side
| Chamber | Wing | What you decide | A round takes | Swing |
|---|---|---|---|---|
| Lava Rise | Reels | Only the stake | 3 seconds, 10 with eruption spins | High |
| Ash & Ore | Reels | Only the stake | 2 seconds | Low to medium |
| Hearth Swap | Gems | Which two gems to swap, if any | As long as you look | Low |
| Ember Steps | Cards | Every card you play | Two to four minutes | Medium |
| Sevenfold | Cards | How to split seven cards | About 20 seconds | Low |
| Close the Gates | Dice | Which gates to close | About a minute | Medium |
| Stoke | Dice | The heat, before the round | 3 to 6 seconds | High |
Swing describes how far one round can move from the stake, up or down. It says nothing about where a session ends: over many rounds every chamber hands back slightly less than goes in.
Reel wing
Two reel games, each with one idea of its own.
Gem wing
A board of gems and one swap.
Card wing
Patience and a split hand.
Dice wing
Gates to close and a fire to stoke.
How every chamber works
Each chamber takes a stake from 5 to 200 glints when a round starts and settles it when the round ends. The verdict under the game says what came back against what you put in, in plain numbers, and the brazier beside it keeps a running total for this visit: time, rounds, glints staked, glints back and the change.
There is no autoplay anywhere in the keep, no turbo button and no bonus that can be bought. The only rounds that play themselves are Lava Rise's eruption spins, which belong to the paid spin that started them. Pay tables are printed on every chamber page from the same file the game reads.






