Hacksaw Gaming OpenRGS Partners: Interview with 4 Rising Slot Developers
- May 7
- 5 min read

Reu Wilde sat down for an exciting round-table interview between Chase the Scatter and 4 studios from the Hacksaw OpenRGS. To read the answers from all of the studios, head over to the full article on Chase the Scatter. Borna: Looking back at everything you've built so far, what is your absolute favorite game your studio has released, and what makes it so special to you?
Reu: We’re still early in our journey, so I don’t think I can fairly pick a ‘best’ game yet—but Dead Headz will always have a special place in my heart.
It was our first release as a team, and there’s something you just can’t replicate about that. Every decision felt bigger, every challenge felt new, and we were figuring things out in real time. It wasn’t just about shipping a game—it was about proving to ourselves that we could actually do this.
What makes Dead Headz stand out to me is how unapologetically different it is. We didn’t try to play it safe or follow a template—we leaned into a distinct theme and identity, and that set the tone for how we think about games as a studio. In a way, it defined our DNA early on.
That said… what we’re building right now is pretty f*****’ cool too.
Borna: Let's talk about player retention and what makes a slot 'stick'. Some studios at this table have already built their brand around a specific 'signature' mechanic. For those who have one, what's the secret sauce behind its retention power? And for the studios that don't have a specific trademark feature yet—is that a conscious design choice, or can we expect you to debut a brand-new, signature mechanic in 2026?
Reu: Haha, I don’t know if we can claim a single ‘signature mechanic’ just yet - but we are definitely starting to be recognised as the arcade-slot guys. If you actually dig into player feedback on our games, what stands out isn’t one specific feature - it’s that people talk about the feel. They mention the personality, the energy, and the fact that our games genuinely make them smile. That’s something we care about a lot. I think that comes from what I’d call ‘respecting the source material.’
We don’t just take a theme and wrap it around a standard slot. If we’re building something inspired by arcade shooters or platformers, we really lean into it - mechanically, visually, and sonically. So whether it’s the lightgun, reactive feel of Dead Headz or the pixel-art platformer vibe of Jumpasaurs, the goal is always the same: make it feel like a game first, and a slot second. That cohesion is what gives it sticking power. Players can tell when something is intentional - when the mechanics, art, and audio are all pulling in the same direction.
It creates a more immersive experience, and I think that’s what keeps people coming back.
As for a ‘signature mechanic’—I’d say we’re less interested in forcing one, and more focused on building a signature style. If we do our job right, players should be able to recognise a JINX game within seconds, regardless of the mechanic. That said… we’re definitely not done experimenting. I wouldn’t rule out us landing on something that becomes a true hallmark in the future.
Borna: Casino streamers on Kick and Twitch have a massive impact on which slots become hits. How much do content creators dictate your game design? Do you actively build games to look entertaining on a livestream, or do you strictly focus on the everyday player's experience?
Reu: Honestly, they don’t dictate our game design. Not because we don’t value streamers—they’re a huge part of the ecosystem—but because we believe fun is universal. At the end of the day, no amount of hype can save a bad game. You might get a spike in attention, but players won’t stick around. On the flip side, a genuinely good game will find its audience - whether that’s through streamers, word of mouth, or players discovering it themselves.
We design for the player first. The person playing on their phone, in their own time - not an audience watching someone else play. Because if that core experience is solid - if it feels good, looks great, and has personality - it will naturally translate well to streaming anyway. I think sometimes studios fall into the trap of designing ‘moments’ for clips - big flashes, big reactions - but without the underlying depth. That’s not something we chase.
For us, it’s about building something that’s consistently enjoyable, not just occasionally viral. The funny thing is, when you get that right, streamers tend to pick it up anyway. Because they’re looking for the same thing - games that feel good to play and get real reactions. So we don’t design for streamers—but we’re very happy when what we build resonates with them.
Borna: If you had to push all your studio's chips to the center of the table tomorrow and bet on one single iGaming trend for the next 3 years, what would it be and why? Would you bet on the explosion of Crash games, AI-driven mechanics, a return to low-volatility classics, or do you have your own 'dark horse'?
Reu: If I had to push all my chips in on one trend, it wouldn’t be a mechanic—it would be segmentation and niche dominance. The market is getting saturated with similar-feeling games. Whether it’s Crash mechanics, AI features, or classic math models, those can all be copied. What’s much harder to replicate is a studio that owns a specific audience.
Right now, most studios are competing horizontally—everyone making a bit of everything. I think the real opportunity is vertical: pick a niche, go deep, and become synonymous with it. For example, I’m still surprised no one has truly claimed ‘horror slots’ as a category.
Not just reskinned Halloween games, but a studio that fully commits to horror—tone, sound design, mechanics, progression. In a world where distribution is crowded, identity is your moat. The studios that win won’t just build games people play—they’ll build games a specific audience actively seeks out. That’s much harder to copy than any single feature.
Borna: Releasing one perfectly polished 'AAA' game every few months OR pushing out a solid, simpler game every three weeks to stay relevant - and why?
Reu: A mix of both - to me, it’s not really a choice between the two—it’s about raising the bar on what ‘high frequency’ can look like.
Simple doesn’t have to mean rushed or low quality. You can absolutely build games that are streamlined and polished at the same time. What we’re not interested in is pushing out a constant stream of forgettable products just to stay visible.
The goal for us is to build a team and a pipeline that can consistently deliver games that feel polished, fun, and genuinely unique—at a cadence where most studios would normally be putting out reskins.
That’s the sweet spot. Not one ‘AAA’ every few months, and not churn either—but a system where quality becomes repeatable, and I genuinely believe it’s possible. But it’s not easy—it takes strong creative direction, tight production, and a team that really understands what makes a game feel good.
Borna: Releasing a highly anticipated slot where all the premium symbols are embarrassing photos of you from high school OR a slot where the bonus round music is just you singing in the shower - and why?
Reu: Easily the first one, mate. I was a bit of a teenage heartthrob — at least in my home town’s emo scene. We’re talking 2007-Rawr XD energy: bright blue hair, fringe over one eye, Drop Dead hoodies and Criminal Damage skinnies (the ones with the skeleton hands on the butt), belt chains, checkered Vans - fully committed to the “HxC” lifestyle.
Turn those old MySpace photos into premium symbols, add a mosh-pit feature, and you’ve got a niche hit on your hands. Absolute domination among the elder-emo demographic.
