Crash Game Odds and RTP

A crash round comes down to one number: the multiplier at which it busts. A cash-out set anywhere below that number is paid, and any cash-out above it loses the stake, so the odds of the game are the odds of the bust point climbing to a given height. Those odds follow from a single figure, the return to player or RTP, which the studio sets for the game.

Below, that figure is turned into reach chances, the middle of the distribution, the largest result a run of rounds tends to show, and the payout rules that pull the return under its stated level. Which target suits a given session is weighed up on the crash strategy page. The in-house crash of crypto casinos, with its own published formula, is covered under limbo and crash odds; the games here are studio titles whose return the studio sets.

The chance of reaching any cash-out point at the return levels studios set, what a stated maximum really limits, and the payout rules that bend the curve.
PlayGuidePro Team
PlayGuidePro Team

Reading the RTP and the Maximum on a Rules Screen

The RTP printed on a crash game's rules screen is the share of all money staked that the game pays back over a very long run. On a crash curve it fixes everything else, because the chance of a round reaching any multiplier equals the RTP divided by that multiplier. A game set at 97% reaches 2.00x in 48.50% of rounds and 10.00x in 9.70%, and in each case the payout multiplied by its chance comes back to the same 97%.

Studios commonly sell one title in several return versions and leave the casino to pick which one it runs. The same game can therefore carry a different figure from one lobby to the next, and a listing that quotes a single number for a title may describe a version a given casino does not offer. The figure that applies is the one on the rules screen of the game as it opens where you play.

What the game keeps shows most plainly at the bottom of the curve. At 97%, 3.96% of rounds bust before the first payable step, about one in 25. Of that share, 3.00% is the return the game withholds, and the remaining 0.96% are rounds that would stop below the first step even in a game that kept nothing.

A stated maximum deserves a second look, because three different limits travel under that name. A round cap ends every flight at a set multiplier and pays anyone still in, leaving every lower target intact. A multiplier payout cap stops the payment growing while the curve carries on. A money win cap limits what one bet can collect, a different multiplier ceiling at every stake. The last two pull the return down, as worked out further below.

Chance of Reaching a Multiplier, by RTP

Each cell is the share of rounds whose bust point gets as far as the target, which is the chance that a cash-out set there is paid. The three columns are illustrative return levels, not the figures of any particular title; a game set elsewhere sits between or beside them, and a higher return lifts every row in the same proportion.

Cash-out targetReached at 95% RTPReached at 97% RTPReached at 98% RTP

1.10x

86.36%

88.18%

89.09%

1.20x

79.17%

80.83%

81.67%

1.50x

63.33%

64.67%

65.33%

2.00x

47.50%

48.50%

49.00%

3.00x

31.67%

32.33%

32.67%

5.00x

19.00%

19.40%

19.60%

10.00x

9.50%

9.70%

9.80%

20.00x

4.75%

4.85%

4.90%

50.00x

1.90%

1.94%

1.96%

100.00x

0.95%

0.97%

0.98%

1,000.00x

0.0950%

0.0970%

0.0980%

10,000.00x

0.0095%

0.0097%

0.0098%

Where the Bust Point Usually Lands

Reading across a row shows how little the return level moves the middle of the curve: the median shifts by a few hundredths between columns, while the share of rounds that bust at once falls by roughly a point for every point of return added.

Point on the curveAt 95% RTPAt 97% RTPAt 98% RTP

Rounds that bust before any cash-out pays

5.94%

3.96%

2.97%

Lower quartile: a quarter of rounds end below it

1.26x

1.29x

1.30x

Median: half of all rounds end below it

1.90x

1.94x

1.96x

Upper quartile: three rounds in four end below it

3.80x

3.88x

3.92x

Top decile: only the luckiest tenth of rounds pass it

9.50x

9.70x

9.80x

Why There Is No Average Without a Cap

Ask for the average bust point of an uncapped crash game and there is no figure to give. The odds of getting to a multiplier shrink only in proportion to its size, so every further doubling of the range, from 10x to 20x and then on to twice that again without end, adds about the same amount to the running total. A sum that keeps growing by a steady step never settles, which is why these pages describe the middle of the curve by its median rather than its mean.

Once every round has to stop somewhere, an average finally exists, but it depends almost entirely on where the ceiling sits, since the rare rounds at the far end each count for a great deal.

None of this alters what a cash-out returns. A bet is paid at its own target, not at the bust point, so the far tail of the curve concerns nobody whose target sits well short of it.

Average Bust Point Once a Round Is Capped

Each round counts at its bust point, or at the ceiling when it gets that far. Every step down the table multiplies the ceiling many times over yet adds only a little to the average, the mark of a quantity with no limit once the ceiling is removed.

Every round ends atAverage bust point at 95%Average bust point at 97%

100x

5.37x

5.46x

1,000x

7.56x

7.70x

10,000x

9.75x

9.93x

1,000,000x

14.12x

14.40x

The Biggest Multiplier in a Run of Rounds

Figures for an uncapped game at 97%. Half of all runs of a given length beat the median column. The top result grows almost in step with the number of rounds, so the largest figure a busy lobby displays reflects how long it has run far more than how generous the game is.

Rounds in the runBiggest result, median runBiggest result topped by all but the weakest tenth of runs

10

14.48x

4.71x

50

70.45x

21.55x

100

140.42x

42.61x

500

700.19x

211.11x

1,000

1,399.89x

421.75x

The Price Is Paid at the Start of the Round

A crash game takes its share before the multiplier has climbed anywhere. Once a round has passed a given point, the chance of it reaching a higher one is simply the lower multiplier divided by the higher, with no RTP in the formula: a round that has reached 2x goes on to 4x 50.00% of the time, at any return level.

Every stretch of the flight after the start is therefore priced as a fair bet, whatever the round has done so far: a player still in at 10x has a 10.00% chance of seeing 100x. The cost of the game lives entirely in the rounds that end early.

The key point: The game collects its share at the start, in the rounds that bust early. After that, staying in until the multiplier doubles is an even chance from any point in the flight.

Chance of Going Higher Once a Round Is Running

These chances describe a round still in flight, so they hold at every return level: the return has already been settled by the time the first of these points is passed. The odds of reaching a target from the start of a round are the ones in the reach table.

Round has already reachedGoes on to reachChance, at any RTP

1.01x

2x

50.50%

1.5x

3x

50.00%

2x

4x

50.00%

2x

10x

20.00%

5x

10x

50.00%

10x

20x

50.00%

10x

100x

10.00%

Where the Return Is Not the Same at Every Target

On a clean curve every cash-out returns the stated RTP. Three settlement rules can break that; each is something to look for on the rules screen, not to assume of any title.

A money win cap. If one bet can collect no more than a fixed amount, dividing that amount by the stake gives the cap counted in stakes. A target above it is paid only the cap, so its return falls to the RTP times the cap divided by the target. At 97%, with a cap worth 1,000 stakes, a 5,000x target returns 19.400% and a 10,000x target 9.700%. The same cash limit bites lower as the stake rises, since doubling the stake halves the cap counted in stakes.

Payouts rounded down to the cent. If a game settles this way, a small stake loses a little on every target whose exact payout falls between two cents. A 1.37x cash-out on a stake of 0.1 works out at 0.137 and pays 0.13. At that stake the targets from 1.01x to 10.00x average 95.889% instead of 97%, with the lowest, 88.991%, at 1.09x. From a stake of 1 upward the rounding costs nothing.

The bust point rounded to the nearest step. If a game rounds the bust point to the nearest hundredth instead of down, the player gains slightly, and most at the lowest targets: on a game set at 97%, a 1.01x cash-out then returns 97.483%.

The rule: Both the cash limit and cent rounding cut the return only for some stakes and targets: the cap at high targets on large stakes, the rounding at low targets on small ones.

Return Under a Money Win Cap

Returns at 97%, with the cap counted in stakes: the money limit on a single bet divided by the amount staked. Targets at or below the cap keep the full return, and every target above it loses in proportion to how far it sits past the cap.

Pro Tip
Find the maximum win in money on the rules screen and divide it by your stake. Any cash-out target above the result pays no more than the cap, so aiming higher adds risk and nothing else.
Cash-out targetCap of 1,000 stakesCap of 10,000 stakesCap of 100,000 stakes

100x

97.000%

97.000%

97.000%

1,000x

97.000%

97.000%

97.000%

5,000x

19.400%

97.000%

97.000%

10,000x

9.700%

97.000%

97.000%

100,000x

0.970%

9.700%

97.000%

Return When Payouts Are Rounded Down to the Cent

These rows apply only to a game that floors each payout to the cent, at 97%, with stakes in currency units. The loss is the fraction of a cent cut off each win, so it fades as the stake grows.

StakeAverage return, targets 1.01x to 10.00xLowest return at any of those targetsShare of those targets that lose return

0.1

95.889%

88.991%

90%

0.2

96.505%

93.269%

80%

0.5

96.876%

96.040%

50%

1

97.000%

97.000%

0%

10

97.000%

97.000%

0%

RNG or Provably Fair: What Changes

Most studio crash games take each bust point from a random number generator the studio runs, normally tested by a laboratory before release. Some also let players check a finished round against a value committed before it began. Either way the curve stays the same: the return comes from the version the casino runs, and a round that checks out says nothing about which version that is or what cap applies. How a seed-based round is locked before betting opens and recomputed by the player is shown step by step on the provably fair page.

Step Games Are Not on This Curve

Not every game filed under crash runs on a climbing multiplier. In step games a chicken crosses lanes or a climber works up a tower, and the player may cash out between steps. Each step is priced from how many spaces end the walk at the chosen difficulty, so the chance of surviving several steps is a product of per-step odds rather than the RTP divided by a multiplier, and none of the tables above describes them. Target games are the opposite case: there the multiplier is picked before the draw, and the reach table applies to them exactly.

Crash Odds FAQ

Less in a single round than over many. At 96% a 2.00x cash-out is paid in 48.00% of rounds, and at 97% in 48.50%, a gap nobody would notice in an evening. Over a large amount wagered it decides whether the game keeps 4% or 3% of everything staked, which is a third more cost for the lower version.

No. In a shared round the bust point is fixed for everyone before the multiplier starts, and neither the number of bettors nor the total they stake enters into it. A solo round that starts with your own bet uses the same curve. When other players cash out, and how much they win, has no bearing on where your round ends.

As high as the game's own limit allows, and the rules screen states that limit. Without one the chance simply keeps shrinking: at 97%, a round reaches 10,000.00x roughly once in 10,309 rounds, something a busy shared lobby sees now and then and a single player almost never does.

Only by coincidence. The RTP is an average over an enormous number of rounds, and one session lands well away from it in either direction, further still at high targets. How widely sessions spread at each target, and how often they finish ahead, depends on the target chosen rather than on the curve itself. Stake only money whose loss would not hurt.