Pyramyth review
Pyramyth is a Thunderkick slot that moves ancient Egypt into a science-fiction future: futuristic pyramids, legendary figures at every turn and a treasure that, according to the legend, only the power of the sun can reveal. The studio announced it in June 2021 and set the release for 18 August. A 5×3 grid with 15 fixed paylines looks modest, yet three mechanics sit on top of it and feed one another: Wilds that double a line’s multiplier, Sticky Respins inside free spins, and Roaming Wilds that stay until the bonus ends.
Sci-fi Egypt instead of dusty tombs
The Swedish studio likes to take a worn theme and turn it inside out, and Egypt had been worn thin by 2021. Rather than another scroll-and-sarcophagus game, you get a future version of the pharaohs’ world where mythical figures meet technology. The High Priestess tops the paytable, an eagle, a crocodile and a hound fill the middle tier, and card ranks from 9 to A cover the low end.
The sun is part of the story as well as the scenery. The scatter is a sun symbol, and in the game’s legend it is the sun’s power that unlocks the pyramid’s riches, which in practice means the bonus. The game uses a 16:9 layout, as other Thunderkick titles of that period do, so the three-row grid sits comfortably on a wide screen, and the sci-fi framing alone separates it from the many tomb-themed slots on any casino shelf.
Paylines and the longest-win rule
Symbols pay when they line up on a payline from the leftmost reel. The lines are fixed, with no option to play fewer. Each line pays only its longest combination, so if a line holds both a three and a four of the same symbol, you get paid for the four.
Line wins for the whole round are added together and shown at the end. No separate scatter payout is mentioned; the sun’s job is to open free spins. Public documents do not list symbol values; the in-game paytable converts them into currency for your chosen stake.

Wild multipliers that double, not add
Outside free spins, the Wild multiplier is the headline act. The Wild substitutes for every symbol except the scatter, and any winning line that includes it gets a multiplier based on how many Wilds sit on it. Each extra Wild doubles the figure:
| Wilds on the line | Line multiplier |
|---|---|
| 1 | 2x |
| 2 | 4x |
| 3 | 8x |
| 4 | 16x |
| 5 | 32x |
Try a sample line: Priestess, Wild, Priestess, Wild, Priestess. The Wilds fill the gaps to make five Priestesses, and with two Wilds on the line, the payout for five Priestesses gets a 4x boost. Swap one Priestess for a third Wild and the multiplier jumps to 8x.
One Wild can also serve several lines at once. Picture a Wild in the middle of reel 3 where three winning lines cross: one of eagles, one of hounds and one of aces. Each line gets its own 2x, so the whole spin’s payout doubles. Two Wilds at a crossing point are even stronger, because any line running through both gets 4x. So even without free spins, a real payout does turn up now and then.
Sun scatters and the free spins trigger
Land three or more sun scatters anywhere on the grid outside the feature and free spins begin: three suns award 10 spins, four award 15 and five award 20. Free spins keep the triggering bet, and there is neither a bonus buy nor an ante bet, so regular spins are the only route in.
Inside the bonus, suns work under a different rule. You do not need three on one screen; three collected during a single free spin, counting all its respins, award five more spins. One sun on the main spin and two across later respins count the same as three at once. Longer respin chains therefore raise your chances of an extension, simply by giving the suns more attempts.

How Sticky Respins build a spin
During free spins, any line win triggers a Sticky Respin. The sequence runs like this:
- Symbols that form part of a line win lock in place.
- All other positions spin again.
- Any new winning symbols lock too, and another respin follows.
- The chain stops when no additional winning symbols lock, or when every position on the grid is locked.
Respins do not use up free spins; they are all part of the same spin. A short line of three eagles can grow to five over a few respins and pick up neighbouring lines along the way. The extreme case is a grid entirely made of locked winning symbols.
Locking also works against the Wilds. The more cells are locked, the fewer free positions remain for Roaming Wilds to move into before a respin. Late in a long chain, a badly placed Wild may have almost nowhere to go. A Wild that is part of a win, by contrast, locks along with the line and keeps multiplying it until the chain ends.
Rules that govern the Roaming Wilds
Any Wild that lands during free spins becomes a Roaming Wild and sticks around until free spins are over. Four rules govern how it moves:
- before each new free spin, every Roaming Wild moves to another position;
- before each respin, a Wild shifts to another unlocked position unless it belongs to a win;
- two Wilds can never share a cell;
- up to five Wilds can be awarded during the bonus.
The second rule is the clever part. A Wild that has already helped form a line stays put with the locked symbols, while one that missed jumps to a free cell and gets another chance to land on a winning line. Combined with 2x to 32x line multipliers, this is where the bonus finds most of its value.

One free spin traced from start to finish
Picture a free spin with two Roaming Wilds already collected. All positions and payouts in it are invented.
- Before the spin, both Wilds move: one to the middle of reel 2, the other to the top of reel 4.
- The spin lands crocodile, Wild, crocodile on a line: three symbols with one Wild, 2x. All three positions lock.
- The second Wild is not in a win, so before the respin it jumps to a free cell on reel 3.
- The respin adds a crocodile on reel 4 in the same line, which now has four symbols; the crocodile locks.
- The next respin puts the roaming Wild onto the line’s reel-5 position. Five symbols with two Wilds now sit on the line, for 4x.
- Another respin adds nothing, the chain ends, and the line pays five crocodiles times four.
The example shows the loop at the heart of the game. Respins give Wilds time to find a line, and a Wild on that line raises both its length and its multiplier.
Two RTP builds and how to tell them apart
Official documents put the standard build at 96.17%. A 90.16% build also exists for markets that require it. Mechanics and the cap are identical; only the average return differs. In the operator packages the main build is coded tk-s1-g45 and the reduced one tk-s1-g45-90, and the rules text is word-for-word identical apart from the RTP line, so reading that line in the game menu is the only reliable way to know which one you opened. Either way, a theoretical return describes the long run and promises nothing about a single session.
The payout cap, the teased 15,000x and the swings
On the cap, the wording is direct: one game round cannot pay more than 10,000 times the total bet. Once a round hits that figure, it ends and nothing further is paid, even if free spins were left. The operator information sheet lists the same maximum exposure.
The pre-release announcement in June 2021 spoke of rewards up to 15,000x. Neither the live rules nor the operator sheet carry that figure, and the cap in the rules is what governs payouts.
Only a bonus in which several Roaming Wilds gather on one or more lines of high-value symbols, while Sticky Respins fill the grid, can get there. It is extremely rare, yet with 16x and 32x line multipliers in play it is less far-fetched than it sounds.
Neither a hit frequency nor a bonus frequency is published. The info sheet does give a volatility figure of 9.63, calculated as the square root of variance, which in plain terms means spin results are widely spread and the base game is often quiet: it pays mostly through small lines and the odd Wild, while big results come almost entirely from a bonus with several Wilds in play.
Thunderkick lineage and similar games
Pyramyth shows how the studio recycles a good idea. Roaming Wilds and big multipliers had already appeared in Beat the Beast: Griffin’s Gold, a mythological slot the studio itself says has a serious cult following. Here the concept gains Sticky Respins and moves to a sci-fi Egyptian setting.
| Aspect | Pyramyth | Typical “book” slot |
|---|---|---|
| Core bonus mechanic | Sticky Respins and Roaming Wilds | An expanding symbol |
| Multipliers | 2x to 32x by Wild count on the line | Usually none |
| Scatter | A separate sun symbol | The book doubles as Wild and scatter |
The studio deliberately stepped away from the template: no books, no expanding symbols, no sand-filled tombs. Instead there are line multipliers and a bonus in which the grid gradually freezes into place. Egypt done the traditional way is Legacy of Egypt from Play’n GO, and expanding-symbol games are grouped under book slots. The full Thunderkick lineup has its own studio page.
Priestess, sun and 32x: the verdict
The game’s strength is how its mechanics interlock. Sticky Respins give Wilds time to find a line, Wilds double the multiplier, and three suns within one free spin extend the bonus. Nothing is hidden in the documentation either: it spells out both RTP builds and the payout cap with round termination.
Its weaknesses flow from the same design. Regular spins are plain, bonus results depend heavily on where the Wilds jump, and the teased 15,000x never made it into the final rules. Go in with the right expectations, a long quiet base game, a rare but busy bonus and an honest ceiling, and it holds up well. Just do not expect a classic book rhythm where one expanding symbol decides everything: here the result is built from several mechanics, each adding its share.













