Kill Em All
Kill Em All Stats
RTP & Maths
- RTP by Mode
- Main game 96.06% · Bonus symbol booster 96.07% · Super Bonus symbol booster 96.12%
- RTP Versions
- 96.06% here · Other versions 95.31%, 94.07%, 92.10%, 84.08%
- Hit Frequency
- 16.74
- Max Win Probability
- 1 in 350,000 rounds
- Max Win Rule
- Round-level: when the total win exceeds 11,916x the bet the round ends and 11,916x is awarded; killing the last monster also pays it
Free Spins & Bonus
- Free Spins
- 3 Bonus symbols = 5 Dungeon Smackdown Spins · 2 Bonus + 1 Super Bonus = 5 Dungeon Domination Spins
- Bonus Buy
- Bonus Symbol (Nolimit Booster) 2.2x · Super Bonus Symbol (Nolimit Booster) 4x · God Mode 2,500x · God Mode Nightmare 800x
- Ante Bet
- 2.2x stake · Bonus symbol booster at 2.2x a spin guarantees a Bonus symbol in the bonus inventory; the Super Bonus booster at 4x guarantees a Super Bonus. Payouts are unchanged and stay based on the base bet.
- Multipliers
- Chest multiplier 2x–5x · Sticky multiplier x2-x5 (two summed) · Silver and Golden sword 1x–15x per hit
Symbols & Pays
- Line Pays
- Top symbol 1,000x · Lowest 0.25x
Kill Em All Overview
Kill Em All opens on three cells, one row, and a monster standing in an archway with its hearts on show. Kill Em All hands you a dagger, a knife, a sword, and an axe instead of paylines, and all those weapons do is take hearts off whatever stands at the front of the queue. The money comes from chests, four of them by colour. There’s a red X in the mix too, and it’s the one symbol that stops everything dead. Odd slots are nothing new for Nolimit City. This one barely looks like a slot.
What’s in the Demo
The Monster Queue
A round opens with a trail of monsters generated ahead of you, faced one at a time. Each carries a number of hearts, from 1 to 4 at the first level and as many as 10 by level 4. Land any symbol other than the X, and you get a respin; land three non-X symbols together, and the game awards 5 Respins outright. Above all of it is Total Annihilation, the 11,916x cap, which the queue can pay directly, because killing the last monster awards the maximum whatever the chests have added up to.
Weapons and Critical Hits
The dagger takes one heart, the knife two, the sword three, and the axe four. None of them pays anything. They shorten the monster in front of you so the chests start landing. A weapon can also fire a critical hit at random, stripping three lives at once. Spare damage is wasted either way, since hits beyond a monster’s remaining hearts never carry to the next one in line.
There’s no Wild symbol anywhere in the game; weapons and chests do all the work.
Four Chest Ladders
Chests are the pay. Brown runs 0.25x to 15x, blue 2x to 50x, green 5x to 200x, and gold 25x to 1,000x, and every chest has a payout whether or not it also holds a feature. The features are where a round gets interesting: a multiplier of 2x to 5x, +2 respins, a Bonus or Super Bonus dropped into your inventory, a chest upgrade, a double chest, a shrink potion cutting the next monster to a single heart, or a Silver sword worth 1x to 15x per connection until the next kill.
Bosses and Level-Ups

The 4th, 8th, and 12th monster in the queue is a boss, and killing one does two jobs. It lifts your chests to level 2, 3, or 4, which is how the gold ladder ever comes into play, and it gives you a level-up feature that persists as long as the round does. You can hold three at once, four within Dungeon Domination Spins, and only two of any one kind. A pair of sticky multipliers is summed before it applies, so x5 alongside x5 pays as x10.
Dungeon Smackdown Spins
Collect 3 Bonus symbols, and 5 spins follow with everything you’ve built carried in. Weapon upgrades, sticky multipliers, chest levels, all of it persists. Each weapon symbol that lands adds a spin, so a good run stretches past the five you began with.
Dungeon Domination Spins
Swap one of those Bonus symbols for the crowned Super Bonus, and you’re in the better version. Same five spins, same carry-over, same extra spin per weapon, but you can hold four level-up features instead of three. That small change decides whether a round has room for two sticky multipliers and the Golden sword together.
Nolimit Boosters and the Extra Spin
The Booster tool carries two per-spin add-ons. One guarantees a Bonus symbol in your inventory at 2.2x, the other a Super Bonus at 4x, and neither changes what a symbol pays.
Separately, a finished round with a win may offer an extra spin that keeps your state, costed off how many monsters you’ve killed and offered only when it costs no more than that win. The rules say as much, and refusing it is the sound choice.
How to Play
The Three Cells
Forget lines and ways. Nothing here pays for matching symbols across a row, because there is only one row and three positions in it. What lands in those cells acts on the monster in front of you instead. Weapons cut hearts, chests hand over a value from their ladder, and the X does nothing whatsoever. That last part carries more weight than it sounds, because every non-X symbol buys another respin and three X symbols finish the round on the spot. Three non-X symbols in one spin award 5 Respins, which is how a round survives long enough to reach a boss.
Bonus symbols work differently from scatters on a reel game as well. They don’t have to land together, because each one collects into a bonus inventory and waits there, and chest features can drop one in too. Three of them in the inventory sends you to Dungeon Smackdown Spins. Two plus a Super Bonus sends you to Dungeon Domination Spins instead.
Monsters get tougher as the levels climb. A level 1 monster has 1 to 4 hearts, level 2 up to 5, level 3 up to 6, and a level 4 monster can carry 10, which is a lot of dagger swings at one heart apiece. A few rounds in the demo teach that chain faster than any description of it does. The spacebar spins if you’d rather not keep clicking, and the studio’s Duck Hunters Happy Hour is on the site as well.
Demo RTP
Pick a round anywhere between €0.20 and €100. The game returns 96.06%, and the figure that ought to set your expectations is the cap’s rarity, modelled at 1 in 350,000 rounds. Everything on the pay table is a multiple of whatever you put on the round, so the four ladders read the same at either end of that range.
Game Paytable
There are no three-of-a-kind or five-of-a-kind rows to read, because no symbol pays for appearing more than once. A chest pays a value drawn from the ladder for its colour, and the ladders overlap so that a gold chest starts above where the brown one finishes.
| Chest | Lowest pay | Top pay |
|---|---|---|
| Brown chest (level 1) | 0.25x | 15x |
| Blue chest (level 2) | 2x | 50x |
| Green chest (level 3) | 5x | 200x |
| Gold chest (level 4) | 25x | 1,000x |
Weapons carry no value of their own. Their number is the damage they do.
| Symbol | Hearts removed |
|---|---|
| Dagger | 1 |
| Knife | 2 |
| Sword | 3 |
| Axe | 4 |
| X | 0, and no respin |
Two more rules shape what those figures come to. A chest pays from the ladder matching its current level, so a boss kill that lifts every chest a level rewrites the whole table mid-round, and any multiplier you have is applied once the round closes rather than spin by spin. In the demo, you can watch a brown ladder become a green one for as long as you like.
Ultimate Slots Verdict
Nolimit City built a dungeon crawler and hung a slot's maths on it. The format is the reason to open it, the cold queues are the reason it is not rated higher, and the maximum is well below the studio's biggest.
✓ What We Like
- No lines, no ways, and no Wild, with a monster queue doing the work instead
- Four chest ladders, each one starting above where the last is still climbing
- Boss level-ups persist and stack, so a long queue compounds
- Both bonus modes carry every upgrade in rather than resetting your progress
- Weapon symbols keep adding spins once a Dungeon mode is running
- The rules say plainly that refusing the Extra Spin is the better return
✗ What Could Be Better
- Three X symbols can finish a round before the first boss arrives
- With no Wild and no rescue feature, a cold queue stays cold
- The headline return is the best of several versions this game ships with
Detailed Review
Our Review of Nolimit City’s Kill Em All
A dagger, a green knife, and a wooden X fill the three cells. Above them, a monster called Bob is down to two hearts, guarding a brown chest that’s yours once he falls, and the strip along the top shows a boss with two more monsters queued behind him. Nothing on that screen behaves like a reel slot, and nothing on it is there for decoration.
The studio’s usual arrangement puts a thin base game in front of a bonus that carries the return. This inverts it. The hack-and-slash round is the paying round, the free spins are five more of the same with your progress intact, and the level-up features collected from bosses are what turn a long queue into a profitable one. Two sticky multipliers summed, a Golden sword ticking over on every hit, weapons upgraded to level 4, and the brown chests you’ve been shrugging at are gold ones.
Getting there is the problem. Three X symbols, and the queue is done before the first boss ever arrives, and plenty of rounds close with a couple of small chests to show for themselves. No Wild exists, which leaves no rescue symbol and no mechanic that hauls a dead round back. A few rounds of free play make that rhythm obvious quickly, and it is the honest reason the rating lands where it does rather than higher.
What the game does well is make its own costs legible. The two boosters are per-spin and cheap, and they buy a symbol into the inventory rather than a whole feature, which keeps them closer to an ante than to a buy. The Extra Spin is the interesting one, because the rules tell you outright that you come out ahead by declining it, and a studio volunteering that about its own continuation offer is rare.
Visually, it commits. Torchlit stone, runes down the arch, a skull-lidded chest, and a queue of cartoon horrors marching along the top strip, all of it closer to a fantasy dungeon crawler than to anything the reels usually deliver. The monsters have names. Bob is a monster. That is the register.
Two readers will take opposite things from this. For a format you haven’t played a hundred times, it delivers something no ways game can, and the round length alone makes it worth loading. If you want frequent returns and a big maximum behind them, the queue will frustrate you and the cap will underwhelm you. That split is what the rating at the end of this review is balancing.
Against the Studio’s Reel Games
Most of Nolimit City’s catalogue runs on ways counters and nudging Wilds that stack a multiplier before you ever reach a bonus. None of that applies here. The hack-and-slash round is where the return actually is, the free spins extend that round rather than opening a door into somewhere else, and there’s no Wild in the game at all.