Reactoonz 2
Reactoonz 2 Stats
Reactoonz 2 Demo Overview
Familiar Aliens, a New Charging System
The grid erupts, and you barely know where to look. A cluster of goggle-eyed extraterrestrials crackle into life. A meter fills on the right, more aliens burst into giant wilds, and the whole board flashes through a cascade like a fireworks finale. That is Reactoonz 2 in one spin, Play’n GO’s sequel to its 2017 cluster-pays slot, where the on-screen spectacle often runs well ahead of what a spin actually pays. The same aliens are back, a swirling purple vortex sits behind them now, and the demo is open to poke at in free play before you commit.
Charging Up the Grid
How Wins Feed the Fluctometer
Wins come from clusters of five or more matching aliens touching across the 7×7 grid. Winning symbols clear, the ones above fall to fill the gaps, and each drop can spark another cluster, the cascades that keep a single spin going. Every round, one of the one-eyed aliens is picked at random as the fluctuating symbol, and a winning cluster that includes it leaves an Electric Wild behind on a cleared spot.
Those wins also charge the Fluctometer, the dial at the top right, which holds up to 11 and then throws out 1 to 3 more Electric Wilds when it fills.
The Wild Hierarchy
Reactoonz 2 runs on its wilds, and there are four kinds.
- Electric Wild substitutes for every symbol, and any non-wild it clears charges the Quantumeter.
- Uncharged Wild does not win on its own, but turns into an Electric Wild when it sits next to a winning symbol or when Wild Pair Explosion fires.
- Energoon Wild substitutes for all symbols and is released by the Quantumeter at its lower levels.
- Gargantoon Wild also substitutes for all symbols and is the top release, a giant that breaks apart as it cascades.
Inside the Quantumeter
The Quantumeter, the alien pod on the right, is where a big spin is built. Electric Wilds clearing symbols charge it across four levels at 55, 85, 110 and 135. Where that charge sits when the round’s wins finish decides what it unleashes.
- Below level 3, it drops Energoon Wilds, a single 2×2 at level 2 or four 1x1s at level 1.
- Reach level 3, and it releases the Gargantoon, a 3×3 wild that splits into two 2x2s and then nine 1x1s as the cascades roll.
- Hit the overcharged level 4, and every winning cluster takes a flat x2 multiplier.
Wild Pair Explosion
When the round’s features are done, and two or more Electric Wilds are still on the grid, Wild Pair Explosion fires. If two of them sit next to each other, every non-wild symbol on the grid is wiped. If the wilds are only non-adjacent, just the symbols between a pair and those right around them are cleared.
The symbols it clears do not pay, but wiping them still charges the Quantumeter, building toward its next Energoon or Gargantoon.
How to Play
From a Cluster to a Gargantoon
There are no paylines and no free spins in Reactoonz 2. Everything happens on the 7×7 grid in the base game, where five or more matching aliens touching up and down or side to side make a winning cluster.
Wins clear and fresh aliens cascade in, and as long as new clusters keep forming the round rolls on, feeding the meters that build the bigger wins. The top win is 5,083x your stake.
Stakes and the Dry Spells
You can adjust your stake per spin between 0.20 and 100 credits. The RTP is 96.20% by default, with leaner builds down toward 84% available to operators, and the volatility is high, with the meters able to sit quiet for long stretches before a run finally takes off.
Feature Order
Once a round’s clusters and cascades are settled, the features resolve in a set order, the Fluctometer first, then the Quantumeter, then Wild Pair Explosion.
Demo Paytable
Each column is a cluster size, from five matching aliens up to fifteen or more.
| Symbol | 5 | 6 | 7 | 8 | 9 | 10+ | 12+ | 15+ |
|---|---|---|---|---|---|---|---|---|
| Pink (2-eye) | 1x | 2x | 3x | 5x | 8x | 20x | 50x | 500x |
| Green (2-eye) | 0.80x | 1x | 2x | 3x | 4x | 10x | 20x | 200x |
| Orange (2-eye) | 0.60x | 0.80x | 1x | 2x | 3x | 5x | 10x | 100x |
| Blue (2-eye) | 0.50x | 0.70x | 1x | 1.50x | 2x | 3x | 6x | 60x |
| Purple (1-eye) | 0.15x | 0.20x | 0.40x | 0.60x | 0.80x | 1x | 3x | 10x |
| Pink (1-eye) | 0.15x | 0.20x | 0.40x | 0.60x | 0.80x | 1x | 3x | 10x |
| Green (1-eye) | 0.10x | 0.15x | 0.20x | 0.30x | 0.60x | 0.80x | 1x | 3x |
| Yellow (1-eye) | 0.10x | 0.15x | 0.20x | 0.30x | 0.60x | 0.80x | 1x | 3x |
Ultimate Slots Verdict
Reactoonz 2 makes you wait for it. The big wins all hinge on the meters charging, so plenty of spins end in a flurry of light with almost nothing to show for it. Stick with it, though, and the pull of the original is intact. The two-meter system gives every cascade a sense of building toward something, the alien artwork is as charming as ever, and when a sequence finally builds the screen fills with wilds in a way few cluster games match. It lands a 3.5 as a faithful, slightly richer sequel that keeps the original's highs and its frustrations in equal measure.
✓ What We Like
- The alien charm and lab mood carry over intact, freshened by the new purple vortex and reworked sound
- When a spin gets going, each cascade pushes both meters higher, so a strong run can build real momentum toward the Energoon and Gargantoon
- When the Quantumeter drops a Gargantoon, the screen-filling cascade of wilds is the payoff people come for
✗ What Could Be Better
- The real wins sit behind the meters, and the Quantumeter rarely climbs high enough to release them
- The level-four x2 multiplier only kicks in if you reach the top, which seldom happens
- No free spins or bonus round, so a stalled meter leaves no other route to a big win
Detailed Review
What the Meters Are Doing
Anyone who played the first Reactoonz will feel at home in seconds. The 7×7 grid, the goggle-eyed aliens, the cascading clusters and the Gargantoon waiting in its pod are all back, the same space-lab oddness intact. What Play’n GO has changed sits in the machinery around them. The original’s single Quantum Leap meter, which queued up four set features, is gone, while the fluctuating symbol that once simply left a pair of wilds behind has been rebuilt into a meter of its own. The result is a two-stage chain where the original ran on one.
The Fluctometer and Quantumeter are what the round is built around. Winning with the round’s fluctuating alien spits out Electric Wilds, those wilds clear symbols that charge the Quantumeter, and filling it unleashes an Energoon or, higher up, the Gargantoon. It is a more layered chain than the original’s, and on paper, it gives you more ways to nudge a spin toward a big finish. In reality, it can test your patience, because each link in that chain needs the one before it to land.
One spin built four charges on the Fluctometer, set off a Wild Pair Explosion, and dropped two level-one Energoons from the Quantumeter, the grid alive with wilds and cascades rolling through. All of it paid 11.70x. Fun to watch, but it barely moved the balance, and across a twenty-minute session it was the exception. More often the meters inched along and reset, the big releases staying out of reach.
The sequel’s additions are modest but real. A slightly higher top win at 5,083x your stake, up from the original’s 4,570x, a busier feature chain, and a fresh coat of paint in the vortex backdrop and reworked sound. What it does not do is fix the thing that divides players on the original, the long, dry stretches between meaningful hits. The upgrades are real but incremental, which is why a sequel this faithful lands in much the same place as the first game instead of pulling clear of it.
That makes Reactoonz 2 an easy call for one crowd and a tough sell for another. If the slow-burn charge toward a screen-filling finish was your thing, this is more of it with a little extra on top. If the original’s long waits put you off, the sequel will not change your mind. We came away entertained by the chaos, but unmoved by the returns.