Star Guardians Slot Review
by EvoplayReleased Oct 27, 2021
Free demo - play instantly in your browser
3D third-person shooter disguised as a slot. Pick from three mech-suited characters, clear rooms of alien enemies, loot chests, and fight a three-headed Queen boss for up to 5,029x.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 96.37% |
| RTP Range | 96.19-96.37 |
| Volatility | Medium |
| Max Win | 5,029x |
| Min Bet | $0.1 |
| Max Bet | $100 |
Star Guardians Slot Overview
Every spin opens a blast door, and a robot in power armour walks through it to fight whatever is waiting on the other side. There are no reels here, no grid, no paylines. Evoplay built a third-person shooter in WebGL, dropped it inside a casino cabinet, and left the bet and balance readouts sitting under a 3D space station corridor. Enemies drop loot when they die, chests sit in the corners of rooms, and a map tracks which room you are in and which corridors branch off it.
The thing to sort out before the first spin is the character select, because the three heroes do not return the same money. Butcher pays back 96.37%, Keliot 96.36%, Skyler 96.19%, and nothing in the game says so. Evoplay publishes a flat 96.00%, which is lower than all three.
Max win is 5,029x, and almost every scrap of that sits in one boss fight you cannot buy, cannot chase and cannot trigger on purpose. Volatility lands around medium, though the studio describes it as Low to High, the same shrug they give on several of their titles. October 2021 release, still on build 2.6.0, so somebody has kept it alive.
Theme & Design
The station is all sand-beige metal panelling, yellow and black hazard chevrons, red directional arrows stencilled on the walls, and small windows glowing blue or violet from whatever is happening in the next section. Each room ends in a heavy octagonal blast door with a circular lock at its centre and a green sensor light blinking above it. The camera sits behind your robot, who is a stubby armoured thing with cyan eyes, an orange spine stripe and a chunky gauntlet weapon. It reads far more like a mobile sci-fi action game than anything from a slot studio, which is the point.
Character select is the best-looking part of it. Butcher stands on a glowing blue holographic disc in white and blue mech plating, bearded and unimpressed, a four-barrel rotary cannon on one arm and a boxed quad launcher on the other, his booster spelled out in an angular HUD panel beside him. The 3D work is properly made and the lighting is nicer than it needs to be. The weakness is repetition: the corridors recycle hard, and after twenty spins the room you just walked into looks a lot like the four before it, same door, same chevrons, same blinking green light.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Soldier | 0, or x0.1 to x10standard enemy, can drop nothing |
| Liquidator | 0, or x0.5 to x25standard enemy, can drop nothing |
| Chief | 0, or x3 to x50toughest standard enemy, still able to drop nothing |
| Larva | 0, or x0.3 to x5bonus game only, drops ammunition as well as money |
| Queen | x100 to x5000final boss, the only enemy that cannot pay nothing |
| Cheap loot | x0.1 to x3from unlocked chests |
| Regular loot | x3 to x10unlocked or locked chests |
| Rare loot | x10 to x100locked chests only |
Features & How They Work
Three characters, three different RTPs
Butcher doubles every win for 7 spins. Keliot guarantees a drop from every enemy for 7 spins. Skyler opens any chest without a key for 7 spins. Presented as flavour, pick your favourite, enjoy their unique skills. But the returns attached to them are 96.37%, 96.36% and 96.19%, and the game's own return field is written as a range rather than a number.
So the practical advice is short. Butcher or Keliot, a hundredth of a point apart, take whichever booster suits how you want the session to feel. Skyler is the only wrong answer, and she costs 0.18 of a point for as long as you play her. Nowhere does the game hint the choice has a price, and Evoplay's published 96.00% sits below every figure the game actually runs, which manages to hide the decision entirely.
It has become a habit at this studio. Soccer Solo Striker opens by asking you to choose between 24 national teams that are pure decoration. Sky Sentinels builds its whole identity on a Sun or Moon pick that is mathematically symmetric. Here the choice carries a measurable spread and is dressed up as cosmetic. The one decision that matters is the one nobody quantifies.
Loot drops, chests and the single key
Look at the enemy payouts and every standard one starts with a zero. Soldier, Liquidator, and even the Chief, the biggest of them at up to x50, can all die and leave nothing behind. That leading zero is the whole base game in one character. Clearing a room is not a win, it is a chance at one, and a spin where you kill everything on screen and walk away with zero is an ordinary outcome rather than bad luck.
Chests soften it a little. Unlocked chests hand out cheap loot at x0.1 to x3, regular loot at x3 to x10, a key, or an amplifier. Locked chests skip the junk and guarantee regular loot, rare loot at x10 to x100, or an amplifier, so those are the ones you want. The catch is that keys come out of unlocked chests, locked chests are what need them, and you can only carry one key at a time. Skyler's booster exists purely to bypass that bottleneck, which makes the most useful-sounding perk in the game the one bolted to its worst return. Keliot's guarantee is the only thing anywhere that deletes the zero.
Amplifiers, and the bet change that wipes them
Amplifiers turn up at random on any spin and switch on your hero's booster for the next 7 spins. Find another while one is already running and they stack, except on the final round. It is a decent bit of session shaping: a Butcher run with two amplifiers live is a different game for a minute or so, since his is a straight x2 on everything.
Then there is the trap. Changing your bet resets both your amplifier and your key progress. Switching character does not, it preserves your progress for the previous hero. So the punished action is the harmless one. Nudging your stake, the single most ordinary thing anyone does mid-session, destroys an active booster and any key you were carrying, while the strange move of swapping heroes costs nothing at all. That is backwards from what anybody would guess, and it is the same species of trap as Safari Coins, where a bet change sweeps every Sticky coin off the board.
The bonus game and the Queen
The bonus fires at random on any main game spin. Three waves of Larvae come at you, 10 then 20 then 30, dropping small money and, more importantly, rockets. Sixty rockets is the ceiling across all three waves. Then the Queen arrives.
She has three heads, each wrapped in randomly generated armour. Break the armour, the head opens up, one shot kills it. All three have to fall. If your ammunition runs dry before the third head goes down, the bonus just ends and the Queen pays nothing at all. Two heads is worth exactly the same as zero heads.
Her range is x100 to x5000. The game's ceiling is 5,029x. Which means 5,000 of those 5,029 live inside a single kill, and every enemy, chest, amplifier and loot drop in the rest of the game put together accounts for no more than 29x of the maximum. Around 99.4% of what this game can ever pay hangs on one pass or fail against a boss you cannot summon. For scale, Rueda de Chile's Mega jackpot was 33% of its cap and Sea of Wealth: Hunt for Coins put 50% in its GRAND. This is in a different postcode.
Manual mode, and what your aim actually does
You can take the controls yourself. WASD to move, left mouse to fire, right mouse for a splash weapon, shift to sprint, and it works on touch too. Evoplay's pitch is be the hero, control the hero, and as a piece of design it is the most interesting thing on the screen. Auto mode fights for you if you would rather just press spin.
The awkward question is what the shooting is for. The return is certified and the build varies it by character, not by player. If accuracy changed the money, a sharp shooter and a bad one would return different amounts and no single figure could be published at all. Three returns exist and all three are pinned to a name on the select screen, not to a trigger finger. So either the shooting is presentation layered over a result the round had already decided, or the quoted figures quietly assume some reference standard of play. The game never says which, and that silence is the interesting part.
Which is the shape of Soccer Solo Striker too, where three difficulty tiers and a collect button sit on top of one fixed 96.00%, and where the studio has stated outright in a sibling title that any strategy leads to the same return.
Screenshots

How Star Guardians Plays
It is slower than a slot, and that is not a complaint so much as a warning. Each spin is a short fight that has to play out, so the rhythm is closer to watching than spinning, and autoplay does not compress it much. The first twenty minutes are novel in a way almost nothing else in this catalogue is. The next twenty are where the corridor repetition starts to bite.
Because most enemies can pay nothing, the session texture is odd. Rooms clear, the robot stands there, the balance has not moved, and the next door opens. It can feel like the game forgot to pay you when in fact that is the design working as intended. Booster runs break it up, seven spins where things actually drop, and those stretches are the closest this comes to a groove.
Everything else is waiting on the bonus, which arrives when it arrives. That is a strange place to put your tension, honestly, since you have no lever to pull toward it, no scatter to count, nothing to build. You just keep opening doors. Manual mode helps, mostly by giving your hands something to do (and if you have played any third-person shooter, the controls are exactly where you expect them), but it does not change the pace of the money.
Pros & Cons
Pros
- Nothing else in the category plays like this: a full 3D shooter with real controls, not a slot with a shooting animation on top
- Three characters with distinct boosters give a session an actual shape, and switching hero does not cost you your progress
- The chest, key and branching room map add progression to a format that normally has none
- Well-built space station art and a character select that looks like a proper game, still maintained on build 2.6.0 years after launch
Cons
- Evoplay publishes 96.00% for a game whose worst character returns 96.19%, and never tells you the character choice has a price at all
- Roughly 99.4% of the maximum win sits in one binary boss fight you cannot trigger deliberately, and failing it by one head pays nothing
- Changing your bet wipes an active booster and any key you were holding
- Every standard enemy including the Chief can drop absolutely nothing, and no hit frequency is published
- Manual shooting sits on top of a certified return without the game ever explaining how the two coexist
Is Star Guardians Worth Playing?
A studio put a third-person shooter into a casino game and made it work well enough that people still load it years later. That is a swing, and it deserves credit for being one. The corridors, the chest hunt, the character boosters and the map running underneath all add up to something with more structure than most of what surrounds it.
The problems are all about disclosure rather than craft. The character pick moves your return and is sold as a costume. The published figure is lower than every number the game runs. Nearly the entire ceiling is locked behind one all-or-nothing boss you cannot go looking for, and touching your stake at the wrong moment throws away whatever you had built up. Those are choices, not bugs, and a player who knows about them will have a better time than one who does not.
Take Butcher or Keliot, leave your bet alone, and treat the base game as a long walk toward a bonus that may not show. On those terms it is a curiosity worth an hour. On any other terms it is a shooter where your aim probably does not matter and the money almost all lives in one room you may never reach.
Frequently Asked Questions
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Reviewed by Arina, PR & Content Manager
PR & Content Manager at SlotsReach
Published 2 Aug 2026 · Updated 2 Aug 2026