Figures supplied by the site owner; not independently verified.
18+ · Offer terms
18+. Bonus wording, rating and review count were supplied by the site owner and have not been independently verified. Check availability, eligibility and current bonus terms with the operator for your location. Gambling carries financial risk.
Figures supplied by the site owner; not independently verified.
18+ · Offer terms
18+. Bonus wording, rating and review count were supplied by the site owner and have not been independently verified. Check availability, eligibility and current bonus terms with the operator for your location. Gambling carries financial risk.
Figures supplied by the site owner; not independently verified.
18+ · Offer terms
18+. Bonus wording, rating and review count were supplied by the site owner and have not been independently verified. Check availability, eligibility and current bonus terms with the operator for your location. Gambling carries financial risk.
Epic Dreams slot is a Relax Gaming video game featuring Chip the sloth and two different bonus directions: building upward or digging downward. Stone-block progress connects its base game with bonus choices.
Listed in BetVictor’s Canadian game catalogue. Check the current account lobby before choosing a game.
Read the rules shown by the game before choosing a stake.
Epic Dreams · published provider facts
Provider
Relax Gaming
Win model
Ways
Provider announcement
2024-05-07
Published maximum
5,000× stake
Bonus Pick trigger
Clear all stone blocks at the end of the round
Dig starts with
5 Free Spins
Build starts with
3 rounds; 3 symbols per drop
Published game parameters describe the cited provider version; the active account game may use another configuration.
Explore the Epic Dreams practice demo
Start with the practice controls and identify what changes after a feature begins. A preview demonstrates the game interface; it does not predict a later paid session or result.
Provider practice version · Virtual balance · The provider may display its own demo currency.
The most useful distinction is between completing rows and removing rows. Build turns symbol drops into filled-row events, whereas Dig carries stone-block progress through a sequence of Free Spins.
Relax Gaming's product page classifies Epic Dreams as a ways-paying video slot. Its release announcement connects the game with the studio's earlier Sloth Tumble collaboration and introduces the returning character Chip.
The Canadian BetVictor catalogue contains an Epic Dreams listing. That catalogue entry identifies the title; it is not evidence of a privately launched game, its active stake settings or an observed result.
Published facts for Epic Dreams
Field
Provider description
Interpretation
Studio
Relax Gaming
Source of the game information
Type
Video slot
A separate title from live table games
Payment mechanic
Up to 117,649 ways in the inspected free client
Version-specific rules, not a private operator test
Layout
Six reels and seven rows in that client
Four lower stone-block rows
Release announcement
May 7, 2024
Provider news publication date
Feature directions
Build and Dig
Different sequences and counters
Published maximum
5,000 times the stake
Provider figure, not a predicted outcome
Level progression
Up to 50 levels
A feature objective, not guaranteed session length
Why do ordinary wins remove stone blocks?
The provider's published game rules describe six reels and seven rows, with four stone-block rows at the bottom. Each of those rows includes one position which is not a stone block.
Stone blocks do not contribute to ordinary winning combinations. Their purpose in the described arrangement is different from a paying symbol, even where a block also carries a coin value to collect.
Winning combinations use matching symbols from left to right, beginning on the leftmost reel, regardless of vertical position. The client identifies up to 117,649 ways, rather than a fixed payline layout.
After a win, the winning symbols and stone blocks in their rows disappear. Remaining symbols fall down, and replacement symbols fill the gaps, allowing the resulting arrangement to be evaluated again.
That cascade continues until the arrangement produces no further wins. One initiated round can therefore contain several evaluations without each falling sequence representing another separately authorized stake or a new ordinary round.
A coin carried by a stone block has a collection condition of its own. The game rules connect its visible value with the stake when that block is destroyed during the sequence.
Observe which rows the winning symbols occupy before interpreting the stone. A win on the grid does not mean stone blocks disappear everywhere or that the Bonus Pick condition has been met.
The end-of-round check matters because the cascade can change the grid repeatedly. A snapshot taken halfway through those changes cannot establish whether all stone will remain cleared when the round actually finishes.
When does clearing stone lead to a Bonus Pick?
The release description says clearing every stone-block symbol by the end of a round triggers the Bonus Pick. The condition concerns the remaining blocks rather than merely seeing a familiar special symbol.
Read the timing in that condition. A block disappearing during a round and all relevant stone being cleared at its end describe different observations when deciding whether the trigger has been completed.
The choice then concerns the feature presented, rather than a casino promotion. Build and Dig are game modes with their own rules; they are not welcome offers attached to the operator account.
A second route involves Super Bonus stone blocks appearing in the bottom row on some spins. The provider describes breaking those blocks as activating a Super Bonus Pick with upgraded feature choices.
What does Dig carry into the next Free Spin?
Dig starts with five Free Spins in the provider's release description. The feature's distinctive information concerns stone rows retained between actions, rather than treating every new spin as a completely unrelated layout.
Stone-block rows left from the preceding spin carry forward. The game adds new rows so that four stone-block rows are present for each Free Spin, according to the same published explanation.
This creates a progression record which needs more than a glance at the spin counter. Track the rows removed and those remaining if you want to understand the route towards another level.
Every third stone-block row destroyed reveals a level row and awards one extra Free Spin. The unit counted is destroyed rows, so the rule should not become an award every third spin.
An extra spin and another level are related events in that description, not a promise that each action extends the feature. The condition needs the required row progress before its consequence follows.
The game also defines a final progression condition: destroying fifty stone-block rows reveals the terminal prize row. That condition concerns accumulated row destruction, not fifty spins or fifty ordinary casino wagers.
A row which remains on screen is different from a row counted as destroyed. The carry-forward rule preserves the former, while progression records explain how the latter contributes towards the next level.
If a coin appears on stone, read its value together with the condition for destroying that block. Appearance alone and collection are separate observations, even when both happen during one feature sequence.
This distinction helps when a layout changes between Free Spins. New rows restore the field without erasing the fact that another row was destroyed earlier or awarding its extension a second time.
Which chest modifiers change the Dig sequence?
The game rules identify Treasure Chests inside stone-block rows. Destroying a chest can introduce a modifier, so the resulting event needs to be read separately from simply counting another cleared row.
Coin Add places one to three coins on stone blocks. This changes the blocks' contents rather than awarding extra Free Spins, so the coin count and spin counter remain different measurements.
Upgrade increases the value of between one and three coins. The distinction is between increasing a value already present and adding another coin, rather than treating both animations as a collection event.
Wild Add places a wild in the open position of between one and three stone-block rows. It changes evaluation possibilities without guaranteeing a winning combination or a cleared level.
Treasure Chests can also contain Super Orbs. The game tracks collecting three of them during Dig, which is a different accumulation from destroying three stone-block rows to reach a level-row extension.
When the third Super Orb upgrades the feature, the chest does not reveal another modifier. Counting both an upgrade and an ordinary chest action would add an event the published rules exclude.
The upgrade immediately awards five additional spins and changes subsequent level-row extensions to two spins. Those changes concern the feature remaining at that point; they are not another ordinary five-spin starting award.
After the upgrade, no further Super Orbs appear under the rules. A chest appearance should therefore be interpreted through its remaining possible actions, rather than expecting repeated upgrades from the same collection.
How would an illustrative Dig sequence be read?
Imagine entering Dig with the five-spin award. The screen shows the feature's stone rows, and the next action changes that arrangement according to the game rather than an outcome chosen here.
Suppose some stone rows remain after an action. They carry into the following spin, while the replenishment rule restores the described number of rows rather than erasing the progression already made.
As destroyed-row progress reaches its third row, the published level-row event supplies an extra spin. The example identifies the relevant condition without claiming that the third spin itself must award anything.
No cash result is assigned to this sequence. A made-up payment would not explain the persistence rule, and the example is not a transcript of a casino round or a demonstration session.
The observation is which state survives between actions. If the remaining rows are ignored, a reader can miss the reason the next screen differs even though the same Free Spins feature continues.
For example, suppose two rows have been destroyed and an action destroys the next one. The third-row condition can then matter even though those rows were not cleared on three separate spins.
Now imagine the feature collects its third Super Orb after Free Spins have been consumed. The addition is five spins at that point; the starting allocation does not describe the counter anymore.
A subsequent level-row extension follows the upgraded two-spin rule. Keeping the orb event and level event on lines explains the counter changes without inventing a result or assuming both events occur together.
What starts and resets the Build Bonus counter?
Build begins with three rounds, and each round drops three symbols. The provider describes those symbols falling into random columns and occupying the lowest position available there during that feature sequence.
Filling a row with any symbols creates a winning event under the published explanation. Each symbol on the completed row pays as a three-of-a-kind result, rather than requiring an invented matching-row condition.
When a win occurs, the round counter resets to three. A counter identifies the rounds remaining after that event; it should not be added to its earlier value as a separate award.
The row-filling rule is therefore essential to interpreting the counter. Simply counting symbol drops would omit the event that resets the sequence and distinguishes it from a fixed three-round allocation.
A random column destination does not establish that a particular row will complete next. The published placement rule describes how symbols arrive, without promising their future arrangement or a reliably extendable sequence.
Build and Dig require different observations
Question
Build
Dig
Initial allocation
Three rounds
Five Free Spins
Action described
Three symbols drop
Stone-block rows change
Progress to inspect
Completed symbol row
Destroyed stone-block rows
Extension rule
Winning event resets rounds to three
Every third destroyed row awards an extra spin
Persisting state
Symbols occupy their available positions
Remaining stone rows carry forward
Three symbols arriving in a round does not mean three rows were completed. Column destinations and existing positions determine the arrangement, while the winning condition still requires a row to become full.
Coin Symbols have their payment rule in the game: when included in a win, they award the displayed coin value. A paying symbol instead needs its corresponding three-of-a-kind entry in the paytable.
Thus a completed row need not be described as three identical symbols. The source says any symbols can fill it, while each participating symbol's payment information explains its contribution to that row.
What do Build chests add before win evaluation?
Follow the feature counter separately from the amount selected for the round.
Before choosing a paid session, read the Visit Winshark ↗ alongside the game rules. The welcome offer and the game’s own bonus feature describe different things and separate costs.
Build can drop a Coin Symbol or Treasure Chest instead of a paying symbol. The game opens chests before evaluating wins, which makes their timing relate to the row state being inspected.
A chest's Coin Add action creates a drop containing only Coin Symbols. The rules state that this drop does not reduce the round counter, distinguishing it from an ordinary counted feature round.
Filler fills between one and three rows with random symbols and triggers wins. It should not be described as choosing a symbol or guaranteeing that a coin appears in those positions.
The +1 Drop action changes how many symbols future rounds drop. Its rule concerns another symbol per later round, not another round automatically added to the counter when the chest opens.
These modifiers alter different parts of Build: symbol type, occupied positions or the size of a future drop. Combining them under one extra-spin label would conceal the state change behind the animation.
Build chests can award Super Orbs, with three collected orbs upgrading the feature. The third and final orb does not initiate another chest feature, so its upgrade should not be counted twice.
On that upgrade the remaining round counter resets to four. Later winning events also reset it to four rather than three, which changes the reset rule for the rest of the feature.
The upgrade does not mean adding four rounds to whatever number remained beforehand. Read the set counter itself, because replacing a remaining allocation and awarding a separate additional allocation are different operations.
Once upgraded, the Build feature produces no further Super Orbs. Its remaining chest and row events still need their interpretation; they should not become evidence that another tier will be awarded later.
How do row completion and the multiplier relate in Build?
A multiplier ladder stands beside the Build grid. Relax Gaming says it begins at one and increases by one each time a row fills, connecting its progression to completed-row events.
The description also states that paying symbols on a row use the current multiplier. That rule needs the displayed feature state, rather than a multiplier remembered from a game or previous sequence.
Consider a drop which leaves a row incomplete. Its meaning differs from a drop completing the row, because the latter is the event connected with payment, ladder progression and the counter reset.
The order and presentation of those updates should be read through the active rules and display. This explanation does not invent a timing rule about when a ladder changes beside a payment.
Keep the multiplier's role separate from a currency amount. A multiplication rule changes a payment base; it does not name the Canadian dollars a customer will receive from a stake and outcome.
The game gives a qualification for coins: their displayed values are updated to the final multiplied value after landing. Applying the ladder again to an updated coin would count that multiplication twice.
Keep a coin's displayed amount separate from the sum for a row. One symbol's value can form part of an award without representing the row payment or the result of the feature.
Likewise, a round can contain several events before its result is settled. A symbol update, a row payment and the round total answer different questions and should not be added together indiscriminately.
Consult each paying symbol's own paytable entry instead of copying another symbol's amount. Sharing a completed row identifies participation in that event, rather than giving every symbol the same individual value.
How do direct Super entry and an upgrade differ?
The provider's client rules distinguish selecting a Super Bonus from upgrading an ordinary feature already underway. Both lead to the super version, but their starting circumstances are not the same event.
A direct Super Dig entry starts with ten Free Spins. Its level-row extension awards two spins instead of one, changing both the initial allocation and the extension rule described for ordinary Dig.
An ordinary Dig upgraded by collecting three Super Orbs immediately receives five more spins. That is an addition at the upgrade point, not an instruction to replace the remaining counter with ten.
A direct Super Build entry starts with four rounds. When it wins, its counter returns to four, so the reset rule applies from the beginning rather than waiting for an orb collection.
A Build upgrade also sets the counter to four and changes later resets accordingly. If some rounds remained, they are not added to that replacement allocation as though two counters run together.
The provider names the stone-block trigger for Super Bonus Pick separately from collecting orbs inside a feature. Keeping those routes distinct makes the stage easier to interpret without guessing how it began.
Triggered feature entry does not prove that a casino offers a purchase option. Availability and price of optional purchases need their own active-game evidence; neither is assigned to BetVictor by this explanation.
How should the level ceiling and maximum multiplier be interpreted?
Relax Gaming describes progression through fifty levels and publishes a maximum win of five thousand times the stake. Both figures belong to the provider's game description rather than an individual session forecast.
A level ceiling describes an outer objective, rather than levels every bonus reaches. A maximum is a published limit, not a typical result or a reason to expect recovery of earlier spending.
Keep the stake unit attached to the maximum when reading the comparison. Converting the multiplier into a fixed currency prize without a stake would invent a result the source does not supply.
The game caps a game round at five thousand times its stake. The relevant base is the original round wager, rather than another amount displayed beside a symbol later in the feature.
Reaching the top of Build requires fifty filled rows, while Dig describes fifty destroyed stone rows and revealing its terminal prize row. Their shared ceiling does not make the progress counters interchangeable.
A rule awarding the maximum at the terminal condition should not be described as an additional payment beyond the cap. Read the ceiling and terminal-award rules together before interpreting a feature total.
These endpoint conditions are not a countdown to a prize. A progression step records the state; it does not make the uncompleted rows inevitable or establish that an action will finish them.
What can the official demonstration tell you about these choices?
Relax Gaming supplies an Epic Dreams practice launcher. It offers a way to inspect the controls and the two bonus directions without treating demonstration credit as money held in an operator account.
The useful task is identifying what the information panel says about row progress, counters and the action selected. A short run of outcomes cannot establish a reliable frequency for either feature's trigger.
A provider's demonstration and an operator's real-money configuration are different sources of evidence. Observing a control or rule in one does not establish that another account supplies its settings for paid play.
A rules panel can clarify a distinction a still image cannot show: whether a coin value has already incorporated its multiplier. The useful comparison is between the rule and the displayed state.
Inspect one mechanic at a time rather than treating a demonstration balance as a measurement. Recognizing a chest action or row transition explains the sequence without establishing an outcome for another session.
Which differences matter when comparing Build with Dig?
Start with the kind of progress you want to understand. Build centres on symbols filling rows; Dig centres on rows of stone being removed while remaining rows persist between Free Spins.
Then identify what changes the allocation. A Build win resets the round counter, whereas Dig uses destroyed-row progress to award another spin. Those rules cannot be collapsed into one generic retrigger description.
The descriptions also require different observations after an action. For Build, a completed row and current ladder matter; for Dig, the destroyed-row count and surviving stone layout explain the progression being followed.
For example, an added coin in Dig modifies a stone block, while Build's Coin Add creates a drop. The feature label therefore needs the branch name before its effect can be explained.
An extra symbol in a Build drop is different from a Dig extension. One changes the content of later actions; the other changes the number of Free Spins after the level event.
The branches reward different observations when reviewing a sequence. A Build note should track row completion and multiplier changes, whereas a Dig note should identify stone rows, chest modifiers and extension awarded.
Neither record needs a claim that the player selected the better-paying option. It is enough to explain which rules operated and which event changed the displayed state, without ranking a future outcome.
What should remain separate before any paid action?
Read the total commitment shown by the game rather than treating a symbol value as the complete stake. The controls describe the selected action, while the woodland setting supplies its visual theme.
Keep game-triggered Free Spins separate from operator-awarded spins or promotional credit. The same familiar wording can describe different sources of value and does not merge their account, wagering or receiving conditions.
Set the boundary before following an unfinished row or level. Progress and a resetting counter do not make a paid action necessary after the amount chosen for the session has been committed.
The game rules state that the stake becomes locked once a spin begins. A later control adjustment should not be treated as evidence that the initiated round was recalculated using another stake.
If the connection or display stops, distinguish a local interruption from the round result. An unfinished animation cannot establish that the server cancelled the action, returned its commitment or created another round.
After access returns, identify the round reference and any completed result before initiating a replacement action. A balance change and an animation replay can concern that existing event rather than another wager.
The published rules also discuss automatic handling of incomplete games. Its wording is not a promise about a particular operator's support response, and no account-specific recovery deadline is claimed in this guide.
For an unresolved result, ask about the identified round and preserve the state privately. Repeatedly starting paid actions would add records without explaining whether the interrupted round was completed or remained unfinished.
Epic Dreams questions
What features are available in the slot Epic Dreams?
Relax Gaming's rules describe wilds, cascades, Bonus Pick, Build and Dig, their super versions, Treasure Chest modifiers and Super Orbs. Their triggers and counters identify different events within the game's feature sequences.
What is the setting of Epic Dreams?
Epic Dreams follows Chip the sloth through a woodland setting. Its two main bonus directions build upward or dig downward, connecting the theme to different row-based rules and counter behaviour.
How are Epic Dreams feature awards calculated?
Build pays completed rows using the current ladder multiplier, while Dig follows its own symbol and row rules. A feature total is separate from withdrawing money from a casino account.
What triggers the Epic Dreams Bonus Pick?
The provider describes clearing all stone-block symbols by the end of a round as the trigger. Bottom-row Super Bonus stone blocks can instead lead to a pick of the upgraded feature versions.
What is the max win in the slot Epic Dreams?
The provider publishes a maximum of five thousand times the stake. That figure describes the game rather than an expected personal result, and it cannot become a currency payment without a stake.
18+. The rating, review count and headline are supplied display figures, not independently collected reviews or verified current promotion terms. Check the offer attached to your account before selecting it.