# Unfathomable Fortunes
*Game · In design*

Canonical page: https://gamemathemagics.com/#/g-02

*Deeper waters, deeper dollars.*

> A ways game where the paytable itself descends. Eighteen symbols sit on one ladder and every depth shift moves all of them up a notch, so a dry spell does not thin the board out, it upgrades it. Base game specified and locked; the features are still being built.

| Quantity | Value |
| --- | --- |
| RTP | 96% target |
| Base game | 60.36% |
| Hit rate | 1 in 4.40 |
| Descent | 1 in 80 |
| Clam Collect | 1 in 36 |
| Grand | 25,000× target |
Runs live at: https://gamemathemagics.com/games/unfathomable-fortunes/index.html?v=f8c523f8

Four reels of five, 1,024 ways, and one idea running through every part of it: you are descending, and the game gets better the further down you go.

### The paytable is the mechanic
Eighteen symbols sit on a single ladder, from the 9 at the bottom through the reef and the mid water to the Oarfish at the top. A depth shift does not add a symbol or swap a strip. It moves every symbol on the board up one notch at once. The 9s become 10s, the 10s become jacks, and at the far end the Goblin Sharks become Oarfish.

Seventeen shifts and the ladder has nothing left below the top: the reels are Oarfish and nothing else. That is what awards the progressive, and it is awarded rather than drawn for. Reaching the bottom is the win.

### Dry spells make it better
In the base game, depth advances on every fifth consecutive spin that fails to land a collect. The drought is the progress bar. A run of nothing is not dead time, it is the paytable climbing underneath you, and the longer it lasts the more the next hit is worth.

Reels one and five carry the Diver, who is a single symbol at one cell and a whole figure when he fills the window four high. Reels two, three and four carry the loot: clams holding hidden values, and treasure chests that act as wilds and open on a multiplier, most often 1x. Clams stay shut unless a Diver lands to open them, so the board holds its secret until the collect is on; the big ones open at the end of the spin either way, to show what was there. Land a full Diver at both ends and the collection fires twice, with the values re-rolled in between, so the second is an independent draw rather than a copy of the first.

### Two ways out
The Descent is the free game the Fishing Rods trigger: eight spins for three scatters, twelve for four, twenty for five. Depth advances every fifth spin no matter what happens, so the ladder climbs on a clock, and eighty five spins of it is full saturation. Everything else stays live, which means the transformation is the reward rather than a separate bonus stapled on.

The Clam Collect is what the Diver is for. A full Diver and at least one clam on the same spin, and every clam on the board pays at once. It runs about one spin in thirty-six and carries 16.4% of the base game on its own, against 33.8% from the ways. Both it and the Descent can land on the same spin.

### Where the maths is
In design. The reels are solved and shipped, and every figure above is measured on them. The Descent free games are not built, so the return is the base game alone. The chests carry no multiplier in this solve and act as plain wilds. Nothing here is quoted as solved when it is not.
