Rise of Ymir begins with a multiplier that stays where it lands. Each Ymir is a Wild with a displayed value; after the current wins are paid, it sticks and triggers a respin. New Ymir symbols can extend that sequence, while four on one reel merge into a Giant Ymir. The game then adds a second layer: a Megamultiplier can collect the values already on the grid and apply their sum globally to wins.
Rise of Ymir at a glance
| Provider | Hacksaw Gaming |
|---|---|
| Genre / theme | Adventure & Exploration |
| Game type | Video slot |
| Reels / grid | 5 reels, 4 rows |
| Payout mechanic | Payline wins; numeric count not stated |
| Maximum win | 15,000x bet |
| Main features | Sticky Ymir Wilds trigger respins; four on a reel merge into a Giant. Megamultiplier collects their values. Dawn improves Ymir chances and values, Fury preserves the global multiplier between spins, and Fall redistributes collected value with Asgardian Orbs. |
RTP and stake limits can vary by version and market. Check the information screen in the game you open. Maximum win is a ceiling, not an expected result.
A growing reel state
Ymir values are drawn from 1×, 2×, 3×, 4×, 5×, 10×, 15×, 20×, 25×, 50×, 75× and 100×. A participating Ymir substitutes for a paying symbol and multiplies the win; if several YMIRs take part in the same winning combination, their values are added before being applied. After the win awards, a free respin follows. The process repeats whenever new Ymir symbols land and stops when none do. Four sticky symbols on one reel merge into one Giant Ymir whose value is their sum.
That order matters: the win is evaluated before the respin, and the sticky symbols remain available to later combinations. A Megamultiplier symbol can land only together with or after a Ymir symbol. When it activates, all current Ymir values are added into one global multiplier that applies to every win while active; it also awards a respin. Later Ymir symbols add to that global value during subsequent respins. In the base game it is removed at the start of the next round, so this global state does not carry into an unrelated spin.
Three bonuses, three kinds of carryover
Three scatters trigger ten Dawn of Gods free spins. The Ymir’s Conquest and Megamultiplier rules remain, with a better chance of more Ymir symbols and higher values. Four scatters open ten Fury of Ymir spins, where the global Megamultiplier, once activated, remains active between spins until the bonus ends. New Ymir values can continue feeding it. Both modes award two extra spins for two additional scatters or four for three. The difference is persistence: Dawn improves the chance of building the grid; Fury preserves an activated global total across spin boundaries.
Five scatters start Fall of Ymir with three refilling lives and a different symbol set. It contains dead symbols, Volcanic Ymir, Megamultiplier and Asgardian Orbs. A non-dead symbol refills the lives; three consecutive spins without a refill end the feature. Volcanic Ymir values stick. Megamultiplier collects their sum globally but leaves their individual values on the grid. An Asgardian Orb then consumes that collected global amount and adds it to some Volcanic Ymir symbols: Green affects the reel where it lands, doing nothing if that reel has none; Golden affects every Volcanic Ymir on the grid. The global amount resets to zero after use and can be rebuilt by another Megamultiplier. At the end, the values of all Volcanic Ymir symbols are summed and multiplied by the bet.
Published settings and limits
Hacksaw identifies a five-reel, four-row payline game and lists a maximum win of 15,000× the bet across all game modes. The official page does not give RTP, volatility, a numeric payline count or an exact release date. Nor does it publish the likelihood of a respin extension, Megamultiplier activation or a particular Asgardian Orb. Its stated multiplier range is not the same as an expected return; configuration-specific values should be checked in the installed game.
Strengths and weak points
Strengths
Sticky Ymir symbols make the respin chain and same-reel Giant merge easy to reason about. Fury preserves a global total across spins, while Fall converts that total into localized or grid-wide additions through differently scoped Orbs.
Weaknesses
A Megamultiplier requires Ymir symbols first, and Fall’s Green Orb does nothing on an empty reel. The page gives a max win but omits RTP, volatility, line count and feature probabilities.
Our Editor’s View
Rise of Ymir is strongest as a study in how the same stored multiplier can be used three ways. In ordinary play it modifies wins alongside sticky Wilds, then clears before the next round. Fury extends that global state through a bonus, letting later Ymir landings add to it. Fall treats the global pool as material to redistribute: Green Orbs work locally, Golden Orbs work across the grid, and using the pool resets it. The four-symbol Giant merge gives the base mechanic a clear spatial milestone, but no one of these states promises a paying combination simply by existing. The published 5×4 layout and 15,000× cap provide useful boundaries; without the RTP and feature probabilities, readers should treat this as a mechanical review rather than a forecast of frequency or value.



