How to Play Donut Division

Six steps for Hacksaw's cop slot, and one rule worth learning first: the Gooey Gun fires leftward, so where it lands matters more than that it landed. 96.30% RTP, 3/5 volatility, 12,500x cap.

1

Set Your Bet

Donut Division takes stakes from $0.10 to $100, and the bet covers all 19 paylines automatically. Before your first spin, open the info panel and read the RTP line. Hacksaw ships this game at 96.30%, 94.29%, 92.26% and 88.24% — they look identical and the operator picks.

2

Spin the 6×5 Grid

Six reels, five rows, 19 fixed paylines running left to right. Wins pay for three or more matching symbols on a line. The four characters — Harry, Tom, Burt and Roger — sit above the low symbols, and Roger tops the paytable at 5x for six of a kind. What you are really watching for is the green Gooey Gun.

3

Watch Where the Gooey Gun Lands

When a Gooey Gun lands, it fires Gooey Wilds leftward along its row until it reaches the edge of the grid, then turns into a Gooey Wild itself. Each of those wilds substitutes for every paying symbol and can carry a multiplier from 1x to 100x. Position is everything: a gun on the far right converts most of a row, while one on reel 1 has nothing to its left to fill.

4

Add Up the Multipliers

This is the detail people get wrong. Multiplier values on connected wilds in the same row add together — two 10x wilds make 20x, not 100x. It is an additive system, which is exactly why the ceiling sits at 12,500x rather than in the tens of thousands. Six Gooey Wilds filling a row also pay 5x on their own.

5

Make the Bonus Choice

Three scatters open a menu instead of a fixed round: Warehouse or Stakeout, your call, with no timer on the decision. Four scatters open the same menu upgraded to Super Warehouse or Super Stakeout. Stakeout is free spins on the normal grid with the gun frequency raised; Warehouse throws the reels out for a hold-and-win board.

6

Play the Round You Picked

Warehouse gives you three refilling lives — every blank spin costs one, every reveal gives all three back, and three blanks in a row ends it. Flashlights uncover Adding Multipliers, Multiplying Multipliers from x2 to x10, Batteries that clear a 3x3 block and a Light-Switch that reveals the lot. Stakeout keeps the reels and adds spins as you go: two scatters give two more, three give four.

Symbol Paytable

Values are multiples of your total bet for a winning line. Pays start at three of a kind and run to six across the full width of the grid.

Symbol3 of a kind6 of a kind
👮 Roger—5x
🚓 Burt—4x
🕵️ Tom0.30x3x
🎽 Harry0.20x2x
💚 Gooey Wild—5x
🍩 Donuts, coffee cups, cones, beacons, walkie-talkies0.10x1x

Hacksaw publishes the top value for Burt and Roger but not their three-of-a-kind figures, so those cells are left blank rather than guessed — the in-game paytable has them. Scatters pay nothing on their own; three open the Bonus Choice menu and four open its Super version.

Key Features

Gooey Guns & Gooey Wilds

The headline mechanic and the only one that fires in the base game. A gun sprays wilds leftward along its row to the edge of the grid and becomes one itself. Each wild can carry 1x to 100x, and connected values add along the row.

19 Paylines, Not Clusters

Wins run left to right along 19 fixed lines on a 6×5 grid. Low symbols pay 0.10x to 1x, the four characters run 2x to 5x for six of a kind, and the Gooey Wild itself pays 5x for six.

Bonus Choice

Three scatters open a menu rather than dropping you into a round. Warehouse or Stakeout is your decision; four scatters upgrade both to their Super versions. The choice changes the shape of the round, not the posted return.

Warehouse and its Three Lives

A hold-and-win board where blank spins burn lives and any reveal refills all three. Adding Multipliers stack flat values; Multiplying Multipliers apply x2 to x10 to everything already accumulated. Three blanks in a row closes it.

Super Versions

Super Warehouse guarantees every Adding Multiplier is at least 5x. Super Stakeout guarantees guns return to a row that has already fired, so wild coverage builds on one row instead of scattering.

Feature Buy

Four prices: BonusHunt FeatureSpins at 3x, Goo In Guns Blazing at 50x, No Case Too Tough at 100x for a guaranteed bonus, and No Donut Too Sweet at 200x for a guaranteed Super round. Blocked in the UK.

Strategy Notes

Check the build before anything else. Four versions of this game exist, from 96.30% down to 88.24%, and they are visually identical. The gap between the best and worst is more than eight percentage points — far more than any decision you make at the reels is worth. Info panel, RTP line, ten seconds.

Gun position decides the spin. A gun on reel 6 converts nearly a whole row into multiplier-carrying wilds. The same symbol on reel 1 fires into empty space and leaves you a single wild. Nothing you press changes where it lands, but it does explain why two spins that both hit a gun can be worth wildly different amounts.

The multipliers add, they don't compound. Two 20x wilds on a row give you 40x, not 400x. Reading it the other way is the fastest route to disappointment, and it is also why the 12,500x cap is where it is rather than five times higher.

Pick your bonus on temperament. Stakeout keeps the game you already understand and turns the gun frequency up. Warehouse discards the reels entirely for a board of reveals where order matters more than volume. Neither is the mathematically correct answer — they are different rides to the same posted return.

The cheap buy is the interesting one. BonusHunt FeatureSpins at 3x your stake is small enough to sit inside a normal session while shortening the wait. No Case Too Tough at 100x and No Donut Too Sweet at 200x are the real purchases, published at 96.28–96.33% and 96.30% respectively — close enough to the base build to be worth considering, unlike many buy menus.

Try Donut Division

Hacksaw's playful cop slot with Gooey Guns, Bonus Choice, and 12,500x cap. Demo loads instantly.

The Gooey Gun and Bonus Choice rounds get a full walkthrough on the Donut Division bonus features page.

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