A crane swings a building block over a construction site, you press a button to let it go, and every block that lands squarely lifts the multiplier one rung. Cash out whenever you like; let one block slide off the edge and the round is lost. That is all of Tower Dash, InOut’s second stacking game after MegaBlock, out since late summer 2026. It comes with a 96% RTP, three difficulty levels and two Bonus Buys that play nothing like each other. We spent an evening on the demo, InOut’s own build, free to run and needing no registration, bought the pricier bonus for $1,000 and recorded all eleven of its towers.
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300% up to $2,000 + 150 FS 18+ · T&Cs apply · the demo stays freeOne crane, one button, one decision per block
The demo opens at a $2 bet on a $1,000,000 balance. Pick a difficulty with the arrows on the right and press Play: a block appears on the crane hook and swings across the top of the screen, and the Play button becomes GO. Pressing GO drops the block. If it lands on the concrete slab or on your tower, a multiplier pops up mid-screen, the ladder on the left lights that rung green, and a yellow CASHOUT button shows what the bet is worth at that moment. From there it is GO for another block or CASHOUT to bank. A block that misses ends the round and keeps the stake.
The blocks are decoration, and they change from round to round: yellow Mediterranean townhouses with flower boxes, a stone keep with torches by the door, a log cabin, red and blue shipping containers, an ornate blue facade. Each tower keeps one style from slab to roof. The camera follows the top floor, so by the third or fourth block the base has scrolled away behind the control bar. Castles pay the same as cargo, just as Chicken Road pays the same whatever the chicken is wearing.
40, 38 or 35 floors, and a rule about chance
The How to play screen is short and more precise than most. The difficulty chosen before the round “determines the maximum tower height, the chance of successfully placing blocks, and the potential payout”, and a small table gives the heights. The opening rungs in the third column are the ones we recorded.
| Difficulty | Max height | First rungs we saw | Character |
|---|---|---|---|
| Easy | 40 blocks | 1.01 - 1.04 - 1.09 - 1.15 - 1.21 | Flattest ladder, tallest tower |
| Medium | 38 blocks | 1.02 - 1.09 - 1.18 - 1.29 - 1.42 | Both bonus games run here |
| Hard | 35 blocks | Not recorded in our session | Shortest tower, steepest climb |
The middle clause is the one to remember: the chance of placing a block. The swinging block makes the drop look like a timing test, yet the rulebook treats a clean landing as a probability set by the difficulty, and the bonus rounds, which build with no input at all, produce the same mix of collapsed and finished towers. So the swing is presentation and the difficulty selector is the real risk control, much as published odds sit behind every kick in Penalty Nations Cup.
Easy opens 1.01, 1.04, 1.09, 1.15, 1.21, and the rungs around our exit read 1.36, 1.45, 1.55 and 1.66, a long and gentle slope. Medium opens 1.02, 1.09, 1.18, 1.29, 1.42, 1.58 and then stretches. During the bonus we saw these Medium rungs light up: 2x, 2.29x, 3.6x, 5.11x, 7.52x, 9.27x, 11.53x, 18.38x, 23.56x and 52.85x.
The towers are taller than the studio’s roads. Rabbit Road has lanes of 30, 25, 22 and 18 steps against 40, 38 and 35 blocks here, and the extra height is why the first rungs are so flat. The gaps keep widening as the tower grows, so the top of a 38-floor Medium tower is worth more than its first ten floors together. What a finished 40-block Easy tower or a 35-block Hard tower pays is printed nowhere, and we never climbed high enough to read it off the rail.
A $2 round on Easy, block by block
Our first full round was $2 on Easy, stacking shipping containers. At 1.09x, the third rung, with another container swinging on the hook, the CASHOUT button read $2.18. That is the whole return rather than the profit, because the stake had already left the balance, which stood at $999,998 while the tower was up.
We pressed GO until the ladder showed 1.36x and cashed out. The green WIN banner read $2.72 and the balance settled at $1,000,000.72, so the stake came back with 72 cents on top. Easy is slow on purpose. Its first ten rungs will not move a bankroll, and what it gives in return is the tallest tower in the game, forty floors for anyone who gets that far.
The buy menu: a hard hat or a whole skyline
Behind the red BUY BONUS button are two cards and a bet stepper of their own, and the prices follow the bet set on this screen, not the one on the main panel. Touch the Skies costs 50x the bet and carries two of three volatility stars; Build Your City costs 100x and fills all three. At our $2 bet the cards read $100 and $200. One step up to $10 turned them into $500 and $1,000. Those prices look steep beside Craft & Drop, where a guaranteed Diamond pickaxe costs 9x the bet.
The rules for the two tickets are clear. The cheaper one builds a single tower automatically in Medium mode with three attempts: a fallen block costs a life but does not reset the tower, construction carries on from the current floor, and when the lives run out you are paid the multiplier of the last completed floor. Build Your City builds several towers in Medium, locks each finished tower’s multiplier and pays the sum of them all. The closest thing in the catalogue is the free-games round of Chicken Road 2 Bonus, where the multiplier also survives from one game to the next; here the unit that survives is a whole tower.
Both bonuses run on Medium whatever the main screen says. Ours was set to Easy, and the bonus bar still read MEDIUM.
Eleven towers for $1,000
At a $10 bet the ticket cost $1,000, paid like everything else here from the demo balance, which fell from $1,000,377.82 to $999,377.82. Shutters open on BUILD YOUR CITY! FREE SPINS 11. The sky goes orange and a hot-air balloon drifts past the taller towers. The rail on the left now does something the base game never does: it keeps the locked multiplier of every finished tower stacked under the one being built. Keep an eye on the Round counter in the corner, and on tower five, the first one that runs away.
The rail, copied tower by tower, with each value at the $10 bet:
| Tower | Locked multiplier | Worth at $10 |
|---|---|---|
| Tower 1 | 1.09x | $10.90 |
| Tower 2 | 1.29x | $12.90 |
| Tower 3 | 7.52x | $75.20 |
| Tower 4 | 1.29x | $12.90 |
| Tower 5 | 23.56x | $235.60 |
| Tower 6 | 1.58x | $15.80 |
| Tower 7 | 1.42x | $14.20 |
| Tower 8 | 2.29x | $22.90 |
| Tower 9 | 11.53x | $115.30 |
| Tower 10 | 2.29x | $22.90 |
| Tower 11 | 52.85x | $528.50 |
The eleven add up to 106.71x, and the game does the same sum on screen: the closing animation flies each locked value into a counter, flashes “$10 x 106.71”, and the tally screen hangs a TOTAL WIN of $1,067.10 from the crane. On a $1,000 ticket that is $67.10 profit, 6.7% on the money. Seven of the eleven towers fell before 2.3x and gave 11.25x between them. The other four (7.52x, 11.53x, 23.56x and 52.85x) made 95.46x, almost nine tenths of the payout.
Three volatility stars look like this in practice. Eleven towers are really a bet on two or three of them taking off, and this ticket ended in profit only because the last tower reached 52.85x. Had tower eleven stopped at 2.29x like tower ten, the total would have been 56.15x, or $561.50, and the ticket would have lost $438.50.
No RTP on the studio page, 0.96 in the client
InOut’s own Tower Dash page is short: a two-paragraph description, “Single Player” and the names of the two bonuses. The RTP and Release Day fields it prints for most games are missing. Our 96% comes from the game client, which loads in the demo frame with an RTP setting of 0.96 in its configuration. On Cricket Road the same setting reads 0.955 against a published 95.5%, so the value is set per game rather than left at a default. The build we played is dated 28 August 2026, and at the end of September the catalogue still marks the game as new without naming a release day. Maximum win, bet limits and volatility are unpublished too, apart from the stars on the two bonus cards.
| Provider | InOut Games |
|---|---|
| Game type | Crane-and-blocks crash game, step ladder |
| RTP | 96% (game client configuration) |
| Difficulty | Easy 40, Medium 38, Hard 35 blocks |
| Cash out | Any time after a placed block |
| Bonus Buy | Touch the Skies 50x - Build Your City 100x |
| Bonus mode | Always Medium, built automatically |
| Volatility | 2 of 3 and 3 of 3 stars on the bonus cards only |
| Fairness | Provably fair settings in the menu |
| Platforms | HTML5 - desktop, iOS, Android |
| Released | Late summer 2026, no official day published |
Playing it from the spacebar
Two settings in the top-right menu matter here. The demo starts silent, with Sound and Music switched off, and “Space to spin & go” maps the spacebar to the drop. Dropping is the only input Tower Dash asks for, so on a desktop a whole round can be played without touching the mouse. My bet history keeps every round, which makes it the place to check the tower-by-tower sums after a bonus.
Where it sits next to InOut’s road games
Stand a step ladder on its end and you have Tower Dash. The road games count lanes, deliveries or hops, this one counts floors, and the choice after each clean landing is the one the chicken faces at every kerb: one more block or the yellow button. Its nearest relative is not a road game, though. Jumper, the panda platformer from March, has the same 40, 38 and 35 heights and opens its Easy ladder on the same 1.01, 1.04 and 1.09, so Tower Dash looks like that ladder moved under a crane.
Against MegaBlock the differences are sharper. MegaBlock runs four risk levels, adds special floors and publishes a maximum win; Tower Dash runs three levels, keeps every floor plain, publishes no ceiling and puts its effort into the two bonus tickets. It makes no claim to skill either, since its own rulebook talks about the chance of placing a block. Among the vertical climbs in the catalogue, the one where your hands matter is still Frog Jump.
Tower Dash on a phone, and the APK question
Any “Tower Dash app” or APK you come across is not from InOut, which has released the game only for the browser. On a phone the demo opens in portrait with the control bar along the bottom and GO under your thumb, which suits a game whose only input is the drop.
- Instant play in any mobile browser
- Works on Android, iOS and desktop
- No install and no phone storage used
- Always the latest, up-to-date version
A ladder you can read, a bonus you cannot
The base game is a ladder you can read at a glance, and its three levels change the shape of a session rather than only the speed of the losses. Its two bonus tickets are the most interesting idea InOut has had since Royal Drop: one forgives two falls, the other turns the bonus into a row of towers and adds them up. We would like a release day, an RTP and a maximum win on the studio page, and Easy drags for the first dozen floors. Still, every payout we recorded checked out to the cent, 96% is above the middle of the catalogue, and our one bought bonus finished $67.10 up only because its eleventh tower, after seven collapses, climbed to 52.85x.