60% winning side
1.667× raw payout. About 40% of rounds miss. Steady progress, frequent small wins and losses.
Version-sensitive · v1.0.30
Winning payout scales with EstimatedValue. That value, and the packaged bet inputs, can be overridden at runtime.
Current data snapshot · packaged EstimatedValue = 1
Probability slider, not a card count
Set a HiLo win probability, compare Over and Under payouts, plan 2X–10X goals, and finish Roll the Odds or No Safe Rolls.
Despite the name, current GWYF HiLo is a probability-slider game, not a card Higher/Lower game. Some older community guides describe a card-reading game. The extracted implementation uses a continuous Over/Under slider and a uniform random result.
Under: win chance equals the slider value. Gross payout equals EstimatedValue divided by that chance.
Over: win chance equals 1 minus the slider value. Gross payout equals EstimatedValue divided by that chance.
A 20% Under and a 20% Over pay the same. Slider 20% Under and slider 80% Over are both a 20% side, so both pay 5× at packaged EstimatedValue 1.
At packaged EstimatedValue 1, payout is 1 divided by the selected-side win chance. A 10% side pays 10×. That is one result, not a chain of wins.
| Game type | Probability slider / Over-Under |
|---|---|
| Card game? | No |
| Player choice | Threshold + side |
| Baseline model | Uniform draw |
| Packaged EstimatedValue | 1 |
| Base gross EV | 100% across normal probabilities |
| First floor | Floor 2 |
| Also available | Floors 3 and 4 |
| Base bet inputs | $10–$100 packaged, runtime-overridable |
| Main challenges | Roll the Odds / No Safe Rolls |
Drag the threshold, then pick the side. The result below is the side you actually chose.
Payout is EstimatedValue divided by the selected-side win chance. At the packaged value of 1, that is 1 divided by the win chance.
These set the selected-side win chance. Safe-ish still loses 40% of the time.
One uniform result, compared with the slider you set.
Selected-side payout = EstimatedValue / selected-side probability.
There is no deck composition edge in the current implementation. The skill is the risk you choose, the bankroll you keep, the challenge you are finishing, and when a profit buff is active.
Packaged EstimatedValue is 1, so payout is 1 divided by the win chance.
| Win chance | Payout | Loss chance | Gross EV |
|---|---|---|---|
| 60% | 1.667× | 40% | 100% |
| 50% | 2× | 50% | 100% |
| 40% | 2.5× | 60% | 100% |
| 25% | 4× | 75% | 100% |
| 20% | 5× | 80% | 100% |
| 10% | 10× | 90% | 100% |
| 5% | 20× | 95% | 100% |
No. Every normal slider has the same baseline gross EV. Moving it changes variance, hit rate, payout size, challenge efficiency, and how hard a buff has to work.
Pulling the slider to 10% does not create a higher baseline EV. At packaged EstimatedValue 1, probability times payout stays about 100%.
| Goal | Slider direction |
|---|---|
| Protect bankroll | Higher win chance |
| Low variance | Near 50% or higher |
| Huge payout | Low win chance |
| Roll the Odds | Progress speed against bankroll |
| No Safe Rolls | A side that still finishes at 10× or more |
| Profit buffs | A higher win chance can still clear the raw payout bar |
Two sliders can share the same baseline gross EV and still feel nothing alike.
1.667× raw payout. About 40% of rounds miss. Steady progress, frequent small wins and losses.
10× raw payout. About 90% of rounds miss. Large but rare wins, long losing stretches.
Both sit at about 100% baseline gross EV. The slider changes the path, not the baseline edge.
Pick a goal. The planner suggests the selected-side win chance and the equivalent Under and Over slider settings.
Goal
The planner sets the selected-side win chance, not one “best” slider.
Direct exposure for one round at the current slider. This is not a full risk-of-ruin model.
One-round exposure only. Multi-round survival would also depend on a fixed bet, a stop target, and the number of rounds.
Profit a lot of money on HiLo on Floor 2.
Floor 2 HiLo. Cumulative positive casino profit of current quota × 50%. Reward: 9 Tickets. Configured Floor 2 pool share is about 11.11%.
The counter adds positive HiLo profit. It is not your final HiLo profit-and-loss, and a later loss does not subtract progress already counted.
Challenge progress and bankroll health are not the same thing.
On a $1,000,000 quota the target is $500,000 of positive HiLo profit. A +$200,000 round, a −$500,000 round, and a +$300,000 round still add $500,000 to the counter. The bankroll is still down $500,000 from the loss.
Required positive HiLo profit
$500,000
The challenge never subtracts losses, so a lower win chance adds more expected positive progress per dollar. It also misses far more often. 10% is not always best.
At packaged EstimatedValue 1, expected positive progress per $1 wagered is 1 minus the win chance.
Slowest progress, misses least
0.40 expected progress per $1. 40% miss.
Middle of the range
0.50 expected progress per $1. 50% miss.
Faster progress, misses more
0.80 expected progress per $1. 80% miss.
Fastest expected progress, misses most
0.90 expected progress per $1. 90% miss.
Set the quota and the round you are about to play. The target is always half the current quota in positive HiLo profit.
Faster expected progress
Lower the win chance. The counter rises faster per dollar, and you miss more rounds.
Better bankroll survival
Raise the win chance. Progress is slower and losses are less frequent.
Challenge progress and bankroll health are separate. A losing round adds nothing to the counter but still costs the bankroll.
Win 10x on HiLo on Floor 3.
Floor 3 HiLo. One final payout of at least 10×. Reward: 12 Tickets.
No. Current game data checks for a final payout of at least 10×.
With no profit buff and packaged EstimatedValue 1, a 10% winning side produces a raw 10× payout. The success chance of that one round is 10%.
The extracted challenge does not ask for 10 consecutive wins.
10× · 10%
Sets the selected side to a 10% win chance: a raw 10× with no profit buff.
Profit buffs scale only the profit above 1×. A smaller raw payout can still finish at 10×, so they let you pick a safer slider.
Required raw payout = 1 + 9 / profit factor. The highest usable win chance is EstimatedValue divided by that raw payout.
Set the slider so the side you choose has no more than this win probability.
| Profit factor | Raw payout required | Highest win chance |
|---|---|---|
| 1× | 10× | 10% |
| 1.50× | 7× | 14.29% |
| 2× | 5.5× | 18.18% |
| 3× | 4× | 25% |
| 4× | 3.25× | 30.77% |
| 6× | 2.5× | 40% |
Reported UI bug
First available on Floor 2. It also appears on Floors 3 and 4.
Floor 3’s No Safe Rolls challenge is itself proof that HiLo is not only a Floor 2 game.
Floor 1 does not include HiLo.
Gambler’s Confidence, Tipsy, and Melody multiply the profit above 1×. They lower the raw payout you need for a 10× final result. They do not change the uniform draw.
Insurance returns part of a losing bet. That protects the bankroll. It does not turn a miss into the 10× payout No Safe Rolls checks.
The page does not restate the buff engine. A positive-profit factor is enough here.
The current odds model is uniform. Persistence and reload behavior is a separate implementation question. This page does not treat a reload as a guaranteed repeat of the same Over/Under result.
What this page states, and how strongly the extracted data and the current Steam achievement support it.
| Claim | Evidence |
|---|---|
| HiLo is slider-based, not card-based | Verified |
| The result is uniform | Verified |
| Under probability equals the slider value | Verified |
| Over probability equals 1 − slider value | Verified |
| Payout = EstimatedValue / selected-side probability | Exact model |
| Baseline gross EV equals EstimatedValue | Exact model |
| A lower win chance raises baseline EV | No |
| Over is better than Under | No |
| Roll the Odds = current quota × 50% positive profit | Verified |
| Losses reduce the Roll the Odds counter | No |
| No Safe Rolls = one final payout of 10× or more | Verified |
| 10 consecutive wins are required | No |
| Profit buffs improve the random draw | No |
| Profit buffs lower the required raw payout | Verified |
| Floors 2, 3, and 4 | Verified |
| Dice wording | Historical |
| A reload guarantees the same result | Not established |
Verified means checked against the extracted current data. It is not an official patch note.
Version-sensitive
Calculations currently use packaged EstimatedValue = 1.0. If a later runtime value differs, these payouts scale with it.
The result is uniform. Under wins with probability p and pays EstimatedValue / p. Over wins with probability 1 − p and pays EstimatedValue / (1 − p). Either way, probability times payout equals EstimatedValue.
Packaged base bet inputs are $10 / $100. Live values may scale or be remotely configured. They are not permanent table limits.
You set a slider threshold and choose Over or Under. The game draws a uniform random result. If it lands on your side, the payout is EstimatedValue divided by that side’s win chance.
No. The current extracted implementation is not a card Higher/Lower. It is an Over/Under probability slider with a uniform result.
No. The current result is uniform. There is no deck composition edge to count.
It sets the threshold. Under wins with probability equal to the slider. Over wins with probability equal to 1 minus the slider.
Choose the side whose win chance you want. The same win chance pays the same amount.
No. At the same selected-side win chance they are the same bet. Slider 20% Under and slider 80% Over are both a 20% side.
It depends on the goal. Higher win chance protects the bankroll. Lower win chance pays more and progresses Roll the Odds faster per dollar, while missing more often.
A 50% side. At packaged EstimatedValue 1, payout is 1 divided by the win chance.
A 20% side. Slider 20% Under and slider 80% Over are the same bet.
A 10% side with no profit buff. A profit buff lowers the raw payout you need.
A 5% side. Payout is 1 divided by the selected-side win chance at packaged EstimatedValue 1.
There is no best slider for baseline EV. Every normal slider stays at about 100% baseline gross EV. The slider changes variance, hit rate, payout size, and challenge efficiency.
No. A lower win chance raises the payout, not the baseline expected value. Probability times payout stays about 100% at packaged EstimatedValue 1.
The packaged baseline gross return is 100% at EstimatedValue 1. Each round still wins or loses; the return is a probability-weighted figure, not a guarantee.
Because payout is EstimatedValue divided by the selected-side probability. Multiply that probability by the payout and the EstimatedValue cancels out.
A Floor 2 HiLo challenge. Accumulate positive HiLo profit equal to half the current quota. The reward is 9 Tickets.
Current quota × 50%. A $1,000,000 quota needs $500,000 of positive HiLo profit, not a fixed amount for every run.
No. The counter adds positive profit only. A losing round adds nothing and does not subtract progress already counted.
A lower win chance adds more expected positive progress per dollar, because losses are ignored. It also misses more, so it risks the bankroll faster. There is a trade-off, not one answer.
Expected positive progress per $1 is 1 minus the win chance at packaged EstimatedValue 1. Lowering the win chance raises that figure while raising the miss rate.
A Floor 3 HiLo challenge. Finish one round with a final payout of at least 10×. The reward is 12 Tickets.
No. The extracted challenge checks one final payout of at least 10×, not a streak.
A 10% winning side at packaged EstimatedValue 1. Choose 10% Under or slider 90% Over.
Yes. They scale profit above 1×, so the required raw payout drops from 10× toward 1 + 9 / factor. A 6× profit factor can clear 10× from a 40% side.
It raises the positive-profit factor. A higher factor lowers the required raw payout and lets a higher win chance still finish at 10×.
No. They change settlement, not the uniform draw. A buff can let a safer slider qualify, but it does not make the random result more likely to land on your side.
Players reported an in-game description that said Dice. The Steam achievement and the extracted game-type requirement both say HiLo. The stored achievement key and asset name use Dice.
Floors 2, 3, and 4. It is first available on Floor 2.
Floor eligibility is not a guaranteed spawn. HiLo is in the Floor 2 pool, but the current layout may not generate it. Floor 1 never includes it.
Use the saves and RNG guide for reload behavior. This page does not treat a reload as a guaranteed repeat of the same result.