Grave Robber RTP & Paytable
Grave Robber, the instant win game by Pixmove, runs at a stated 95% RTP with a x5,000 maximum win. What the vendor page does not tell you is that the symbol values change completely with the difficulty setting. Below are all three paytables, the measured ladder growth per dig, and an honest account of which of these numbers are published and which we read off the client ourselves.
- RTP
- 95%
- Max win
- x5,000
- Volatility
- Low*
- Paytables
- 3
* The “Low” label is Pixmove's, and it describes EASY. HARD does not behave like a low-volatility game.
What a 95% RTP does and does not tell you
Return to player is a long-run average: across an enormous number of rounds, Grave Robber is modelled to return about 95 units for every 100 staked. The house edge is the other 5%. That is the whole of what the figure means.
It does not predict a session. It is not a promise that a hundred rounds will return 95% of your stake, it does not shift because you have just lost eight rounds, and it says nothing about which difficulty you should pick — all three settings sit under the same stated 95%. What changes between them is the shape of the return: EASY pays back often in small amounts, HARD pays back rarely in large ones, and the average is engineered to land in the same place.
The useful way to hold it: RTP tells you the cost of playing over time. Difficulty tells you how that cost will be distributed — a long grind of small takes, or a short series of losses punctuated by something big.
The three paytables
Each dig that finds treasure adds the item's value to the accumulated multiplier. The eight items are the same across all three settings; their values are not. Gold ring is worth +0.2x on EASY and +1x on HARD; the diamond jumps from +3x to +125x across the same span.
| Symbol | Easy | Medium | Hard |
|---|---|---|---|
| Gold ring | +0.2x | +1x | +1x |
| Pocket watch | +0.4x | +2x | +3x |
| Pink gem | +0.6x | +3x | +7x |
| Ruby heart pendant | +0.8x | +4x | +11x |
| Emerald pendant | +1.1x | +6x | +18x |
| Pearl necklace | +1.5x | +8x | +30x |
| Sapphire ring | +2x | +11x | +48x |
| Diamond | +3x | +20x | +125x |
| Coffin (end of round) | x2 | x2 | x2 |
The coffin is the one constant: reaching the crypt doubles the accumulated multiplier on every difficulty. Where the coffin sits in the round is covered in the how to play walkthrough.
How the ladder actually climbs
The paytable is only half the picture. Watching the accumulated multiplier across recorded rounds shows that each successful dig multiplies it by a near-constant factor rather than adding a random amount — on HARD the observed sequence ran 13.48 → 18.44 → 25.23 → 28.23 → 38.62 → 52.83, with ratios sitting around 1.368 throughout.
See the ladder move for yourself. Switch to HARD in the free demo and watch how quickly — and how briefly — the multiplier climbs.
Play Grave Robber| Difficulty | Opening | Growth per dig | Break-even survival | Digs to x5,000 |
|---|---|---|---|---|
| Easy | x1.04 | ≈ +7% | ≈ 93.5% | ≈ 125 |
| Medium | x1.13 | ≈ +13% | ≈ 88.5% | ≈ 69 |
| Hard | x1.32 | ≈ +37% | ≈ 73% | ≈ 26 |
There is a pattern in the first two columns worth stating plainly: the opening multiplier equals 1 + the growth rate. EASY opens at x1.04 and climbs about 7%; MEDIUM opens at x1.13 and climbs about 13%; HARD opens at x1.32 and climbs about 37%. That consistency is what makes the ladder predictable even though the individual treasure reveals are not.
The break-even column falls straight out of it: for a dig to be worth taking, the chance of surviving it has to be at least 1 divided by the growth factor. On HARD that means the game needs to leave you standing about 73% of the time; on EASY, about 93.5%. What that implies for when to press TAKE is worked through on the strategy page.
The x5,000 cap is a HARD-only outcome
Pixmove advertises a x5,000 maximum win. Run the growth rates and it is clear where that number comes from. At about +37% per dig, HARD needs roughly 26 consecutive successful digs from its x1.32 opening to reach x5,000 — a long shot, but a real one, and the coffin's x2 at the crypt closes part of the gap.
At about +7% per dig, EASY would need around 125 successful digs. The round ends at the crypt long before that, so on EASY the cap is not a rare outcome, it is an unreachable one. The top EASY symbol is +3x; there is no combination of the EASY table that gets anywhere near the headline. If the x5,000 is what drew you to the game, it lives on HARD.
Read the volatility label carefully. Pixmove tags Grave Robber “Low volatility”. That is a fair description of EASY, where small takes arrive steadily. HARD, with a 73% break-even survival requirement and a +125x diamond, behaves like a high-volatility game under the same badge.
Where these numbers come from
Being precise about provenance matters here, because most of this page is not on the vendor's site.
- Published by Pixmove: the 95% RTP, the x5,000 max win, the “Instant” category, the “Low” volatility label, the July 2026 release and the EN/ES language support.
- Read off the game client: all three paytables. They come from the in-game paytable screens, captured on each difficulty. Pixmove does not publish them.
- Measured by us: the opening multipliers and the per-dig growth rates, taken from recorded rounds at a 30.00 stake. They are consistent and tight, but they are observations rather than a published specification.
- Derived from those measurements: the break-even survival percentages and the digs-to-x5,000 figures. They follow arithmetically from the growth rates above and inherit any imprecision in them.
Nothing here is a skull-frequency figure, because the game does not publish per-dig probabilities and we have not seen enough rounds to state one honestly. If the client changes, these tables may go out of date — the paytables were captured on the version live in July 2026. Start with the free demo and check the in-game paytable against this page before you stake anything on it.
Short answers to the most common questions about these figures — whether the RTP changes by difficulty, and whether x5,000 is realistic — are collected in the Grave Robber FAQ.
Frequently asked questions
What is the RTP of Grave Robber?
Grave Robber has a published return to player of 95%, set by Pixmove. Over a very large number of rounds the game is modelled to return about 95 units for every 100 staked, leaving a 5% house edge. RTP is a long-run average and does not predict any single session.
Does the RTP change with difficulty?
No. EASY, MEDIUM and HARD all sit under the same 95% RTP. What changes is the shape of the return: EASY pays back often in small amounts, while HARD pays rarely in large ones. The paytable and the multiplier growth differ by difficulty, but the long-run average is the same.
Is the x5,000 maximum win realistic?
The x5,000 cap is realistically a HARD-mode outcome. Reaching it needs roughly 26 consecutive successful digs on HARD; on EASY it would take around 125 digs, which the round structure never allows. Most sessions end far short of the cap.
More questions are answered on the Grave Robber FAQ.
See the paytable for yourself
The in-game paytable screen changes with the difficulty selector. Switch the setting, reopen it, and the values above are what you should see.