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Shady Lady, a new studio on the iGaming scene, is already making waves and getting noticed despite its identity hidden behind a shroud of secrecy. Or, perhaps, thanks to it. Whatever the case, the mysterious mistress emerging from the shadows has shown her prowess in the first release, Devil's Finger, and in the upcoming Brainwashed. Both games, aside from being entirely different in regard to their themes, bear strong marks of experience and knowledge of online slots, playing around with solid mechanics dressed in top-of-the-line designs full of bold ideas. The Lady decided to lift the veil a little more and talk to us about her third release, "Oops" that's supposed to unravel the team's creative spirit even more. We can't wait to hear more about it, so let's see what's cooking!

 

Q: Hello again! We're super excited about the opportunity to discuss your next game, given we've had such a blast with the first two. But before we jump into the specifics, we'd like to ask about your experience with those initial productions. Firstly, we're impressed by the pace at which you've been releasing, and we're wondering how long it took you to prepare this first phase that will power your future endeavors.

A: The clock started ticking a year before anyone saw a teaser. Probably even earlier, somewhere deep in our collective subconscious. Once the studio took shape and our strategy snapped into place, things accelerated. Fast. Since then we’ve moved in the shadows - relentless iteration, a few beautifully timed mishaps, and a constant reminder taped to the wall: stay the course. Orchestrated? Maybe not. But it sure looks that way now. So let’s call that our official story. At least until we rewrite it.

 

Q: Are you satisfied with the performance of Devil's Finger so far? We know that the reception of media can sometimes differ quite a bit from how the game does in raw numbers. How did it look for you for this debut release?

A: “Hope” is fragile. “Satisfaction” is lethal. We definitely don’t want to end up there. But yes - Devil’s Finger did what we summoned it to do, and more actually. It drew the spotlight, stirred the crowd, whispered our name.

Numbers? Strong. But ultimately it’s down to how it sticks. And that: only time will tell.
Buzz? Unpredictable, hard to bottle—exactly how we wanted it to be.

Base game with a sleeping rat above the reels.
Base Game

Q: Did Highlight Reels and Loot Boxes achieve the goals you set out for them?

A: They didn’t land. They detonated. Highlight Reels delivered those 2AM moments - the kind that make you wanna pause, rewind, and message your friends. Slow-motion tension, heartbeat builds, all by design.

But Loot Boxes? That’s where it got electric. We watched players and streamers argue over which one to pick, hold their breath, and jump out of their seats when that gold three-star hit. That’s exactly what we wanted. And we’re not done. It will be further refined in future releases - better, more intuitive, and even more thrilling. We’re laying the groundwork for a feature store designed to become the playground for players and streamers alike. This is just version 1.0.

 

Q: The first two games differ significantly in terms of their setting, one being a more fictional one while the other touching on real-life events. Is it more fun to work with one or the other approach?

A: We don’t pick sides - we shift shapes. What matters is the story. And the game better feel like that story. We don’t do slots dressed up as narratives. We do narratives wired into every mechanic. Whether absurd, uncomfortably familiar, or just a little too real, we like our games with bite - or at least a dark laugh to go with it. The world’s already full of bland spins and copycats. Truth is, the fun lies in the freedom to shift. And when we stay true to our course, magic happens.

 

Q: We already know that Oops is going to be closer to the vibe of Brainwashed. We're curious if you think it's now safer to operate on controversial and sometimes even graphic themes now that Nolimit City has blazed the trail. We know for a fact that some operators were reluctant to go live with some of their games in the beginning. Would your approach still be the same if there hadn't been anyone before who tested the waters?

A: We’ve heard the comparisons. Some flattering, some lazy. We respect the studios that break things - but we’re not here to echo anyone. The iGaming space is full of copy-paste clones. We’re the glitch. We don’t chase controversy; we chase a good story, an honest punch, a meaningful moment. If that ruffles feathers - well, good. But we’re definitely not dressing for the weather.

Bonus Game with a spreading mystery symbol on the reels.
Bonus Game

Q: Let's move on to the game in question. As far as we know, "Oops" plays around with a narrative about incidents happening in secret labs. Could you reveal more details about the inspiration and the setting?

A: Oops is about catastrophic screwups in places where perfection is non-negotiable. We’ve all seen it. A clipboard left behind. A button pressed too soon. A decision made too quickly - or too late. Incompetence dressed in credentials. Oops is satire, yes - but there’s truth dripping down those lab walls. As the virus grows more viral, and DEFCON levels increase, wins spiral!

 

Q: How about the mechanics? Can we expect something completely groundbreaking, or are you relying on time-tested features with added original twists? And are you continuing with a highly volatile profile?

A: Our previous games should give you a taste: mechanics that dare you to lose control, wrapped around storytelling that bites.
Oops continues that - high volatility, calculated madness, and layers designed for gamblers who like their gameplay sharp and a little unhinged. And we’re only getting started. Some of what’s coming next will raise eyebrows. Maybe even alarms. We aim to entertain, unsettle - and occasionally, crack a grin.

 

Q: What are your expectations for the performance of "Oops" compared to the first two games? We know that you're only aiming to go up, but given the high quality of the first two releases, it's tough competition.

A: Pressure is just proof you’re doing something right. Thank you for the kind words - A Lady likes her compliments, but rarely blushes. Truth is, Oops is our most volatile game so far. It could crash and burn. Or explode in the best possible way. We’re leaning toward the latter - but ultimately, the players will decide.

A sign in red saying Virus Mutated is presented during the bonus game.
Virus Mutated - Bonus Game

Q: To wrap up, we also wanted to notice that there's probably never been a studio that based its identity so heavily on secrecy. That's undoubtedly sparking a lot of buzz and interest around your brand. Are you planning to raise the mask completely at some point or forever remain in the shadows?

A: The shadows aren’t a costume. They’re home. If the Lady ever steps into the light, it’ll be for a finale. And yes, there will be fire. Probably champagne. There will definitely not be a speech.

 

Q: Thanks a ton for another set of comprehensive answers. We're sure our readers will have a blast getting to know the Shady Lady even more! Hopefully, the release of "Oops" exceeds your expectations. Also, we can't wait for the next item in your roadmap because who doesn't like a proper Office Party?

A: Ah yes, the legendary Office Party. We’ve all been to one. Starts stiff, ends sideways. Ours? Let’s just say it might begin with a memo from management… and end in a complete and glorious mutiny.