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The soundtrack and audio effects are significant parts of the online slot experience, helping players get into the mood of the theme and often providing a rhythmic synchronisation with the spins to boost the overall energy. However, there aren't that many games that focus the entirety of the game's setup on the music. There are some legendary releases, which built their popularity on association with famous bands, like Guns N' Roses and Motörhead by NetEnt or Sabaton and Annihilator by Play'n GO, plus a sizeable line-up of generic disco-themed titles like Jammin' Jars from Push Gaming or Dance Party from Pragmatic Play. But, there is something completely different and unique emerging from the backstage…

Today, we have the pleasure of exploring a one-of-a-kind rocking experience delivered by Oscar Persson, Game Product Owner at Relax Gaming, who took the music experience in slots to new heights in Guitar Quest, a head-bobbing, foot-stomping game. Let's see how this one is supposed to sweep the audience with its original presentation and innovative features.
AboutSlots: Hi Oscar, we're pleased that you took the time to join us in this Q&A. We've had a genuinely entertaining session with Guitar Quest, and we're eager to learn more about the game. What sparked the decision to make a music-themed slot? Do you see an unfilled space in that niche? Or maybe it's just a random impulse?
OP: Hello, thanks for having me! I’m delighted to hear that you’ve had a great time checking out Guitar Quest. It has been months of hard work and dedication, but it’s finally come to fruition and we’re super excited to see it go live.
For me, the initial ideation of Guitar Quest was initially inspired by Aviamaster from BGaming. The idea I had in mind was a guy with a jetpack flying around, collecting coins and fuel to avoid crashing. This then sparked something in me and got me thinking what we could do.
I then started exploring other directions which led me to a rocket launch concept, simply because the perspective would work much better in portrait. Fast forward and somewhere along the way I just thought, ‘why not make it a guitar game?’
At one point, I even had this idea of a rockstar mad scientist who builds an electric guitar so powerful that if he plays fast enough, he breaks through dimensions and starts travelling through time. As you’ve probably noticed, that’s not quite the theme we ended up with.
After some discussions with our talented Stockholm studio, we decided to go for a more classic rock approach to fit in best with the current market - and Guitar Quest was born!
So to answer your question, my own intuition is probably what sparked the initial idea, which was then padded out by the design studio, who helped bring it all to life.
AS: Do you believe there are many music fans among slot players and that making a game so heavily relying on the sound and the rhythm is the way to reach them?
OP: I think music can play a huge part in slot creation whatever way you look at it. If you get the music right, it can be incredibly powerful. But it’s also very easy to get wrong.
There are definitely examples where the music becomes a big part of the experience. Nolimit has done some great work there, I’ve caught myself wanting to add tracks from their games to my playlist. “Hell Yeah” in Hoarder is a good example, that one really sticks.
And like you mentioned, collaborations with bands like Guns N’ Roses or Sabaton show that there is clearly an overlap between music fans and slot players.
However, I don’t think the end goal is to target music fans specifically. It’s more about using music as a tool to elevate the experience.
Sound in general is one of the most powerful tools we have in game design, and music might be the strongest part of that. If it works, it pulls you in, builds energy, and makes moments feel bigger.

AS: Some slots achieved success because of the association with famous bands, and there's only a handful of unbranded ones that stand out. How is Guitar Quest going to make its mark in the industry?
OP: We want Guitar Quest to stand on its own as a great game, not just as a “music slot.” We’re incredibly optimistic that Guitar Quest can challenge some of the biggest games in the industry and sit alongside some of Relax Gaming’s staple releases.
Guitar Quest should rightly be judged against everything else in the market, not just within its theme. From a product point of view, I truly believe it can compete on all fronts.
What’s different is that Guitar Quest offers a very unique experience, and I think it has the potential to shake things up a bit.
If it also gets people moving along to the music, then that’s a bonus!
AS: The theme in Guitar Quest is an intriguing mix of classic casino imagery (royals, fruits, sevens) with a somewhat rebellious rock attitude. What made you think this would be a good combination?
OP: We have that worn-down dive bar setting in the base game, and I think the traditional fruit symbols complement that really well.
There’s a lot going on under the radar in this game, and I like that contrast. In some areas we’ve really pushed things forward, while in others we’ve kept one foot in something more familiar. I think finding that balance is important. It gives players something they recognize, while still offering something new.
I’m really happy with how that combination came together. I think it works very well and delivers real slot appeal to all types of players.

AS: What can you tell us about the base features? The four modifiers included in the Equalizer mechanism are relatively common in slots. Was it a deliberate plan not to overcomplicate the base game?
OP: They are, like you say, quite common, and that was very much intentional. When you’re building something new or different, there’s always a risk. Having familiar features in the base game helps ground the experience and gives players something they immediately recognize.
The goal isn’t to force complexity where it’s not needed. It’s about building a solid foundation.
That’s also where the Backstage bonus comes in. It gives players the option to lean into something more structured and stable, while still having the choice to go for higher risk when they want to.
I like building games this way. It puts the player in the driver’s seat. I recommend you seeing all four of them together in the Full Volume upgrade spin - that’s very rock ’n’ roll!
AS: The Solo Mode bonus is definitely the highlight of Guitar Quest, providing a unique cash-collecting experience. What inspired you to design it in such a way?
OP: Solo Mode was really about creating a high-intensity, almost continuous experience. We wanted something that feels like one long sequence rather than separate spins, where everything builds on itself and keeps pushing forward.
A lot of inspiration came from that feeling of momentum. When things start going your way, you don’t want interruptions; you just want it to keep going.
That’s what we tried to capture. A mode that feels fast, exciting, intense, and a little bit out of control, but in the best possible way.
AS: What were the most exciting and most challenging parts of the production process for you?
OP: What stood out the most for me was seeing how something that started as a pretty rough idea slowly turned into a real game; it created some real lightbulb moments. Especially with something like Guitar Quest, where we’re doing things a bit differently, those moments where it starts to “click” are really rewarding.
The most challenging part was getting everything to feel right. Not just individually, but how everything connects and flows together.
We spent a lot of time fine-tuning things like pacing, progression, and overall balance. It’s one thing for something to look good on paper, but it has to feel right when you actually play it.
That’s where most of the time goes, and also where the biggest improvements are made.
AS: Thank you for sharing more details on Guitar Quest, which is set to launch on 28 May 2026. We wish you great success with the game on the release date and beyond!

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