
New slot suppliers enter the online casino scene every year. We've seen dozens of studios emerge in the first half of the 2020s, some supported by large aggregators, others going it alone, relying on their own skills and contacts. In 2023, a team of iGaming veterans with plenty of experience around slots, due to their involvement in building affiliate sites, decided to get their feet wet and step among the creators as DreamSpin. In 2024, their debut release, Buzz Thrill, went live, materialising said experience in an entertaining game offering a rich, unique environment and a set of solid features. Since that point, the studio has been relatively quiet until December 2025, when several new titles appeared in its roadmap. Today, we sat down with Josh Green, co-founder of DreamSpin, to talk about DreamSpin's journey and the latest release, Aztec Tower.
AboutSlots: Hi Josh. We appreciate you joining us in this Q&A. Could you reveal a bit more about DreamSpin's beginnings? At which point was the idea of setting up your own game studio born?
DreamSpin: It was something we’d thought about for a while – both as individuals and in shared conversations. We felt that even though the market was pretty saturated we could still make our own mark, and we thought that our extensive experience both as affiliates and content creators would help us achieve that. We’d discussed it for a few months and explored what it would mean for us all personally and professionally before we reached the moment where we just had to jump in with both feet, and we’re really glad we did!
AS: Your first release, Buzz Thrill, was a genuinely fun and high-quality game, showing a promising start for the studio. Many providers choose a much safer path for their first product. What image of DreamSpin were you hoping to create with that game?
DS: Buzz Thrill was a real opportunity to show that we weren’t afraid to take risks, and to show players and industry professionals the standards that we wanted to aim for. The goal was to show that we had nailed the basics (clear gameplay, popular mechanics, fun theming, and solid maths) while still having personality. We wanted Buzz Thrill to feel polished and confident, and to show that we were happy to use well-known features in our own way. We’ve moved on quite a lot from Buzz Thrill now, but we’ll always be really proud of how it turned out.
AS: After that first game, there was a significant pause in your activity, at least from the outside perspective. What was happening on the inside during that time?
DS: That was probably our busiest period internally. We had created our first release before discussing partnerships with aggregators. Once we started working with Light & Wonder Spark, we were straight into testing and certification of Buzz Thrill, and then we took a pretty big break, as you say. We were working on our second release, Backstreet Wilds, during this time, but also building our foundations properly and meeting with operators and other professionals to determine what our roadmap and future would look like. A lot of time also went into aligning distribution and making sure everything we worked on could scale. After Backstreet Wilds, we had another 4-month break, but now it’s full steam ahead, and we have 6 games releasing in 2026 – so we’re definitely glad we took that break at the beginning!
AS: What were the biggest challenges you faced as a new, aspiring studio?
DS: Internally, it was definitely balancing ambition with reality. Most people think they can create an amazing game but when it comes time to the minutiae of it, it’s incredibly complex. Balancing the maths in a rewarding way, showcasing unique mechanics, creating eye-catching art that doesn’t look like everything else, it’s tough. Externally, it’s a challenge to build trust and make the mark you want, especially when you’re only on game 1 or 2. Once your roadmap fills out a bit more and you’ve produced some great games, this becomes easier, and thankfully we’re there now, but I don’t think there’s anyone working in this niche that would say it’s easy at the beginning – it takes a lot of work.
AS: From what we've seen, you've been partnering up with both Light&Wonder and Yggdrasil. How does the future look for DreamSpin's distribution and production pace?
DS: Yes, we’re releasing titles through both Light & Wonder Spark and Yggdrasil Masters now, which is really exciting for us. We have 6 games releasing this year, and we’re hoping to build that out over the next few years with a few extra games each year. We don’t want to sacrifice on quality just for quantity, but we are aiming to grow our team and distribution while building a nice portfolio.

AS: Your latest game, Aztec Tower, impressed us quite a bit with the unusual mechanical setup combining scatter-pays wins, blockers, and a layer of enhancers, with an immersive visual sequence in the bonus round. Can you tell us more about the creation process and inspiration behind that slot?
DS: Thank you, we’re really proud of this one! When we started planning Aztec Tower we knew we wanted to have a global win multiplier, and we wanted its top level to be something really enticing – in this case x250. We went with the scatter-pays mechanic because it was something we hadn’t tackled yet and we wanted to aim for real variety in our roadmap, and then we added the enhancers because we wanted to strive to add our own stamp to these otherwise common features. The concept moved quite quickly from this point – the Aztec theme fit perfectly, and we were able to get to work. I think it’s turned out great, and it’s a great way to get the ball rolling on our partnership with Yggdrasil.
AS: What kind of portfolio are you planning for the following years? More experimental or relying on tried and true mechanics?
DS: It’s a mix of both – we won’t shy away from anything tried and true, whether that’s mechanics or theming, just because it’s been done before, but we are always looking for how we can make something truly ours. We try to make sure at least one part of the game has that impact – if it’s a pretty established theme we’re hoping to add something new with the features, or if we’re utilising popular mechanics we’ll try to do something distinct with the theme. That said, our main goal is simply that operators and players can look at our portfolio and see a collection of genuinely fun titles.
AS: If you were to sum up DreamSpin and its mission in a single sentence now, what would it be?
DS: Great question! I think I’d say we’re trying to create slots that feel thoughtfully designed – something you know time was spent on, to make it the best version of itself it can be.
AS: Thank you for joining us in this Q&A. We'll be closely following your progress and we wish you many successful releases.



