Sorry if that was misleading, I was just iterating the scale of testing! The actual issue was due to the front end reading a second scatter on an out of view reel position (pushed out by the wild) and deducting it from the countdown. One particular reel has two scatters close together and the front end read it wrong. This set the game to be out of sync with the server, hence level 2's Wild was set back to x4 and after the 8th spin, the feature completed. As this was an extremely rare event it had slipped through the net in testing. Personally (test labs aside) I must have played 5,000 features during the build of this game and it never occurred for me or for the pre-compliance testers and then the test labs thereafter who would have collectively played it through much more.
It's no excuse and the last thing we want is to let bugs slip through the net, we do the very best we can to squash every bug but occasionally it happens and when it does we take the game offline and patch a new version as soon as humanly possible.
@Balthazar, no worries at all and you're not being, it's good that you can reach out to us directly and we're happy to come clean about any issues! We do our utmost to deliver the most thoroughly tested games we can and we as you know hold games back if they are not ready. Just talk to any provider on any platform how rigorous testing is for regulated markets, they will tell you it's an extremely tough and there are many, many test cycles, even on simple games, The Final Countdown has a lot going on, which is no excuse and we sincerely hope we never let this happen again.
Again apologies to anyone that experienced this issue first hand, the issue was fixed on Monday:18/03/2019