Pixel Kingdom Wars

HomeDocs › Your base

Base building

How your Pixel Kingdom Wars base works: the 30×30 plot, land expansions, builders, every building type, costs, timers, Keep gates, and count caps.

Your base is a 30×30 plot of land with a buildable square in the middle, a Keep at its heart, and a ring of open ground around it where attackers land. This page covers how that plot works: what you can build, what it costs, how long it takes, and the Keep-level rules that decide when each piece unlocks.

Everything described here is enforced by the game server; the app only draws what the server says is there. Prices in SOL and KEEP are devnet test tokens during the playtest — they have no real-world value.

A mid-game base seen from above, with the Keep in the centre and walls around the economy buildings

Quick facts

Your plot and claim

The plot is a 30×30 grid of tiles. The buildable claim sits in the middle and is 14×14 for a new base. Everything outside the claim is the attacker deploy ring: at full expansion it is 2 tiles wide, and with fewer expansions the empty ring is simply wider.

Placement rules are simple:

The Keep (2×2) comes with the base and is auto-placed at the center of the fresh claim. You never build it. Everything else you place can be moved. Layout editing is free and instant, and a whole run of walls can be dragged together.

Why no removal? The server exposes place, move, upgrade, repair, clear-obstacle, and speed-up — and nothing else. What you build stays built, so think about placement (especially 2×2 footprints) before you confirm. You can always move it later.

Land expansions

Each land expansion adds one full ring of tiles around your claim; the deploy zone and boundary move outward with it. There are six in total. Each purchase has a Keep-level gate and a SOL price, paid through your linked wallet. You must own a Land Deed before buying any expansion.

ExpansionClaim becomesKeep level neededPrice (devnet SOL)
1st16×1630.15
2nd18×1860.25
3rd20×2090.40
4th22×22120.65
5th24×24151.00
6th26×26181.50

The purchase is a server-priced deposit intent: the game checks the Keep gate when you start the purchase and again when the on-chain payment is verified, then credits the ring. If you abandon a free base, its expansions reset to zero.

See Land deeds and the globe for how deeds work and Deposits, withdrawals and 2FA for the payment flow.

Builders

Builders are your bottleneck. Every base starts with one; you can own up to six. Builders 2 through 6 are bought one at a time, in order, with SOL, and the purchase is permanent. Like expansions, they require a Land Deed.

BuilderPrice (devnet SOL)
2nd0.5
3rd0.75
4th1
5th1.5
6th3
The builders panel showing owned builders and the next purchase

One builder handles one job. The jobs that occupy a builder are:

If every builder is busy, the game refuses with "all builders are busy". The app shows your free-builder count as reported by the server.

Two things do not use a builder:

Jobs finish on their own timer, and the base picks up completed jobs the next time it is read or changed. A building under construction occupies its tiles immediately, but it is not part of your defense and does not add camp or barracks capacity until the job completes.

Tip: If you abandon a free base, its builder count resets to 1. Extra builders belong to the base you bought them for.

Speeding up a job (FINISH)

Any running job can be finished instantly for KEEP. The price depends only on the time remaining, counted in 30-second units:

So short jobs are cheap and multi-day jobs get steeply expensive: one hour remaining is 244 KEEP, while 24 hours remaining is 7,604 KEEP (both computed from the formula above). KEEP spent on speed-ups is recycled into the emission pool rather than burned — see Economy: Shards and KEEP.

The Keep gates everything

The Keep is the spine of progression. Its level decides:

The Keep also multiplies your mining income, and from Keep 15 it fires its own long-range gun, adding a second close-range gun at Keep 17. Tapping the Keep opens a sheet that lists exactly what the next level unlocks.

The building info sheet for a structure, showing level, stats, and the upgrade button

Building roster

Every placeable type, its footprint, its base hit points at level 1, and its maximum level. Traps have no HP and cannot be targeted.

Economy and support

Building (UI name)FootprintHP at L1Max levelWhat it does
KEEP2×2120020Gates everything; boosts mining; fires from L15/L17
MINE1×130020Digs SHARDS around the clock into a one-day buffer you must collect
VAULT1×150020Shields a share of your shards from raiders (does not store them)
BARRACKS2×135020Trains troops; queue size grows with level (10 → 105 points)
ARMY CAMP2×225020Holds your army; capacity 20 → 180 points per camp, camps stack
ALCHEMY LAB1×138020Troop research; a troop's level cannot exceed the Lab's level
GOLD FORGE2×260020The only way to turn shards into KEEP; its level caps your daily contribution
CLAN HALL2×265020A raid target today; clan warfare is not yet live ("COMING SOON")
VEX · ALTAR2×28001Placing it recruits the hero Vex
THEODOR · STOOL2×28001Placing it recruits the hero Theodor

Defenses and walls

Building (UI name)FootprintHP at L1Max levelRole
CANNON1×142020Ground single-target, range 6
ARCHER TWR1×136020Fast single-target, ground and air, range 7
MORTAR2×230020Ground splash, range 2–7 with a 2-tile dead zone
AIR DEFENCE2×245020Air only
TESLA TWR1×138020Chain lightning, ground and air
MAGE TWR1×134020Big splash, ground and air
LASER TWR1×132020Long beam, ground only
DRAGON NEST2×270020Spawns defender wyrmlings instead of firing
WALL1×1300 (tier 1)20 tiersSlows and steers attackers

Traps

SPIKE TRAP, POWDER MINE, PITFALL, and AIR MINE are each 1×1, have no HP, fire once, and must be repaired before they work again. They level to 20. Full stats, ranges, and trap damage are on Defenses, traps and walls.

How HP grows with level: HP is multiplied per level by a tapering curve — ×1.25 for levels 2–5, ×1.18 for 6–9, ×1.15 for 10–12, ×1.13 for 13–15, ×1.11 for 16–18, ×1.10 for 19–20. Defense damage scales the same way. The HP/DMG preview chips in the building sheet use a flat ×1.25 per level, which is exact up to level 5 and over-states values above it; the battle simulation is what counts.

Build costs, times, and Keep gates

New construction is paid in SHARDS (the currency your Mines dig) with two exceptions: hero altars cost KEEP or a hero contract item, and Mines after the first cost KEEP. The Gold Forge is paid in SHARDS like the rest but also needs paid land. Build time occupies one builder.

The build menu with its DEF, BLD, and HEROES tabs

Economy, support, and heroes

BuildingCostBuild timeKeep gate
MINE (1st)400 SHARDS60 s
MINE (2nd–8th)1,500 / 4,000 / 10,000 / 22,000 / 45,000 / 80,000 / 130,000 KEEP60 sKeep L2–L7 unlock the 3rd–8th (cap table below)
VAULT800 SHARDS60 s
BARRACKS300 SHARDS1 h
ARMY CAMP1,000 SHARDS60 s
ALCHEMY LAB1,500 SHARDS60 sKeep L2
GOLD FORGE2,500 SHARDS60 sKeep L3 and paid land
CLAN HALL2,000 SHARDS1 hKeep L5
VEX · ALTAR3,000 KEEP or 1 hero contract item120 sKeep L5
THEODOR · STOOL10,000 KEEP or 1 hero contract item120 sKeep L5

KEEP spent on Mines 2–8 is recycled into the emission pool. When you place a hero altar, the server first tries to consume a hero contract item from your inventory and only charges KEEP if you have none.

Defenses, walls, and traps

BuildingCost (SHARDS)Build timeKeep gate
CANNON2001 h
ARCHER TWR2501 h
MORTAR4002 hKeep L3
AIR DEFENCE1,1002 hKeep L7
TESLA TWR9002 hKeep L8
MAGE TWR1,4003 hKeep L10
LASER TWR2,2004 hKeep L12
DRAGON NEST3,5005 hKeep L14
WALL150 eachinstant, no builder
SPIKE TRAP3060 s
POWDER MINE7560 sKeep L4
PITFALL9060 sKeep L6
AIR MINE12060 sKeep L8

Upgrades

Upgrades cost SHARDS and occupy one builder (walls excepted). Each building can run one upgrade at a time, and no building other than the Keep may go above your Keep's level. A spent trap must be repaired before it can be upgraded.

Costs rise steeply. The table shows four steps on each curve so you can see the shape; the in-game sheet always shows the exact next price.

BuildingL1→2L5→6L10→11L19→20
KEEP, GOLD FORGE1821,18012,300826,000
MINE613593,330182,000
VAULT492682,280107,000
BARRACKS, ARMY CAMP, ALCHEMY LAB, CLAN HALL1466173,74095,900
CANNON974312,77078,900
ARCHER TWR1215213,22085,000
MORTAR1948124,860121,000
AIR DEFENCE, TESLA TWR1827143,93085,000
MAGE TWR3041,0905,43097,200
LASER TWR4861,5806,87097,200
DRAGON NEST7292,2108,830107,000
WALL (per segment), AIR MINE482161,36838,880
SPIKE TRAP2410868419,440
POWDER MINE361621,02629,160
PITFALL421891,19734,020

Upgrade timers follow a few bands:

BuildingsFirst upgrade (L1→2)Last upgrade (L19→20)
KEEP8 h14 d
MINE, VAULT, GOLD FORGE2 h7 d
CANNON, ARCHER TWR, BARRACKS, ARMY CAMP, ALCHEMY LAB, TESLA TWR, MAGE TWR, LASER TWR, CLAN HALL8 h5 d
MORTAR, AIR DEFENCE, DRAGON NEST12 h5 d
All four traps10 min8 h
WALLinstantinstant

Upgrades that also cost SOL

Two buildings have deeper upgrade steps priced in devnet SOL on top of shards, paid through your linked wallet:

See Mining and daily cache and Gold Forge for what those levels buy you.

Count caps by Keep level

How many of each building you may place grows with your Keep. The table samples five Keep levels; the Keep sheet in game shows the exact next unlock.

BuildingKeep L1L5L10L15L20
WALL4084139195250
CANNON135810
ARCHER TWR135810
MORTAR01345
AIR DEFENCE00124
TESLA TWR00234
MAGE TWR00123
LASER TWR00023
DRAGON NEST00012
Traps (all four families combined)210202020
BuildingKeep L1L5L10L15L20
MINE26888
VAULT12345
BARRACKS12234
ARMY CAMP12234
ALCHEMY LAB01111
GOLD FORGE01111
CLAN HALL01111
VEX · ALTAR / THEODOR · STOOL01 each1 each1 each1 each

A few exact thresholds worth knowing: the wall cap rises every Keep level (40, 51, 62 … 250); cannons and archer towers gain one slot every two Keep levels; the trap cap is 2 per Keep level up to 20 at Keep 10; mines allow 2 at Keep 1 and one more per level up to 8 at Keep 7; and the ALCHEMY LAB, GOLD FORGE, CLAN HALL, and each hero altar are strictly one per base.

Walls

Walls are the one thing you can build in bulk without waiting:

In combat, walls slow and steer attackers; each troop type has a wall policy — break through, burrow under, fly over, or path around. Details are on Defenses, traps and walls.

The Vault and what raiders can take

The Vault does not hold your shards; it protects them. Under the live loot rule, raiders can take up to 50% of your liquid shards and open Gold Forge shards combined. Your highest Vault that is still standing at the end of the fight shields a slice of that: 30% × (level ÷ 20) percentage points — 1.5 points at L1 (48.5% lootable), 15 points at L10, and 30 points at L20 (20% lootable). A Vault that gets destroyed protects nothing, so wall it in. Unclaimed Mine buffers are paid to the attacker only if that Mine is destroyed.

Why: This rule (owner decision D-065) replaced an older "capacity" model. Vault capacity no longer plays any role in raids and is not shown on the Vault sheet.

The full loot math is on Raids and loot.

Obstacles (clearing terrain)

Each base is generated once with trees, stumps, and rocks — 189 obstacles in all — mostly on the rings outside the starting claim, with a sparse scattering inside it. They block placement until cleared, and in raids they are decoration only; the battle simulation ignores them.

TierExamplesSizeCostBuilder time
Smallbush, stump, small rock1×110 SHARDS60 s
Mediumpine, large rock1×125 SHARDS180 s
Largeold tree, boulder2×260 SHARDS600 s

Clearing uses a builder and pays back 15 SHARDS when it finishes, so small clears net you a few shards. You can clear only obstacles fully inside your current claim — the game will tell you to expand your land otherwise. Cleared obstacles never come back.

What you cannot do

See also