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.

Quick facts
- The plot is 30×30 tiles; you can build only inside the centered claim, which starts at 14×14 and grows to 26×26 with six land expansions.
- Every base starts with a level 1 Keep and a one-time gift of 5,000 SHARDS. Nothing else is pre-placed.
- You start with 1 builder and can buy up to 5 more (6 total) for SOL. One builder = one job at a time.
- Walls never use a builder: they place and upgrade instantly.
- A building can never be upgraded above your current Keep level (the Keep itself excepted).
- Moving buildings is free and instant. Placing one is permanent — there is no sell, remove, or demolish.
- Gold Forge, extra builders, and land expansions require a Land Deed (paid land); everything else is open to free players.
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:
- A building's whole footprint must sit inside the claim.
- Footprints cannot overlap another building, including one that is still under construction.
- Footprints cannot overlap an uncleared obstacle (a tree, stump, or rock — see Obstacles).
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.
| Expansion | Claim becomes | Keep level needed | Price (devnet SOL) |
|---|---|---|---|
| 1st | 16×16 | 3 | 0.15 |
| 2nd | 18×18 | 6 | 0.25 |
| 3rd | 20×20 | 9 | 0.40 |
| 4th | 22×22 | 12 | 0.65 |
| 5th | 24×24 | 15 | 1.00 |
| 6th | 26×26 | 18 | 1.50 |
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.
| Builder | Price (devnet SOL) |
|---|---|
| 2nd | 0.5 |
| 3rd | 0.75 |
| 4th | 1 |
| 5th | 1.5 |
| 6th | 3 |

One builder handles one job. The jobs that occupy a builder are:
- New construction
- Upgrades
- Clearing an obstacle
- Repairing a spent trap
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:
- Walls — placement and tier upgrades are instant.
- Troop research in the ALCHEMY LAB — it has its own single-research queue.
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:
- Let
u= remaining seconds ÷ 30, rounded up. - Cost =
u × 2 + ceil(2u² ÷ 9000)KEEP.
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:
- What you can build. Many building types have a minimum Keep level (table below).
- How high you can upgrade. Any non-Keep building may only be upgraded to a level ≤ your current Keep level. Level your Keep first, then everything else.
- How many you can place. Count caps per type grow with Keep level (see Count caps).
- Mine and trap caps, hero unlocks (L5), rallies (L3), and expansions.
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.

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) | Footprint | HP at L1 | Max level | What it does |
|---|---|---|---|---|
| KEEP | 2×2 | 1200 | 20 | Gates everything; boosts mining; fires from L15/L17 |
| MINE | 1×1 | 300 | 20 | Digs SHARDS around the clock into a one-day buffer you must collect |
| VAULT | 1×1 | 500 | 20 | Shields a share of your shards from raiders (does not store them) |
| BARRACKS | 2×1 | 350 | 20 | Trains troops; queue size grows with level (10 → 105 points) |
| ARMY CAMP | 2×2 | 250 | 20 | Holds your army; capacity 20 → 180 points per camp, camps stack |
| ALCHEMY LAB | 1×1 | 380 | 20 | Troop research; a troop's level cannot exceed the Lab's level |
| GOLD FORGE | 2×2 | 600 | 20 | The only way to turn shards into KEEP; its level caps your daily contribution |
| CLAN HALL | 2×2 | 650 | 20 | A raid target today; clan warfare is not yet live ("COMING SOON") |
| VEX · ALTAR | 2×2 | 800 | 1 | Placing it recruits the hero Vex |
| THEODOR · STOOL | 2×2 | 800 | 1 | Placing it recruits the hero Theodor |
Defenses and walls
| Building (UI name) | Footprint | HP at L1 | Max level | Role |
|---|---|---|---|---|
| CANNON | 1×1 | 420 | 20 | Ground single-target, range 6 |
| ARCHER TWR | 1×1 | 360 | 20 | Fast single-target, ground and air, range 7 |
| MORTAR | 2×2 | 300 | 20 | Ground splash, range 2–7 with a 2-tile dead zone |
| AIR DEFENCE | 2×2 | 450 | 20 | Air only |
| TESLA TWR | 1×1 | 380 | 20 | Chain lightning, ground and air |
| MAGE TWR | 1×1 | 340 | 20 | Big splash, ground and air |
| LASER TWR | 1×1 | 320 | 20 | Long beam, ground only |
| DRAGON NEST | 2×2 | 700 | 20 | Spawns defender wyrmlings instead of firing |
| WALL | 1×1 | 300 (tier 1) | 20 tiers | Slows 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.

Economy, support, and heroes
| Building | Cost | Build time | Keep gate |
|---|---|---|---|
| MINE (1st) | 400 SHARDS | 60 s | — |
| MINE (2nd–8th) | 1,500 / 4,000 / 10,000 / 22,000 / 45,000 / 80,000 / 130,000 KEEP | 60 s | Keep L2–L7 unlock the 3rd–8th (cap table below) |
| VAULT | 800 SHARDS | 60 s | — |
| BARRACKS | 300 SHARDS | 1 h | — |
| ARMY CAMP | 1,000 SHARDS | 60 s | — |
| ALCHEMY LAB | 1,500 SHARDS | 60 s | Keep L2 |
| GOLD FORGE | 2,500 SHARDS | 60 s | Keep L3 and paid land |
| CLAN HALL | 2,000 SHARDS | 1 h | Keep L5 |
| VEX · ALTAR | 3,000 KEEP or 1 hero contract item | 120 s | Keep L5 |
| THEODOR · STOOL | 10,000 KEEP or 1 hero contract item | 120 s | Keep 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
| Building | Cost (SHARDS) | Build time | Keep gate |
|---|---|---|---|
| CANNON | 200 | 1 h | — |
| ARCHER TWR | 250 | 1 h | — |
| MORTAR | 400 | 2 h | Keep L3 |
| AIR DEFENCE | 1,100 | 2 h | Keep L7 |
| TESLA TWR | 900 | 2 h | Keep L8 |
| MAGE TWR | 1,400 | 3 h | Keep L10 |
| LASER TWR | 2,200 | 4 h | Keep L12 |
| DRAGON NEST | 3,500 | 5 h | Keep L14 |
| WALL | 150 each | instant, no builder | — |
| SPIKE TRAP | 30 | 60 s | — |
| POWDER MINE | 75 | 60 s | Keep L4 |
| PITFALL | 90 | 60 s | Keep L6 |
| AIR MINE | 120 | 60 s | Keep 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.
| Building | L1→2 | L5→6 | L10→11 | L19→20 |
|---|---|---|---|---|
| KEEP, GOLD FORGE | 182 | 1,180 | 12,300 | 826,000 |
| MINE | 61 | 359 | 3,330 | 182,000 |
| VAULT | 49 | 268 | 2,280 | 107,000 |
| BARRACKS, ARMY CAMP, ALCHEMY LAB, CLAN HALL | 146 | 617 | 3,740 | 95,900 |
| CANNON | 97 | 431 | 2,770 | 78,900 |
| ARCHER TWR | 121 | 521 | 3,220 | 85,000 |
| MORTAR | 194 | 812 | 4,860 | 121,000 |
| AIR DEFENCE, TESLA TWR | 182 | 714 | 3,930 | 85,000 |
| MAGE TWR | 304 | 1,090 | 5,430 | 97,200 |
| LASER TWR | 486 | 1,580 | 6,870 | 97,200 |
| DRAGON NEST | 729 | 2,210 | 8,830 | 107,000 |
| WALL (per segment), AIR MINE | 48 | 216 | 1,368 | 38,880 |
| SPIKE TRAP | 24 | 108 | 684 | 19,440 |
| POWDER MINE | 36 | 162 | 1,026 | 29,160 |
| PITFALL | 42 | 189 | 1,197 | 34,020 |
Upgrade timers follow a few bands:
| Buildings | First upgrade (L1→2) | Last upgrade (L19→20) |
|---|---|---|
| KEEP | 8 h | 14 d |
| MINE, VAULT, GOLD FORGE | 2 h | 7 d |
| CANNON, ARCHER TWR, BARRACKS, ARMY CAMP, ALCHEMY LAB, TESLA TWR, MAGE TWR, LASER TWR, CLAN HALL | 8 h | 5 d |
| MORTAR, AIR DEFENCE, DRAGON NEST | 12 h | 5 d |
| All four traps | 10 min | 8 h |
| WALL | instant | instant |
Upgrades that also cost SOL
Two buildings have deeper upgrade steps priced in devnet SOL on top of shards, paid through your linked wallet:
- MINE levels 2–4 are shards only. Upgrading to L5 costs 0.5 SOL, and each later level adds more: L6 0.65, L7 0.85, L8 1.04, L9 1.22, L10 1.40, L11 1.58, L12 1.76, L13 1.94, L14 2.12, L15 2.30, L16 2.48, L17 2.66, L18 2.84, L19 3.02, L20 3.20 SOL. The prices from L6 upward are provisional and may be tuned.
- GOLD FORGE upgrades cost 0.05 SOL × the target level (L2 = 0.10 SOL … L20 = 1.00 SOL). This SOL goes entirely to the liquidity 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.
| Building | Keep L1 | L5 | L10 | L15 | L20 |
|---|---|---|---|---|---|
| WALL | 40 | 84 | 139 | 195 | 250 |
| CANNON | 1 | 3 | 5 | 8 | 10 |
| ARCHER TWR | 1 | 3 | 5 | 8 | 10 |
| MORTAR | 0 | 1 | 3 | 4 | 5 |
| AIR DEFENCE | 0 | 0 | 1 | 2 | 4 |
| TESLA TWR | 0 | 0 | 2 | 3 | 4 |
| MAGE TWR | 0 | 0 | 1 | 2 | 3 |
| LASER TWR | 0 | 0 | 0 | 2 | 3 |
| DRAGON NEST | 0 | 0 | 0 | 1 | 2 |
| Traps (all four families combined) | 2 | 10 | 20 | 20 | 20 |
| Building | Keep L1 | L5 | L10 | L15 | L20 |
|---|---|---|---|---|---|
| MINE | 2 | 6 | 8 | 8 | 8 |
| VAULT | 1 | 2 | 3 | 4 | 5 |
| BARRACKS | 1 | 2 | 2 | 3 | 4 |
| ARMY CAMP | 1 | 2 | 2 | 3 | 4 |
| ALCHEMY LAB | 0 | 1 | 1 | 1 | 1 |
| GOLD FORGE | 0 | 1 | 1 | 1 | 1 |
| CLAN HALL | 0 | 1 | 1 | 1 | 1 |
| VEX · ALTAR / THEODOR · STOOL | 0 | 1 each | 1 each | 1 each | 1 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:
- 1×1, 150 SHARDS each, placed instantly. Dragging places a whole run in one all-or-nothing spend.
- Tier upgrades are instant and shards only, per segment, up to tier 20.
- HP by tier: 300, 600, 1200, 1500, 1875, 2212, 2611, 3081, 3635, 4180, 4808, 5529, 6247, 7060, 7977, 8855, 9829, 10910, 12001, 13201.
- Cap 40 at Keep 1, rising to 250 at Keep 20.
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.
| Tier | Examples | Size | Cost | Builder time |
|---|---|---|---|---|
| Small | bush, stump, small rock | 1×1 | 10 SHARDS | 60 s |
| Medium | pine, large rock | 1×1 | 25 SHARDS | 180 s |
| Large | old tree, boulder | 2×2 | 60 SHARDS | 600 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
- Remove, sell, or demolish a building. Placement is permanent; move it instead.
- Build the Keep. It comes with the base.
- Upgrade past your Keep level (Keep excepted).
- Upgrade a spent trap before repairing it.
- Build the Gold Forge, buy builders, or buy expansions without a Land Deed.
- Clear an obstacle outside your claim.
- Decorations and Keep skins are not part of the game; the earlier skin cosmetics were removed and owners refunded in KEEP.