Pixel Kingdom Wars

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Campaign and PvE

The 100-stage Campaign — stars, rewards, what it costs — and how PvE differs from raiding other players.

PvE in Pixel Kingdom Wars is the CAMPAIGN: a fixed ladder of 100 authored bases that never touch another player. There is nothing to fight on the world map except other players' bases — the globe is for players only.

Quick facts

PvE versus PvP at a glance

PvP raidCampaign stage
Raid energy1 per raidNone
Shard ante100 × your Keep levelNone
TrophiesYes (+8/+12/+16, −10 on 0★)None
Breaks your shieldYesNo
RewardShards looted from the defenderOne-time Shards on first 3★
Daily limitNone beyond energyNone

Why: the server treats PvE as a "separate path entirely" from PvP. The Campaign teaches the fight without draining the energy and ante throttle that keeps PvP honest.

The Campaign

The campaign map with its acts, stage markers and star progress

Where to find it

Tap RAID and pick CAMPAIGN, or switch the map's top bar from WORLD to CAMPAIGN. The board header reads CAMPAIGN · n/100 CLEARED, shows your total stars out of 300, and carries the promise FREE · YOUR BASE IS NEVER AT RISK.

If you do not own land yet, CAMPAIGN is the gold (primary) row in the raid chooser, because it is the one fight the server can always run for you.

Structure: 10 acts, 100 stages

The Campaign is 100 stages grouped into 10 acts of 10. Every 5 stages the defending base steps up one Keep level, so each act spans two Keep bands. Acts 1 to 5 are the launch themes; acts 6 to 10 revisit the same five themes at higher difficulty.

ActNameStagesDefender Keep bandFirst-3★ reward (Shards)
1THE BANDIT COAST1–101–2400
2THE DROWNED WOOD11–203–41,200
3THE ASHLANDS21–305–63,000
4THE GLOAM MARCH31–407–83,500
5THE SHARD WASTES41–509–104,500
ActNameStagesDefender Keep bandFirst-3★ reward (Shards)
6THE WRECKING TIDE51–6011–125,500
7THE BLACK FEN61–7013–146,500
8THE BURNING REACH71–8015–167,500
9THE HOLLOW NIGHT81–9017–188,500
10THE LAST SHARD91–10019–2010,000

Within each five-stage band the shape is always OUTPOST, OUTPOST, BREACH, BREACH, FORTRESS. Each act has a MINI-BOSS BASE at its midpoint and a BOSS BASE finale guarded by a defending hero; the stage sheet shows which one with a line like VEX GARRISONED. Stage 10 (THE TIDE FORT) fields a level-1 Vex; stage 100, THE SHARD TYRANT, fields Theodor at level 18. From act 6 the mini-boss bases are hero-garrisoned too, so late acts put a hero in your way twice.

Defenses grow with the band: no walls at Keep 1, one wall ring from Keep 2, two rings from Keep 9, three from Keep 17, and Air Mines from Keep 7 onward. Stage 1, DRIFTWOOD CAMP, is deliberately a single-cannon lane so a fresh starter army can 3-star it.

Unlocking, stars and replay

Tip: you only need 1 star to move on. If a stage is stopping you, push through for the unlock and come back for the full 3 stars later, when your troops are leveled.

Rewards

The first time you reach 3 stars on a stage, the stage pays a one-time Shard reward set by its Keep band (see the tables above). The stage sheet shows it as FIRST 3★ REWARD and marks it CLAIMED once paid. Rewards land in your base's Shard balance, so they are building money, not withdrawable tokens. Added up across all 100 stages the Campaign pays 506,000 Shards.

Progress and rewards are tracked per base: the stars you earn belong to the base (the Land Deed) you were playing from.

Reading the stage sheet

Expanding a stage shows DIFFICULTY as skulls, the defender's KEEP level, a REC. n PTS chip, the tactic in one line (for example GAP IN THE PILINGS), and the reward. REC. PTS is the recommended army size in army-capacity points for that band:

Defender Keep123456
Recommended pts203550545863
Defender Keep789101112
Recommended pts687379859199
Defender Keep1314151617181920
Recommended pts106115123133144155167180

These are guidance, not a lock: they line up with what one Camp at the matching Keep level can hold, so a player whose own base is at that level should have about the right army.

Raid energy, and why PvE ignores it

Raid energy is the PvP throttle. Each PvP raid spends 1 energy; you get 6 free per UTC day, spent before any purchased energy. Extra energy costs 0.03 SOL per unit or 0.09 SOL for a pack of 6 (devnet SOL), and purchased energy stockpiles. The Campaign never consumes energy or the Shard ante, so you can run them on a day when your energy is gone. Full details are on Raids and Loot.

What PvE still costs you

A battle in progress against a PvE base

PvE is free to enter, but it is a real fight:

Tip: the Campaign is the cheapest place to learn a new troop or hero skill. Nothing is at stake but the troops you send, and the base you attack is the same authored layout every time, so you can compare approaches stage by stage.

See also