Pixel Kingdom Wars

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Economy: SHARDS and KEEP

How Pixel Kingdom Wars' two currencies work: SHARDS for building, KEEP the devnet token, how each is earned and spent, and what a raid can take.

Pixel Kingdom Wars runs on two currencies. SHARDS are your base's building money: you start with some, your Mines dig more, and raids can move them between bases. KEEP is the game token: it belongs to your wallet, comes out of one limited reward pool, and flows back into that pool whenever you spend it. This page explains what each one buys, how you earn it, and what is safe from raiders.

Everything here is playtest, Solana devnet money. Devnet SOL and devnet KEEP are test-net tokens with no real value, and most of the numbers below are playtest settings that may still change.

Quick facts

The base overview, with SHARDS and KEEP balances in the HUD

The two currencies at a glance

SHARDSKEEP
Where it livesServer ledger, owned by the base / Land DeedServer ledger, owned by your wallet
On-chain?NoYes on devnet (SPL token), plus an in-game play balance
Main useBuilding, upgrading, feeding the GOLD FORGE, PvP anteExtra Mines, heroes, speed-ups, converting to SHARDS
How it is earnedMines, Daily Cache, quests, raid loot, starter grant, KEEP conversionGOLD FORGE, PvE bounties, budgeted reward mail, deposits from your wallet
Raidable?Yes, partlyNever
Withdrawable?NoYes (devnet)

A third thing you will pay with is SOL, straight from your connected wallet. There is no prepaid SOL balance in the game: land, builders, expansions, raid energy, shields and high-level Mine and GOLD FORGE upgrades are each paid as a single wallet transaction that the server verifies before it grants anything. SOL is covered in Deposits, withdrawals and 2FA and Land deeds and the globe.

Why two currencies? SHARDS are deliberately cheap to hand out and cheap to take away, so building and raiding can be generous without touching the token supply. KEEP is kept scarce: it is issued only from a fixed pool, it recycles when spent, and nothing a raider does can ever move it.

SHARDS: your building money

Starter grant

When a base is first created it receives 5,000 SHARDS. This is a one-time, creation-only grant; there is no daily or repeat top-up. (Players who joined in an earlier version with a 500-SHARD grant received a one-time compensating top-up to 5,000.)

How SHARDS are earned

Collecting SHARDS from a Mine

How SHARDS are spent

Tip: SHARDS belong to the base, not to you personally. If you have more than one Land Deed, each base keeps its own SHARDS, and selling a deed sells its SHARDS with it.

KEEP: the token

KEEP is the on-chain game token. On devnet the mint currently has a supply of 500,000,000 KEEP with its mint and freeze authorities still enabled; the 1,000,000,000 fixed-supply allocation you may see in project documents describes the intended mainnet model, not the current devnet mint.

Inside the game, your KEEP is a ledger balance tied to your wallet. Deposited KEEP and earned KEEP share that one balance and one withdrawal allowance. Deposited KEEP is held 1:1 in a custody wallet and is never used to fund rewards.

How KEEP is earned

All gameplay KEEP comes from a single emission pool (decision D-062). It was seeded with the 500,000,000 KEEP play allocation and can never go below zero, so its balance is literally the remaining lifetime reward budget. Two things draw from it:

  1. The GOLD FORGE. Each UTC day, 273,972 KEEP is shared among every base that smelted SHARDS that day, in proportion to what they put in. If the whole server smelts 350,000 SHARDS or fewer, the rate is about 0.78 KEEP per SHARD; above that, everyone's rate shrinks pro rata. The rate is always below 1 KEEP per SHARD by design, which is why the 1:1 KEEP-to-SHARDS converter cannot be used to print value. Payouts land as claimable and expire back to the pool after 30 days. Full rules on Gold Forge.
  2. Reward mail. Occasionally the team sends KEEP by in-game mail; it is budgeted from the same pool, and unclaimed mail KEEP returns to it.

You can also deposit KEEP from your wallet at any time; that is your own token moving in, not a reward. See Deposits, withdrawals and 2FA.

The Gold Forge, where SHARDS are smelted into KEEP

How KEEP is spent (and why it recycles)

Spending KEEP in the game does not destroy it. Every ordinary KEEP sink pays back into the emission pool, so the reward budget is replenished by play:

The only KEEP that is actually burned is the 2% withdrawal fee.

Why recycle? A fixed 500M pool would run dry sooner if every reward left it for good. Recycling means the pool only loses the KEEP players hold or withdraw, not every KEEP that was ever paid out; the Forge's daily amount is sized for a five-year emission schedule.

Converting between the two

The KEEP WALLET screen with the one-way converter

Tip: Because the Forge pays less than 1 KEEP per SHARD, converting KEEP into SHARDS and smelting them back always loses value. Convert KEEP to SHARDS when you need to build, not as a loop.

The KEEP WALLET screen also shows BUY KEEP WITH SOL marked TEMPORARILY UNAVAILABLE. Buying KEEP from the treasury with SOL is currently disabled; the only ways to get KEEP are to earn it in-game or deposit your own.

What a raid can take, and what is safe

Why: "Mined wealth is raidable, KEEP never is." Raids are meant to punish hoarding SHARDS, not to expose anyone's token balance.

Tip: SHARDS that have already been settled by the Forge are gone (burned) and the KEEP they earned is untouchable. SHARDS in the Forge before midnight UTC are still lootable, and a live raid on a contributing base delays that day's settlement until it resolves.

Withdrawals and fees

KEEP is the only thing that leaves the game. In brief (all devnet):

The full cap table, statuses and 2FA rules are on Deposits, withdrawals and 2FA.

Leagues and trophies

Winning a raid earns trophies by stars: 8 for 1★, 12 for 2★, 16 for 3★; a 0★ loss costs 10. Gains are damped by the rating gap between attacker and defender. Trophies place you in Bronze (0), Silver (400), Gold (800) or Sol (1,200), with a weekly Monday reset. These values are playtest placeholders.

The design splits a weekly KEEP prize between the Sol and Gold tiers (60% / 40%, shared equally within a tier). Right now that prize pool has no funding source in the code, so expect the weekly league reward to be 0 KEEP until the team funds it or wires one in. Trophies and tiers themselves are live; the payout is not.

The leaderboard page

Not yet live or still being tuned

See also