COMINGComing with onchain gameplay — in development on devnet; dates will be announced.
Send expeditions from your Exploration Lodge with a free starter boat or four families of vehicle NFTs, and open other realms with realm permits.
Expeditions are how your kingdom reaches beyond its walls: from the Exploration Lodge you send a vehicle out to gather realm resources, and the cargo comes home to the base that sent it. Every base starts with a free starter boat, and four families of advanced vehicles — balloons, cutters, airships and barges — can be crafted, traded as NFTs and installed on your base for good.
Onchain gameplay is in development on devnet; dates will be announced.

Quick facts
- Free for everyone: every base keeps a free, non-NFT starter boat and useful routes to the common resources. No purchase is ever required to gather.
- Four vehicle families: Survey Balloon, Cargo Cutter, Courier Airship and Expedition Barge, each in four tiers.
- Up to five vehicles per base, one per family, including the free starter boat. Each lives on its own berth.
- Installing is permanent: you burn a vehicle NFT to install it on a base. It stays with that base, including when the Land Deed changes hands.
- 100 expeditions per install. After that an advanced vehicle rests until you restore it.
- Crafting a vehicle NFT costs a 0.05 SOL app fee per attempt.
- Realm permits: 0.01 SOL for 7 days opens one more realm to your expeditions. Your home realm never needs a permit.
- Raids stay instant. Expeditions travel; attacks never do.
An expedition, step by step
Choose a route at the Exploration Lodge. Your home realm is always open; a realm permit opens one more. Routes mix a quick introduction, useful short trips and optional longer ones.
Send a vehicle. The free starter boat or an installed vehicle leaves its berth through the gate. Kits made at the Workshop are for expeditions; what each kit does is still being balanced.
Play on while it travels. The trip runs on its own timer. Expeditions travel; raids never do — every attack stays instant.
Cargo lands by itself. Resources go straight into the base that sent the vehicle — no bag to empty, no extra step.
Advanced vehicles rest after 100 expeditions. Restore one with a matching NFT; the free starter boat never rests.
Where expeditions go
The world map already shows seven chains of islands off the realm coasts. They cannot be owned; with onchain gameplay they become the destinations of your expeditions, each with its own resource scenery.

- Short trips and long trips. Routes mix a quick introduction, useful short trips and optional longer ones. Exact timers and yields are still being tuned.
- Automatic delivery. Cargo goes straight into the base that sent the expedition. There is no cargo bag to empty and no manual step.
- Where resources are kept. Raw resources sit in your Keep. If a raid destroys your Keep, the attacker takes 1% of each raw resource; nothing else is exposed.
- Taxes. Newly gathered resources pay 20% to the Seeker Island pool; you keep 80%. See KEEP mining.
Vehicles

| Family | Travels by | Its berth |
|---|---|---|
| Starter boat | Water | A stone tidal basin. Free, not an NFT, on every base. |
| Survey Balloon | Air | A timber mooring platform. |
| Cargo Cutter | Water | A tidal basin with a sea gate. |
| Courier Airship | Air | A braced mooring deck. |
| Expedition Barge | Water | A tidal basin with a loading quay. |
Families differ in cargo, route access, speed and what they consume on a trip. Their exact numbers are still being balanced.
Installing, using and restoring
- Install. Choose a free 2×2 spot for the berth, then burn the vehicle NFT. The spot and the family slot are reserved before the burn, so a lost connection can never cost you a second NFT.
- Use. An installed vehicle runs expeditions from the Exploration Lodge.
- Rest. After 100 completed expeditions an advanced vehicle becomes inactive.
- Restore. Burn one NFT of the same family and its current tier to restore its expeditions. Restoring is only possible once it is inactive.
- Upgrade. Burn a duplicate of the same family and current tier to raise it one tier, up to tier 4. Upgrading keeps its remaining expeditions; it does not restore an inactive vehicle.
The free starter boat never rests and never needs an NFT.
In raids
- A berth is a normal target: it can be damaged and destroyed, and it never fires back.
- Raid damage is temporary. It never destroys the vehicle, costs nothing to repair and uses up no expeditions.
Crafting vehicle NFTs
- You choose the family and the target tier before you craft. The recipe and the chance of success are shown for that exact tier; a success never hands you a different tier.
- Every attempt costs the 0.05 SOL app fee, success or not. Network and account costs are shown separately.
- A failed attempt returns no materials. It may drop Crystal Fragments, drawn from one shared global budget.
- Success odds, recipes and the fragment chance are still being tuned. The randomness source is fixed before the result can be known.
- Unused vehicle NFTs can be traded on NFT marketplaces in SOL, with the same 5% creator royalty as Land Deeds. The resources you bring home trade for KEEP instead: see Market and trading.
Realm permits
Your home realm is always open to your expeditions. To send expeditions into another realm you buy a realm permit: 0.01 SOL for 7 days for one extra realm. Permits are sold by the spots on Seeker Island, and the fee is shared between the spot that sold it and the team. See Seeker Island and special sites.
Renown
Renown is a permanent record of your participation, backed by onchain attestations. It stays with you when you sell a Land Deed, it cannot be bought, and it is not a currency.
The locked numbers
| What | Locked for launch |
|---|---|
| Vehicle families | 4 — Survey Balloon, Cargo Cutter, Courier Airship, Expedition Barge — each in 4 tiers |
| Vehicles per base | up to 5, one per family, including the free starter boat |
| Expeditions per install | 100, then an advanced vehicle rests until restored |
| Crafting fee | 0.05 SOL per attempt, success or not |
| Realm permit | 0.01 SOL for 7 days, one more realm |
| Tax on newly gathered resources | 80% to you · 20% to the Seeker Island pool · 0% to the team |
| Raw resources taken when a raid destroys your Keep | 1% of each |
See also
- New buildings — the Exploration Lodge and the Berth.
- Workshop and Forge Ingots — what to do with the resources you bring home.
- Market and trading — what trades for KEEP and what trades for SOL.
- Seeker Island and special sites
- Realms and the world
- Onchain gameplay
