Land, deeds and the globe
How Land Deeds work: the 0.2 devnet SOL price, picking a real Earth cell on the globe, what land unlocks, multi-base slots and deed transfers.
You can play Pixel Kingdom Wars without owning any land, but the world map, the Gold Forge, the SOL market and raids against other landowners all open up only once you buy a parcel. A parcel is a real 0.5° cell on an Earth globe, and owning it gives you a Land Deed NFT whose picture and traits are your actual base. This page explains what a deed is, how the purchase works, how to choose a spot, and what happens when a deed changes hands.
Everything here runs on Solana devnet. The SOL you pay and the KEEP you earn are test-net tokens with no real-world value.

Quick facts
- Land costs 0.2 SOL (devnet) per parcel. The price is fixed in the on-chain program and cannot be changed without a program upgrade.
- A parcel is one 0.5° Earth cell (roughly 55.6 km across at the equator) inside a real country — one base tile. Earth holds 58,920 of them: at most 58,920 bases.
- While you pay, your chosen cell is reserved for you for 15 minutes.
- Each parcel comes with one Land Deed, a Metaplex Core NFT in the game's collection, carrying a 5% creator royalty.
- You may own any number of deeds, but at most 5 bases can be active on one wallet at a time.
- Selling or transferring a deed transfers the whole base with it; your wallet's KEEP, SOL, identity and clan membership stay with you.
- Attacks have no travel time: who you can raid is decided by trophies (±20%), never by distance.
What a Land Deed is
A Land Deed is a Metaplex Core NFT on Solana devnet. One deed exists per base, minted to your wallet once your land payment is confirmed. All deeds belong to a single collection (devnet address 56RemMwZRxL7xMMV8TbiErZX2YfrnuY65x3t7sTQxKrT).
The on-chain name is Land Deed · XXXX…YYYY, where the two halves are the first and last four characters of the asset's address, and the symbol is DEED.
Dynamic metadata
Your deed is a living document. Its metadata URL points at the game server, which rebuilds the document from live game state, so the traits change as your base changes:
| Trait | What it shows |
|---|---|
| Location | Earth Cell <n> – the cell index of your parcel |
| Country | The country name (Natural Earth) |
| Tile | Earth · <n> |
| Keep Level | Your Keep's current level |
| Buildings | Number of buildings on the base |
| Land | The side length of your claim, as side×side |
| Founded | The date the land was paid |
The image is a render of the base itself. The server refreshes hosted documents in rolling passes about a minute apart, a slice of deeds per pass, so a given deed may take a few minutes to catch up. Whether wallets and explorers pick up fresh traits immediately depends on an on-chain URI re-version job that is deployment-dependent and currently off by default, so a wallet app may lag behind what the game shows.
Why the deed can't protect your base: gameplay never reads the NFT. Shields, attackability and ownership of what is inside the base are all server state, so nothing you do to the NFT (freezing it, moving it to a cold wallet) changes whether you can be raided.
Royalty and transferability
- Deeds carry a 5% creator royalty, written into the collection and mirrored onto every asset.
- The royalty is marketplace-honored, not enforced on chain. A direct wallet-to-wallet transfer pays nothing.
- Deeds are currently transferable (unfrozen). The admin holds a freeze delegate as a fleet-wide kill switch; it is not engaged.
- The marketplace links the game shows use mainnet URL patterns; on devnet there is no real trading liquidity.
Your deed's description says what it conveys: the complete playable base, and nothing from the wallet level. See Deed transfers below.
What land unlocks
Free onboarding is on: any wallet can build, mine and train without land. Buying land unlocks:
- Your own frozen parcel on the Earth globe, with your base visible to other players, plus the Land Deed NFT.
- The GOLD FORGE, which converts Shards into KEEP.
- Both sides of the SOL item market, including listing the deed itself.
- Raiding and scouting other landowners and choosing your own targets. Landless bases are only auto-matched against other landless bases; the two pools never mix.
- PvE bounty raids.
- Clans.
- KEEP deposits and withdrawals.
Without land you have no plot and therefore no row on the world map.
Note: the 5,000 starter Shards are granted when a base is first created, not when you buy land.
See Getting started and Economy: Shards and KEEP for the wider picture.
The Earth globe
The WORLD view opens on a globe built from public-domain Natural Earth land masks.
- The coarse mask is 2° (180×90, 5,432 land cells); the fine mask is 0.5° (720×360, 86,122 land cells).
- There are 240 countries with their Natural Earth names. Cells with no sovereign (Antarctica, 24,276 cells) cannot be claimed. Sixty-one tiny countries too small for a cell of their own each get exactly one tile.
- Earth holds 58,920 base tiles. When every tile is taken the server answers that Earth is sold out rather than putting two bases on one cell.
- Where your tile is never decides who you can fight: raids are matched by trophies, not by distance or region.
- The globe is divided into 24×12 = 288 sectors of 15°×15°, of which 179 contain land. Sector names look like
52°N 4°E. Zooming in moves you from GLOBE to REGION to LOCAL detail.
At globe zoom you see one pin per populated sector with player and base counts and a warzone flag. Sector detail shows aggregate pins only — counts, not identities. Your own block shows your parcel, the parcels you own, and which sectors are within your raid reach.
Why "reach is trophies, never distance": raids are instant and have no travel, so the map does not gate attacks by geography. On-map attack eligibility is ±20% of your trophies, with a minimum window of 50 trophies. See Raids and loot.
Choosing a spot
Tap any tile on the globe. The parcel sheet tells you its state: YOURS, CLAIMED, FREE, OUTSIDE ACTIVE PLAYABLE MAP, CHECK ON SELECTION, or NOT CLAIMABLE. The purchase button reads CHOOSE THIS LAND (or CHECK & CHOOSE THIS LAND when the server still needs to confirm the cell).

Blocked tiles explain themselves:
- Ocean or Antarctica: "Only sovereign land can be deeded."
- A cell not inside the currently seated patches: "outside the active playable map."
- Someone else's parcel: "Another player already owns this deeded land."
If you don't own land yet, your home control reads CHOOSE LAND and takes you to your current populated region or the busiest one. Exact-cell choice is always available for your first parcel, and for later parcels as well while multi-base is on (it is on in production). If you skip choosing, the server picks a free seatable cell uniformly at random for you.
Buying land: reserve, pay, finalize, mint

- Reserve. When you start a purchase the server creates a payment intent and reserves an exact cell. A cell that is not seatable or has no sovereign is refused; a cell someone else owns or has a live reservation on is refused too. The reservation lasts 15 minutes. One open intent per wallet per purchase kind is reused, but only while at least 10 of its 30 minutes remain; otherwise you get a fresh one.
- Pay. Your wallet signs one transaction to the game's
shardkeep-coreprogram with the intent's reference key. Your first parcel uses the one-timepay_entryinstruction; every later parcel uses the repeatablebuy_sinkinstruction. The program splits the SOL 40% / 35% / 25% between the liquidity, dev and ops treasuries. - Verify. The client submits the signature and polls every 2.5 seconds; a background watcher also checks every 15 seconds. The payment must match the quoted amount exactly.
- Credit. Atomically, your land is stamped as paid, the base is activated into a slot (if fewer than 5 are active), your plot row is written with the frozen Earth cell and country, and the reservation is marked converted.
- Mint. The Land Deed is minted to your wallet best-effort in the background. Minting never blocks the purchase: your land is yours the moment the payment is credited, and a self-healing job retries any missed mint about once a minute. The deed's address is derived from your base's stable id, so a retry can never produce a second deed. Until the mint lands, the parcel's deed status may read
pendingorminting.
If an intent expires or fails, its cell is released and becomes free again.
Tip: the Earth cell and country written at purchase are frozen for the life of that base. They are never recomputed, even if the underlying map data is regenerated later.
See Deposits, withdrawals and 2FA for how devnet SOL reaches your wallet and Smart contracts and on-chain for the program itself.
Multiple bases
Multi-base is on in production.
- You may hold as many deeds as you like, but at most 5 bases are active per wallet. Extra bases stay inactive until you activate one, optionally swapping out a named active base.
- Activation is refused while that base is being raided or still has an unresolved outgoing attack.
- With more than one active base, every request names which base it is for; you select the base you are playing.
- Each base is its own economy. Shards, mines, army, heroes, items, trophies, quests and history all belong to the base. Wallet-level KEEP and SOL, your identity, clan and cosmetics belong to the wallet.
- Your wallet's Keep level for wallet-wide timers is the strongest active base's level, never a sum.
Deed transfers: the base follows the deed
A deed conveys the complete playable base. Selling it sells the structures, the Shards on that base, mines, army, heroes, items, trophies and history. It does not convey your identity, your wallet KEEP or SOL, clan membership, or account cosmetics.
How a transfer becomes a game transfer:
- Claim it yourself. After buying a deed, use the claim flow in the game. The server re-reads the NFT at finalized commitment and requires that you are the on-chain owner and the asset is unfrozen, undelegated and still in the collection. Claims are rate-limited to 10 per minute and consider up to 5 candidate deeds at once. Claiming requires a configured DAS indexer; otherwise the game reports claiming as unavailable.
- Or let the observer notice. A background observer checks the on-chain owner of every active deed about every 15 seconds (it supports up to 160 active deeds). Sensitive actions on a base refresh observations older than 10 seconds and fail closed if ownership can't be confirmed.
- On a confirmed change, the base is handed to the new owner as inactive; the buyer activates it, and the seller's slot is freed. The handover waits if the base has an unresolved outgoing raid. The plot — Earth cell and country — moves with the base.
- If the buyer's wallet has no observer capacity left, the received base simply stays inactive instead of the sale being rejected.
Why inactive: the buyer may already have 5 active bases, so the game never forces a new base into a slot.
What the globe reveals about you
- Viewport feed: zooming into a region shows every paid, active, owner-slotted parcel in view, carrying only the Earth cell, public name, avatar and Keep level. The feed covers bounded rectangles (at most 4,096 cells, 256 cells on a side) and is rate-limited per wallet.
- Parcel detail (landowners only): tapping an occupied parcel shows the public name, avatar, clan tag and Seeker flag, Keep level, trophies, deed status and metadata, structure counts, shield source and expiry, warzone boundary, whether you may scout or attack (with the reason if not), and approximate per-star loot ranges, never exact figures. Parcel lookups are limited to 24 per minute.
- Scouting (landowners only): a layout preview of a target that lasts 30 seconds, showing completed buildings, uncleared obstacles, the claim rectangle and hero intel. Scouting is refused if the target is shielded or in the other land pool. See Defenses, traps and walls for what a scout can and can't see.
- Search: name or wallet-prefix lookup (at least 2 characters, up to 10 results).
- Wallet addresses, shield details and loot are never part of the public map markers. Online status is shown for presentation only and never gates attacks.