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Mining and the Daily Cache

How Mines earn Shards: quotas, Keep multipliers, the 1-day buffer, extra Mines, raids, streaks, the Daily Shard Cache and the emission multiplier.

Mines are the steady income of your base. They dig Shards around the clock into a small buffer that you collect, and everything that makes them better — more Mines, higher Mine levels, a higher Keep, a daily streak — stacks multiplicatively. The Daily Shard Cache is a separate, flat daily pickup that also powers the streak bonus on your Mines. Pixel Kingdom Wars is in devnet playtest: the KEEP and SOL mentioned on this page are test-net tokens with no real value.

Quick facts

How much a Mine earns

The server computes a daily quota per Mine and accrues it second by second. The formula is:

Daily quota = 500 × (sum of each Mine's level multiplier) × Keep multiplier × streak multiplier × emission multiplier × referral multiplier

All of it is integer math on the server, so the number you see in the Mine sheet is exactly what you will be paid.

Why: mining used to be one per-player quota keyed on your best Mine. Since 2026-07-19 every physical Mine contributes on its own, so a second Mine really does add a second income stream instead of being cosmetic.

Mine and Keep multipliers

The Mine multiplier and the Keep multiplier use the same curve. A Level 1 Mine at a Level 1 Keep is ×1.0 × ×1.0; a Level 20 Mine at a Level 20 Keep is ×6.68 × ×6.68.

LevelMultiplierLevelMultiplier
1×1.0011×4.64
2×1.3612×4.86
3×1.8813×5.09
4×2.5514×5.32
5×3.2715×5.54
6×3.5016×5.77
7×3.7317×6.00
8×3.9518×6.23
9×4.1819×6.45
10×4.4120×6.68

Worked examples (no streak, normal emission):

The streak multiplier

Once your Daily Cache streak reaches 7 days, every Mine earns ×1.4. The bonus switches on the moment you claim the seventh day — the server re-anchors your Mines right then so the new rate applies immediately — and switches off as soon as a missed day resets the streak. See The Daily Shard Cache below.

The referral multiplier

Each active, qualified referral adds +0.5% to your mining quota (additive: three referrals = ×1.015). A referral qualifies when the referred player mints a Land Deed and reaches Keep L3; the bonus lapses while that player has been inactive for more than 7 days. Details are on Quests, referrals, mail, chat and clans.

The emission multiplier

The last factor is a server-wide throttle explained in The emission multiplier at the end of this page. Most of the time it is ×1.0.

The 1-day buffer and collecting

Every finished Mine accrues into its own buffer, capped at one day of that Mine's quota. When the buffer is full, the Mine simply waits. Nothing is ever seized or expires — but a full Mine is a Mine that is not earning.

Collecting mining income from the Mine sheet

Tip: because the cap is exactly one day, logging in once a day keeps every Mine at full efficiency. Twice a day changes nothing; once every two days halves your income.

How many Mines, and what they cost

The number of Mines you may own is gated by your Keep level:

Keep levelMax Mines
12
23
34
45
56
67
7–208

Mine prices rise steeply with each additional Mine. Building a Mine never costs SOL; every Mine after the first is paid in KEEP (devnet KEEP, which the game recycles into its emission pool rather than burning).

MinePrice
1st400 Shards
2nd1,500 KEEP
3rd4,000 KEEP
4th10,000 KEEP
5th22,000 KEEP
6th45,000 KEEP
7th80,000 KEEP
8th130,000 KEEP

Why: each Mine adds income linearly, so the acquisition curve is super-linear on purpose. The 8-Mine cap was also tuned so a maxed base's mining stays under the KEEP withdrawal cap.

Mines are 1×1, take 60 seconds to build, and occupy a builder for that minute. See Base building for placement rules and builders.

The build menu with the Mine tile

Upgrading a Mine

Upgrades cost Shards and builder time, and a Mine can never be upgraded above your current Keep level. From Level 5 upward, each upgrade also costs SOL on top of the Shards. The SOL goes entirely to the game's liquidity wallet. Levels 2–4 are Shards only.

Upgrade toShardsTimeSOL
L2612 h
L395≈2.6 h
L4148≈3.3 h
L5231≈4.2 h0.50
L6359≈5.4 h0.65
L7561≈6.9 h0.85
L8876≈8.8 h1.04
L91,370≈11.2 h1.22
L102,140≈14.3 h1.40
Upgrade toShardsTimeSOL
L113,330≈18.3 h1.58
L125,190≈23.4 h1.76
L138,100≈1.25 d1.94
L1412,600≈1.6 d2.12
L1519,700≈2.0 d2.30
L1630,700≈2.6 d2.48
L1748,000≈3.3 d2.66
L1874,800≈4.3 d2.84
L19117,000≈5.5 d3.02
L20182,0007 d3.20

The SOL prices from L6 upward are playtest placeholders: the server charges them today, but they are marked for owner tuning and may change. All SOL here is devnet SOL.

Tip: levels 2–4 are cheap and quick (under five hours each) and already take a Mine from ×1.0 to ×2.55. Max those out on every Mine before reaching for the SOL-priced levels.

What raids can take from your Mines

Uncollected Shards sitting in a Mine's buffer are handled differently from the Shards already in your base balance:

Tip: collecting before you log off removes the buffer from play entirely. A full day's output sitting in an unwalled Mine is the easiest loot on the map.

The Daily Shard Cache

The Daily Shard Cache is a flat daily reward, separate from mining and separate from the Gold Forge. It is claimed from the DAILY SHARD CACHE screen — the streak pill in the base HUD turns gold and reads CLAIM! when it is ready, and shows your current day (for example D3) after you have claimed.

The Daily Shard Cache claim screen with the D1–D7 track

Schedule and amounts

SituationCache paid
First week, day N (1–7)N × 100 Shards
Later, streak ≥ 7500 Shards
Later, streak < 7100 Shards

Streak rules

Why: the Cache is deliberately small. Its real job is to reward showing up every day — the ×1.4 on all your Mines is worth far more than the 500 Shards once your Mines have grown.

The emission multiplier, explained

Mining income is multiplied by a server-wide emission multiplier between ×0.1 and ×1.0. By default it is ×1.0. It exists so the economy can slow Shard mining automatically if the KEEP side of the game comes under pressure.

Every 10 minutes the server looks at three signals and takes the most restrictive:

Changes are smoothed asymmetrically: the multiplier can drop by up to ×0.4 per tick but recovers by only ×0.05 per tick, so a spike throttles within a few ticks and eases back over hours instead of oscillating. The multiplier takes effect at your next collect.

Two things it does not touch: the Daily Cache (a flat payout) and the Gold Forge's daily KEEP emission, which is fixed. See Gold Forge.

There is no player-facing "epoch" or halving in the live game; the only runtime lever on mining is this multiplier.

See also