COMINGComing with onchain gameplay — in development on devnet; dates will be announced.
The five buildings onchain gameplay adds to your base: Workshop, Exploration Lodge, Market, Realm Harvester and Berth, with their art and rules.
Onchain gameplay adds five buildings to every base: the Workshop, the Exploration Lodge, the Market, the Realm Harvester and the Berth. Each one is a real building you place, upgrade, wall in and defend, and each one grows through four visual tiers as you level it.

Onchain gameplay is in development on devnet; dates will be announced.
The rules they share
| Building | What it does | Size | Per base | Levels | Tiers |
|---|---|---|---|---|---|
Workshop | Refines SHARDS into Forge Ingots, and realm resources into materials and kits | 2×2 | One | 20 | 4 |
Exploration Lodge | Sends your vehicles on expeditions across the realms | 2×2 | One | 20 | 4 |
Market | A building for the market you already open from the HUD | 2×2 | One | 20 | 4 |
Realm Harvester | Produces the raw resource of the realm your base stands in | 2×2 | One | 20 | 4 |
Berth | The dock for one installed vehicle | 2×2 | One | 20 | 4 |
- Size and count: each is 2×2 tiles and you can build one of each per base.
- Levels: 20 levels each, gated by your Keep level like every other building.
- Looks: 4 visual tiers plus smaller details between them, so a level-20 building looks nothing like a level-1 one.
- In raids: all five are ordinary targets that can be damaged and destroyed. None of them fires back.
- Costs, hit points and Keep-level gates are still being tuned and will show in the build menu when the update ships.
All art on this page comes from the onchain gameplay asset package, and the loops use the package's own animation frames, not regenerated. The in-game look may still change before release.
Workshop
The refinery. It casts 10,000 SHARDS into one Forge Ingot, refines raw realm resources, and assembles kits for expeditions. Higher levels cast bigger batches, faster.

Full rules: Workshop and Forge Ingots.
Exploration Lodge
The expedition office. From the Lodge you send your vehicles out to the realms and islands; the cargo comes back automatically to the base that sent it. The Lodge's level decides how many expeditions you can run at once.

Full rules: Expeditions and vehicles.
Market
A physical front door to the same market you already open from the HUD. Building it is not a gate — you can always trade from the HUD with exactly the same access. It has levels like the other new buildings. The planned KEEP market it opens has two tabs, Resources and Items, for players who own a Land Deed: the seller receives 90% and 10% is burned.

Full rules: Market and trading. Today's SOL item market: Shop and marketplace.
Realm Harvester
Passive production of your realm's raw resource. Every realm has its own Harvester — 8 variants in all — and your base gets the one for the realm it stands in. Output is capped per account, so owning more Land Deeds does not multiply it.


Berth
The home of an installed vehicle: a permanent dock — a tidal basin for boats, a mooring for airships and balloons. A base has up to five berths, one per vehicle family, including the free starter boat's.


- A berth can be attacked and destroyed in a raid. It never fires back.
- Raid damage is temporary and never destroys the vehicle, costs no repair and uses up no expeditions.
Full rules: Expeditions and vehicles.
The Keep grows too
With onchain gameplay the Keep takes a larger footprint on your base, so the heart of your kingdom finally matches the realm around it. Every base gets the larger Keep; if something stands in the way it is moved to make room, and nothing is ever deleted. The world map keeps today's Keep marker.





