COMINGComing with onchain gameplay — in development on devnet; dates will be announced.
Where onchain gameplay stands, part by part, and the rules fixed for launch: currencies, bases, KEEP mining, claims, taxes, raids, trading and islands.
This page tracks onchain gameplay as it is built: where each part stands today, and the rules that are already fixed for launch. The Onchain Gameplay overview explains what the update adds; this page is the checklist behind it.
Onchain gameplay is in development on devnet; dates will be announced. Pixel Kingdom Wars runs on Solana devnet: devnet tokens, SOL and items have no monetary value, and nothing on this page is a promise of income.
How it is being built
- Every part ships switched off. Each piece is built and tested on its own and stays off in the live game until it is ready.
- "In testing" is not "live". A part that works in testing is not deployed: no KEEP mining pool is funded and nothing on this page is in the game yet, except the rows marked LIVE.
- KEEP mining gets a practice period. Before real claims open, daily results are worked out, checked and compared without being paid. See KEEP mining: how it works.
- Dates will be announced. This page describes progress in words; it never promises a date.
- Stages, in order: Designed → In development → Built → In testing → LIVE.
Where each part stands
LIVE — in the game now.
COMING — part of this update.
PLANNED — designed, and follows after it.
| Part | Status | Progress |
|---|---|---|
| Up to 5 active bases per wallet | LIVE | In the game now; the replacement fee arrives with the update. |
| Special islands on the Realms Globe, as scenery | LIVE | In the game now, in the browser and on Android. |
| Android app with in-app updates | LIVE | In the game now. |
| Gems and KEEP → Gems | COMING | Built. In testing; switched on with the update. |
| Workshop and Forge Ingots | COMING | Built. In testing; placing the Workshop on your base arrives with the update. |
| KEEP mining: scoring, daily results and claims to your wallet, for both pools | COMING | In development. Works end to end in testing; not deployed yet. |
| Weight boosts and the useful-actions credit for KEEP mining | COMING | In development. Being connected. |
| Committing ingots at the new Gold Forge, and the KEEP mining screen | COMING | The claim steps are built for the web and Android and work in testing; committing ingots at the Gold Forge and the rest of the KEEP mining screen are designed, not built yet. |
| KEEP mining practice period | COMING | Not started. Runs before real claims open. |
| Public KEEP mining transparency page | COMING | Designed. Not built yet. |
| Renown record | COMING | Built together with KEEP mining and works in testing. The Renown screen is designed, not built yet. |
| The switch from in-game KEEP to Gems | COMING | Built and being rehearsed; the date will be announced. |
| Realm Harvester, realm resources and refining | COMING | Built. In testing; the first kit recipe is built and the others are being designed. |
| Exploration Lodge and Berth | COMING | In development. Works in testing. |
| Expeditions with the free starter boat | COMING | Built. In testing. |
| Installing vehicles on berths | COMING | In development. Works in testing; room for all five vehicles is still being finished. |
| Vehicle NFT crafting | COMING | Designed. Not built yet. |
| Realm permits | COMING | In development. Works in testing. |
| Seeker Island auctions and the island pool | COMING | In development. Auctions and permit sales work in testing; paying out the pool is still being finished. |
| KEEP market | PLANNED | Designed. Not built yet. |
| Solana Island crafting workshops | PLANNED | Designed. Not built yet. |
| Divine Isle solo trials | PLANNED | In development. Works in testing. |
| Divine Isle clan citadels | PLANNED | In development with the Clan Charter; the weekly clan tournament works in testing. |
| Clan Charter | PLANNED | In development. Works in testing; clans open first. |
The rules fixed for launch
These rules and numbers are locked for launch. Everything else — costs, timers, batch sizes, odds and the mining score's weights — is still being tuned, so these pages describe it in words.
Currencies
| Rule | Locked for launch |
|---|---|
| KEEP → Gems | 1 KEEP → 1 Gem, one way |
| Gems → SHARDS | 1 Gem → 1 SHARDS |
| In-game KEEP at the update | becomes Gems 1:1 automatically, with no claim and no SOL |
| Gems | stay in the game: never withdrawn, listed, traded, sent to another player or raided |
Bases
| Rule | Locked for launch |
|---|---|
| Active bases | up to 5 per wallet; switching between them is free |
| Replacing an active base | 0.1 SOL |
| Bases without a Land Deed | up to 2 per wallet; the second costs 100,000 SHARDS once the first is developed |
KEEP mining
| Rule | Locked for launch |
|---|---|
| Daily pool | up to 98,000 KEEP a day, gross — a ceiling, not a promise |
| Two pools | 5% to wallets without a Land Deed (at most 4,900 KEEP) · 95% to Land Deed bases (at most 93,100 KEEP) |
| Capacity without a Land Deed | up to 2 Forge Ingots per wallet per day |
| Forge Ingot | 10,000 SHARDS, cast at a Workshop |
| Score kept after your last play | 48 hours, then it fades to zero |
| Weight boosts | Seeker-linked wallet +10% · Genesis Land Deed base +20% · both +30%, added and never multiplied |
| Claims | to your own wallet; no claim fee, no minimum, never expire; you pay the Solana network fee and the one-time account rent |
| Per-wallet cap | none; the pools and everyone's weight set the limits |
| Compensation | none for changes to devnet Forge economics |
Taxes
| Source | You | Seeker Island pool | Future mining | Team |
|---|---|---|---|---|
| Newly gathered resources and SHARDS | 80% | 20% | — | 0% |
| Newly mined KEEP | 80% | 10% | 10% | 0% |
- Once, on new production only. Tax is taken when something is newly gathered or mined, and never again on claims, transfers, purchases, spending, refining, tax receipts or escrow returns, and never retroactively.
- Tax-free: campaign rewards, quest rewards (including the daily quest bonus), mail rewards and Gems. How a few other rewards are treated will be announced.
- A KEEP market sale pays the seller 90% and burns 10%.
- Realm permit SOL is split half to the spot that sold the permit and half to the team; it never goes into the island pool.
Islands and permits
| Rule | Locked for launch |
|---|---|
| Seeker Island spots | 100: 20 King and 80 regular |
| Terms and auctions | 7-day terms; the auction for the next term runs for 24 hours on the last day, so there is never a gap |
| Realms per spot | a King spot sells all 8 realms; a regular spot sells 1 to 4 |
| Realm permit | 0.01 SOL for 7 days, one more realm; up to 10 permits a day per spot |
| The island pool | one equal share per winning spot; a King spot gets no bigger share |
Crafting and vehicles
| Rule | Locked for launch |
|---|---|
| Vehicle families | 4 families, 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 |
| Vehicle NFT crafting fee | 0.05 SOL per attempt, success or not |
| New buildings | 5, each 2×2, one per base, 20 levels, 4 visual tiers |
Fair-play rules
- Play counts, parking doesn't. No contribution means no KEEP mining share, and a maxed base nobody plays receives nothing. Farming resources alone never qualifies.
- Every paying day needs that day's play. A score kept between visits never pays a day you didn't play and commit ingots.
- Useful actions are narrow. Spending Gems you converted from KEEP on in-game sinks can count, at most once a day. Converting KEEP, holding Gems, turning Gems into SHARDS, and Gems from the store or tasks never count.
- Loops never count. Trades, sending things to yourself and claiming over and over add nothing: the score counts actions, not amounts.
- Boosts are per base and never multiplied. One Seeker credential is planned to boost one wallet at a time.
- A Land Deed counts only if it was yours for the whole day, and activity always stays credited to the player who did it.
- Wallets with both kinds of base. Whether a wallet that holds a Land Deed can also draw from the smaller pool through its bases without a Land Deed is still being decided.
- Nothing you own grants records. Items, NFTs, ingots, trading and the Clan Charter never grant or multiply EXP or Renown, and a buyer never receives a seller's.
- Seeker Island shares are equal. The island pool is split equally among the spots that won the term.
What a raid can and cannot take
Raids are instant, as today: nothing in this update adds travel or marching time to an attack.
- Can take: SHARDS, as today, and — only when the raid destroys your Keep — 1% of each raw realm resource stored there.
- Can never take: refined materials, kits, Crystal Fragments, Forge Ingots (being cast, waiting or committed), anything already put into a refining job, backpack items, Gems, KEEP or any NFT.
- Berths can be damaged in a raid, but the vehicle on one is never destroyed.
The full list, item by item: Items and inventory.
What can be traded, and what never can
- The KEEP market (planned) trades realm resources, kits, Crystal Fragments, Forge Ingots and tradeable items for KEEP, for Land Deed holders only. See Market and trading.
- In SOL, on NFT marketplaces: Land Deeds and unused vehicle NFTs, each with a 5% creator royalty. Today's SOL item market keeps running.
- Never traded: Gems, items bought with Gems, Renown, EXP, installed vehicles, realm permits and special-site rights.
Still being tuned
These are designed but not fixed yet, so the docs describe them in words only:
- the weights inside the KEEP mining score, how quickly a score fades after 48 hours, and the mining floor;
- how long the safety delay before claims is;
- how a Land Deed base's mining capacity grows, and the Workshop's caps, batch sizes and timings;
- what unlocks the second base without a Land Deed;
- how much Renown and EXP a day adds;
- whether a wallet with a Land Deed can also use the smaller pool;
- what a base without a Land Deed needs to take part in KEEP mining;
- whether the Gold Forge still drops items after the switch;
- how a few other rewards are taxed.
What will not change
- Raids are instant.
- KEEP is never lootable.
- The team takes 0% of the new taxes.
- Converting KEEP to Gems is one way.
- Devnet tokens and items have no monetary value.
See also
- Onchain Gameplay — the overview of the update.
- KEEP mining — the player guide.
- KEEP mining: how it works — the technical deep dive.
- Renown and EXP — the two new player records.
- What changes for players — your balances at the update.
- Items and inventory — storage, raids and trading, item by item.
