Onchain GameplayCOMING

Onchain Gameplay: progress and rules

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.

Updated 8 min read

On this page
  1. How it is being built
  2. Where each part stands
  3. The rules fixed for launch
  4. Currencies
  5. Bases
  6. KEEP mining
  7. Taxes
  8. Islands and permits
  9. Crafting and vehicles
  10. Fair-play rules
  11. What a raid can and cannot take
  12. What can be traded, and what never can
  13. Still being tuned
  14. What will not change
  15. See also

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.
PartStatusProgress
Up to 5 active bases per walletLIVEIn the game now; the replacement fee arrives with the update.
Special islands on the Realms Globe, as sceneryLIVEIn the game now, in the browser and on Android.
Android app with in-app updatesLIVEIn the game now.
Gems and KEEP → GemsCOMINGBuilt. In testing; switched on with the update.
Workshop and Forge IngotsCOMINGBuilt. In testing; placing the Workshop on your base arrives with the update.
KEEP mining: scoring, daily results and claims to your wallet, for both poolsCOMINGIn development. Works end to end in testing; not deployed yet.
Weight boosts and the useful-actions credit for KEEP miningCOMINGIn development. Being connected.
Committing ingots at the new Gold Forge, and the KEEP mining screenCOMINGThe 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 periodCOMINGNot started. Runs before real claims open.
Public KEEP mining transparency pageCOMINGDesigned. Not built yet.
Renown recordCOMINGBuilt together with KEEP mining and works in testing. The Renown screen is designed, not built yet.
The switch from in-game KEEP to GemsCOMINGBuilt and being rehearsed; the date will be announced.
Realm Harvester, realm resources and refiningCOMINGBuilt. In testing; the first kit recipe is built and the others are being designed.
Exploration Lodge and BerthCOMINGIn development. Works in testing.
Expeditions with the free starter boatCOMINGBuilt. In testing.
Installing vehicles on berthsCOMINGIn development. Works in testing; room for all five vehicles is still being finished.
Vehicle NFT craftingCOMINGDesigned. Not built yet.
Realm permitsCOMINGIn development. Works in testing.
Seeker Island auctions and the island poolCOMINGIn development. Auctions and permit sales work in testing; paying out the pool is still being finished.
KEEP marketPLANNEDDesigned. Not built yet.
Solana Island crafting workshopsPLANNEDDesigned. Not built yet.
Divine Isle solo trialsPLANNEDIn development. Works in testing.
Divine Isle clan citadelsPLANNEDIn development with the Clan Charter; the weekly clan tournament works in testing.
Clan CharterPLANNEDIn 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

RuleLocked for launch
KEEP → Gems1 KEEP → 1 Gem, one way
Gems → SHARDS1 Gem → 1 SHARDS
In-game KEEP at the updatebecomes Gems 1:1 automatically, with no claim and no SOL
Gemsstay in the game: never withdrawn, listed, traded, sent to another player or raided

Bases

RuleLocked for launch
Active basesup to 5 per wallet; switching between them is free
Replacing an active base0.1 SOL
Bases without a Land Deedup to 2 per wallet; the second costs 100,000 SHARDS once the first is developed

KEEP mining

RuleLocked for launch
Daily poolup to 98,000 KEEP a day, gross — a ceiling, not a promise
Two pools5% 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 Deedup to 2 Forge Ingots per wallet per day
Forge Ingot10,000 SHARDS, cast at a Workshop
Score kept after your last play48 hours, then it fades to zero
Weight boostsSeeker-linked wallet +10% · Genesis Land Deed base +20% · both +30%, added and never multiplied
Claimsto your own wallet; no claim fee, no minimum, never expire; you pay the Solana network fee and the one-time account rent
Per-wallet capnone; the pools and everyone's weight set the limits
Compensationnone for changes to devnet Forge economics

Taxes

SourceYouSeeker Island poolFuture miningTeam
Newly gathered resources and SHARDS80%20%—0%
Newly mined KEEP80%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

RuleLocked for launch
Seeker Island spots100: 20 King and 80 regular
Terms and auctions7-day terms; the auction for the next term runs for 24 hours on the last day, so there is never a gap
Realms per spota King spot sells all 8 realms; a regular spot sells 1 to 4
Realm permit0.01 SOL for 7 days, one more realm; up to 10 permits a day per spot
The island poolone equal share per winning spot; a King spot gets no bigger share

Crafting and vehicles

RuleLocked for launch
Vehicle families4 families, each in 4 tiers
Vehicles per baseup to 5, one per family, including the free starter boat
Expeditions per install100, then an advanced vehicle rests until restored
Vehicle NFT crafting fee0.05 SOL per attempt, success or not
New buildings5, 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