Onchain GameplayCOMING

Seeker Island

COMINGComing with onchain gameplay — in development on devnet; dates will be announced.

Seeker Island's 100 spots are auctioned in SKR for weekly terms; winners sell realm permits and share the island pool equally.

Updated 11 min read

On this page
  1. At a glance
  2. Where Seeker Island is
  3. The spots: King and regular
  4. A week on Seeker Island
  5. How bidding works
  6. What a winning spot receives
  7. Half of every permit it sells
  8. An equal share of the island pool
  9. A worked example
  10. Collecting your share
  11. Realm permits: buying one
  12. Taxes: what counts
  13. Status
  14. FAQ
  15. Is a spot mine for good?
  16. I was outbid. Is my SKR gone?
  17. Does a King spot get a bigger share of the pool?
  18. Can I hold several spots?
  19. What happens to a spot nobody bids on?
  20. What if no spot is won at all in a term?
  21. Do I need a permit for my home realm?
  22. The spot that sold my permit changed hands. Does my permit stop?
  23. See also

Seeker Island is a single island in the open sea east of Solana Reach, and it serves the whole world. Its 100 spots are auctioned in SKR, one term at a time. The winners sell realm permits that open other realms to everyone's expeditions, and they share the island pool, which collects a slice of what every realm produces.

Onchain gameplay is in development on devnet; dates will be announced. The in-game screens for Seeker Island are still being built; the diagrams on this page are composed from the art made for it.

Seeker Island on the Realms Globe today: the S-shaped isle glowing on the sea beside its ISLAND · COMING SOON panel, which lists its King and regular spots and SKR auction terms
Fig. 1Seeker Island in the game today, east of Solana Reach: tap it on the Realms Globe, in the browser or the Android app, for its coming-soon panel.

At a glance

  • 100 spots: 20 King spots and 80 regular spots, each with its own auction.
  • Weekly terms. A term lasts 7 days. The auction for the next term runs for 24 hours on the last day, so there is never a gap.
  • Bids in SKR, locked in an onchain escrow. If someone outbids you, you can take your SKR back at any time.
  • Winners sell realm permits: 0.01 SOL for 7 days of expeditions into one more realm, up to 10 a day per spot. The fee is split equally between the spot and the team.
  • Winners share the island pool equally: 20% of newly gathered resources and SHARDS and 10% of newly mined KEEP, from every realm. The team takes none of it.
  • A spot is a temporary right for one term. It is never a Land Deed and never an NFT.

Where Seeker Island is

There is one Seeker Island for the whole world. It lies in the open sea east of Solana Reach, and every realm's island tax flows to it. You can already find it on the Realms Globe, in the browser and in the Android app: tap it to open its panel, which marks it as coming soon.

The spots: King and regular

A 10 by 10 grid: 20 gold squares for the King spots and 80 teal squares for the regular spots, beside a King spot marker with all eight realm crests and a regular spot marker with three example crests
Fig. 2All 100 spots: 20 King spots (gold) and 80 regular spots (teal). The three crests on the regular spot are only an example: every spot's realms are published before the first auction. Site art from the onchain gameplay asset package; the in-game look may still change.
King spotRegular spot
How many2080
Realms it sells permits forall 8a fixed set of 1–4
Permits it can sell a dayup to 10 in total, across all its realmsup to 10 in total
Share of the island poolone equal shareone equal share
  • Reach, not a bigger cut. A King spot can sell permits for every realm, but it has the same daily limit and receives the same pool share as a regular spot.
  • Published before bidding. Every spot's class, realms, auction dates, term dates and rules are shown before bidding starts, and they can't change during the term. A winner can't swap a spot's realms.
  • Several spots. You can hold more than one spot. Each winning spot gets its own equal share.

A week on Seeker Island

Two seven-day terms side by side: day 7 of term 1 is gold and marked as the 24-hour auction for term 2, a gold line marks the weekly hand-over to the new winners, a cyan seven-day permit crosses that line, and a chest shows the pool filling
Fig. 3Two terms side by side. On day 7 the auction for the next term runs while the current holders keep operating; at the weekly boundary the new winners take over. A permit bought mid-week keeps its own seven days across the boundary. Holder A and Holder B are examples.
  1. Everything is published first. Each spot's class, realms, auction dates and term dates are listed, and all spot auctions open together.
  2. The auction. For 24 hours on the last day of the current term, every spot's auction for the next term is open. Before the island first opens, a 24-hour auction decides who holds the spots in term one.
  3. The hand-over. When the auction closes, the highest bid on each spot wins it. Once the results are finalised onchain, the new winners take over for the new term.
  4. The term. For 7 days each winning spot sells permits while the island pool fills.
  5. The next auction. On the final day the auction for the following term runs, and the current holders keep operating until the term ends. Spots never renew by themselves: to keep yours, win it again.
  6. Collect. Winners collect their share of the pool whenever they like, including after their term has ended.

How bidding works

Four steps of a spot auction: A bids in SKR into the spot's escrow; B bids higher and leads while A can take its SKR back; A tops up by only the difference and leads again; at the scheduled close the highest bid wins and the winning SKR is planned to fund player prizes
Fig. 4One spot's auction in four steps. Bidders A and B are examples; the bars show bid sizes, not real amounts. Where the winning SKR goes is planned, not final.
  • Bid in SKR from your Solana wallet. During the devnet playtest, auctions use devnet SKR, a test token with no monetary value. Whether and when auctions use real SKR will be announced.
  • Open bidding. Everyone can see the highest bid on each spot. A new bid must be higher than the current highest bid and at least the minimum opening bid, which is shown before bidding starts.
  • Escrow. Your SKR is locked in that spot's onchain escrow. To raise your bid you add only the difference.
  • Outbid? Your SKR is safe. Withdraw all of it whenever you like, or top up to bid again. Only the leading bid stays locked until the auction ends.
  • No ties. A bid equal to the highest bid is refused, so whoever reached an amount first keeps the lead.
  • The close. Each auction closes at its scheduled time and the highest bid wins the spot. Results are finalised onchain shortly after. If the game server doesn't do it, anyone can, so nobody can stall a result.
  • Where the winning SKR goes. Winning bids are planned to fund prizes for player competitions, not the team. Prize details will be announced.
  • Unsold spots. A spot that gets no bid stays closed for that whole term: it sells no permits and takes no share of the pool. It goes back up for auction the next week.

What a winning spot receives

Half of every permit it sells

Each permit your spot sells costs the buyer 0.01 SOL, split equally between your spot and the team and paid out in the same transaction. SOL from permits is never pooled: it goes to the spot that made the sale. Your spot can sell up to 10 permits a day across all its realms, and you don't need to be online: players buy directly from your spot.

An equal share of the island pool

What flows into the island pool: 80% of new resources and SHARDS stay with the player and 20% go to the pool; 80% of newly mined KEEP stays with the player, 10% goes to the pool and 10% to future mining; the team takes 0%. The pool is split equally: five winning spots each get one fifth and an unsold spot gets none
Fig. 5What flows into the island pool and how it is shared. The five winners and one unsold spot are an example: every winning spot, King or regular, gets the same share, and an unsold spot gets none.

How new production is split (Resources means newly gathered resources and SHARDS; KEEP means newly mined KEEP):

ResourcesKEEP
You, the player80%80%
The island pool20%10%
Future mining—10%
The team0%0%

Every realm feeds the same pool, and each term's pool is shared equally among that term's winning spots, one share per spot. Bid size, King status, how many permits a spot sold and how many realms it covers make no difference.

A worked example

StepFrost Quartz
New units gathered by players across all realms100
Kept by the players who gathered them80
Sent to the island pool20
Each winning spot's share, if 60 spots won the termone sixtieth of the pool
Each winning spot's share, if all 100 spots wonone hundredth of the pool

The same split applies to SHARDS and every other realm resource, and to the KEEP pool.

Collecting your share

  • KEEP. Your spot's KEEP share builds up as each mining day is settled. You claim it to your own wallet. There is no claim fee; you pay only the network fee and any account rent the claim needs.
  • Resources and SHARDS. Your share is delivered into a base you own, whenever you choose to collect it.
  • It stays yours. A share belongs to the spot's winner for that term. You can collect earlier terms after your spot has passed to someone else.
  • When it was produced decides. The island tax goes to the spots that won the term in which the resources were produced. When a player collects them makes no difference.

Realm permits: buying one

Four steps to buy a realm permit: pick the realm, pick a spot that sells it and has sales left today, approve once for 0.01 SOL with half to the spot and half to the team, and the permit opens that realm for 7 days; the planned renewal adds seven more days after the current end
Fig. 6Buying a permit from a spot, and the planned renewal. The Frostveil crest is an example destination.
  • Home is always open. Your home realm never needs a permit. A permit opens one more realm to one wallet for 7 days.
  • One approval. The fee, the spot's daily slot and your permit are handled together in one transaction, or none of them happen.
  • Sold out? If a spot has sold its 10 permits for the day, buy from another spot that offers the same realm.
  • Access, not a shortcut. You still need a vehicle that can make the trip. See Expeditions and vehicles.
  • Its own clock. A permit runs its full 7 days, even if the spot that sold it changes hands.
  • Trips always come home. An expedition that set out while your permit was valid can return after it ends; an ended permit only stops new departures.
  • Renewing (planned). You never hold two permits for the same realm at once: the cover belongs to your wallet and the realm, not to the spot. Buying that realm again before yours ends, from any spot, is planned to add the new days after your current end, so none are wasted. No automatic renewal is planned.
  • A right, not an item. A permit belongs to your wallet; it is not an item in your bag.

Taxes: what counts

  • Taxed once, when something new is produced: newly gathered resources and SHARDS, and newly mined KEEP.
  • Never taxed again: buying, selling, refining, crafting, receiving your pool share, or anything produced before onchain gameplay starts. Raid loot taken from existing stock isn't taxed again; SHARDS still waiting uncollected in a Mine count as new production when they are collected or taken in a raid. The KEEP market burns 10% of each sale instead; see Market and trading.
  • Tax-free rewards: campaign rewards, quest rewards (including the daily quest bonus), mail rewards and Gems. How other rewards are treated will be announced.
  • Small amounts count precisely. Splitting a collection into pieces never changes the total tax, and rounding leftovers stay in that term's pool.
  • Spot holders pay too. Holding a spot doesn't exempt your own play from the island tax, and your pool share doesn't count toward your KEEP mining score.

Status

PartStatus
Seeker Island on the Realms Globe (browser and Android), as sceneryLIVE
Spot auctions in SKRCOMING
Realm permits sold by spotsCOMING
The island pool and collecting sharesCOMING

FAQ

Is a spot mine for good?

No. Winning a spot gives you its rights for one term of 7 days. A spot is not a Land Deed or an NFT, and it goes back to auction for every term.

I was outbid. Is my SKR gone?

No. It stays in the spot's escrow until you withdraw it, and you can withdraw all of it at any time, or top up to bid again.

Does a King spot get a bigger share of the pool?

No. A King spot can sell permits for every realm, but every winning spot gets the same share of the pool and has the same daily permit limit.

Can I hold several spots?

Yes. Each winning spot gets its own equal share of the pool.

What happens to a spot nobody bids on?

It stays closed for that term: no permits and no pool share. It goes back up for auction the next week.

What if no spot is won at all in a term?

Then that term's pool is set aside. It is never paid to later winners, and nothing moves it to the team automatically. What happens to it will be announced.

Do I need a permit for my home realm?

No. Your home realm is always open to your expeditions; a permit adds one more realm.

The spot that sold my permit changed hands. Does my permit stop?

No. A permit runs its full 7 days whatever happens to the spot that sold it.

See also