COMINGComing with onchain gameplay — in development on devnet; dates will be announced.
The Workshop refines SHARDS into Forge Ingots, raw realm resources into refined materials, and materials into Expedition, Navigation and Climate kits.
The Workshop is the refinery of your kingdom: it casts 10,000 SHARDS into one Forge Ingot, turns raw realm resources into refined materials, and assembles those materials into kits for expeditions. Forge Ingots are what you commit to the Gold Forge for KEEP mining, so the Workshop is where the SHARDS you dig today start their way to your wallet.
Onchain gameplay is in development on devnet; dates will be announced.

Quick facts
- Building: the Workshop, 2×2, one per base, 20 levels, 4 visual tiers.
- Recipe: 10,000 SHARDS → 1 Forge Ingot. No failure roll, no SOL fee.
- Forge Ingots are materials, never NFTs and never tokens. Spare ingots, realm resources, refined materials, kits and Crystal Fragments are planned to trade with other players for KEEP (Land Deed holders only) — never for SOL. See Market and trading.
- Committed ingots are safe. Once you commit ingots to the Gold Forge they are protected from raids and used up at that day's settlement.
- Capacity is shared with mining. How many ingots you can refine and commit is tied to your KEEP mining capacity: a free wallet commits up to 2 per day across its free bases; bases on a Land Deed have more room that grows with the base's progress.
- Troop research does not move. The Alchemy Lab keeps researching troops; the Workshop is a new building with a new job.
Casting a Forge Ingot

Choose a batch. Open the Workshop and choose how many ingots to cast. The Workshop shows the SHARDS it will take and the time it needs.
Cast. The SHARDS are spent when the batch starts, and the ingots are ready to collect when it finishes. A started batch is final — it cannot be cancelled — and ingots are never raid loot, whether they are being cast, waiting in your Workshop or committed.
Commit. Commit ingots at the Gold Forge whenever you like during the day. See KEEP mining.
Higher Workshop levels cast larger batches and cast faster. Batch sizes, casting times and the Workshop's build cost are still being tuned, so the game shows the exact numbers when the update ships.
Realm resources and kits
Every realm has one raw resource and the refined material made from it. Raw resources come from your Realm Harvester and from expeditions, and they are stored in your Keep. The Workshop refines them one recipe at a time.
| Realm | Raw resource (gathered) | Refined at the Workshop |
|---|---|---|
Resource icons from the onchain gameplay asset package; the realm crests are AI-assisted pixel icons. The in-game look may still change.
Refined materials combine into three kits for expeditions:
| Kit | Made from |
|---|---|
| Heartwood Beams + Thornsilk + SHARDS | |
| Prismstone Lens + Frostglass | |
| Sunstone Blocks + Embercore |
Crystal Fragments are a rare material. They can come from a failed vehicle craft and from Divine Isle rewards, all drawn from one shared global budget.
Ordinary refining and kit crafting are deterministic and have no SOL fee. Exact quantities, times and kit effects are still being balanced.
The locked numbers
| What | Locked for launch |
|---|---|
| Workshop size and count | 2×2 tiles, one per base |
| Levels and visual tiers | 20 levels, 4 visual tiers |
| SHARDS per Forge Ingot | 10,000 |
| Ingots a free wallet commits per day | 2, across its free bases |
| Failure roll or SOL fee when refining | none |
| Raw resources taken when a raid destroys your Keep | 1% of each, rounded down |
See also
- KEEP mining — what committed ingots do.
- New buildings — the Workshop next to the Lodge, Market, Harvester and Berth.
- Expeditions and vehicles — where raw resources come from.
- Market and trading — trading ingots and resources for KEEP.
- Gold Forge — how the Forge works today.
- Onchain gameplay
