How the two currencies work today: SHARDS for building, KEEP the devnet token, how each is gained and spent, what a raid can take, and what changes next.
On this page
- Quick facts
- The two currencies at a glance
- SHARDS: your building money
- Where SHARDS come from
- Where SHARDS go
- KEEP: the token
- Where KEEP comes from
- Where KEEP goes — and why it comes back
- Converting between the two
- What a raid can take, and what is safe
- Withdrawals and fees
- Leagues and trophies
- Still switched off or being tuned
- See also
Pixel Kingdom Wars runs on two currencies today: SHARDS, your base's building money, and KEEP, the game token that belongs to your wallet. SHARDS are generous and raidable; KEEP comes from one limited reward pool, flows back into it when you spend it, and can never be taken in a raid.
Everything here is devnet playtest money. Devnet SOL and KEEP are test-net tokens with no real value, and the numbers are playtest settings that may change.
Quick facts
- SHARDS are game points owned by your base (your Land Deed). They cannot be withdrawn, and they move with the deed if it is sold.
- KEEP is the token (onchain name "Pixel Kingdom Gold", symbol KEEP, 9 decimals). Your in-game KEEP belongs to your wallet and is the only currency you can deposit or withdraw.
- New bases receive 5,000 SHARDS once, when they are created.
- SHARDS become KEEP in exactly one place: the GOLD FORGE. KEEP becomes SHARDS anywhere, one way, at 1 KEEP = 1 SHARD.
- All KEEP rewards come from one bounded reward pool, started with 500,000,000 KEEP. Spending KEEP in the game returns it to that pool.
- Quests pay SHARDS, never KEEP. Raid loot is SHARDS, never KEEP.
- Withdrawing KEEP: minimum 500, a 2% fee, one withdrawal per rolling 24 hours, and a daily cap by Keep level.
The KEEP WALLET screen.
The two currencies at a glance
| SHARDS | KEEP | |
|---|---|---|
| Belongs to | The base (Land Deed) | Your wallet |
| On chain? | No | Yes on devnet (SPL token), plus your in-game balance |
| Main use | Building, upgrading, the Gold Forge, the PvP ante | Extra Mines, heroes, speed-ups, buffs, shop items, converting to SHARDS |
| Where it comes from | Mines, Daily Cache, quests, campaign, raid loot, the starter gift, converting KEEP | The Gold Forge, reward mail, deposits from your wallet |
| Raidable? | Partly | Never |
| Withdrawable? | No | Yes (devnet) |
A third thing you pay with is SOL, straight from your wallet. There is no SOL balance in the game: land, builders, expansions, raid energy, shields and high-level Mine and Gold Forge upgrades are each one wallet payment the server checks before it grants anything. See Deposits, withdrawals and 2FA.
SHARDS: your building money
Where SHARDS come from
- Mines — your main income. One level-1 Mine at a level-1 Keep digs 500 SHARDS a day; more Mines, higher levels, a 7-day streak and referrals multiply that. See Mining and the Daily Cache.
- Daily Cache — a free pickup once a day.
- Quests — dailies pay a little each, three claims in a day add a bonus, and the weekly quest pays 100 SHARDS. See Quests, referrals, mail, chat and clans.
- The campaign — a one-time reward for each stage's first 3 stars. See Campaign and PvE.
- Raid loot — winning a PvP raid moves SHARDS from the defender to you. See Raids and loot.
- Converting KEEP — any whole amount of KEEP becomes SHARDS 1:1.
Where SHARDS go
- Buildings and upgrades — nearly everything is built and upgraded with SHARDS. See Base building.
- The Gold Forge — SHARDS you smelt are burned at settlement and become your share of that day's KEEP. See Gold Forge.
- PvP ante — every PvP attack costs 100 SHARDS at Keep 1, rising to 2,000 at Keep 20. It is burned.
KEEP: the token
KEEP is the game's onchain token. The 1,000,000,000 fixed-supply model you may see in project documents describes the intended mainnet design; today's devnet mint is a test mint whose mint and freeze authorities are still in place.
In the game your KEEP is a balance tied to your wallet. KEEP you deposit and KEEP you receive from play share one balance and one withdrawal allowance. Deposited KEEP is backed one-for-one by a custody wallet and is never used to fund rewards.
Where KEEP comes from
All KEEP rewards come from a single reward pool, started with 500,000,000 KEEP. It can never go below zero, so its balance is the whole remaining reward budget. Two things draw from it:
- The Gold Forge. Each UTC day, 273,972 KEEP is shared among every base that smelted SHARDS that day, in proportion to what each put in — never more than about 0.78 KEEP per SHARD. Payouts land as claimable and return to the pool after 30 days if left unclaimed. See Gold Forge.
- Reward mail. The team sometimes sends KEEP by in-game mail, from the same pool.
You can also deposit KEEP from your wallet at any time. See Deposits, withdrawals and 2FA.
Where KEEP goes — and why it comes back
Spending KEEP in the game does not destroy it: it goes back into the reward pool.
- Extra Mines — Mines 2 to 8 cost from 1,500 to 130,000 KEEP.
- Heroes — Vex 3,000 KEEP, Theodor 10,000 KEEP, and their levels. See Troops and heroes.
- Speed-ups — finishing a timer early; the price grows with the time left.
- Raid buffs and shop items.
- Converting to SHARDS.
The only KEEP that leaves the pool this way is the 2% withdrawal fee, which the game keeps on its books. It is not burned on chain.
Converting between the two
- KEEP → SHARDS: on the KEEP WALLET screen, any whole amount becomes the same number of SHARDS on your selected base. One way, instant, no land needed; the KEEP goes back to the pool.
- SHARDS → KEEP: only through the GOLD FORGE, only up to your Forge's daily cap, and always below 1 KEEP per SHARD.
The KEEP WALLET screen also shows BUY KEEP WITH SOL as TEMPORARILY UNAVAILABLE. Buying KEEP with SOL is switched off; you get KEEP from play or by depositing your own.
What a raid can take, and what is safe
- At risk: up to 50% of your base's liquid SHARDS and open Gold Forge SHARDS combined — how much the attacker actually takes depends on stars — and the uncollected SHARDS of any Mine the attacker destroys. A standing Vault shields part of that; a destroyed Vault protects nothing. See Raids and loot.
- Safe: all KEEP (your balance, claimable Forge payouts and anything waiting in a withdrawal), your SOL, your items and your Land Deed.
Withdrawals and fees
KEEP is the only thing that leaves the game. In short (all devnet):
- Who: you need a paid Land Deed to withdraw.
- Minimum: 500 KEEP per request.
- Fee: 2%; you receive 98%. A 1,000 KEEP request sends 980.
- How often: one withdrawal per rolling 24 hours.
- Daily cap by Keep level: 50,000 KEEP at Keep 1, up to 250,000 at Keep 20. With several bases, your strongest active paid base sets the cap; caps never add up.
- Hold: standard withdrawals wait 24 hours (cancellable). An authenticator enabled for at least 24 hours lets you skip the wait.
Full rules on Deposits, withdrawals and 2FA.
Leagues and trophies
Raids win and lose trophies by stars; trophies place you in Bronze, Silver, Gold or Sol and never reset. League rewards are paid in SHARDS and items, never KEEP: each Monday the closed week pays a Keep-level SHARDS cache plus consumables to one base per wallet that made at least 3 resolved attacks on other landowners. Full rules on Raids and loot.
Still switched off or being tuned
- BUY KEEP WITH SOL is switched off.
- Numbers marked as playtest settings — Forge caps and soft cap, league thresholds, the trophy curve — may change.
- An emission controller can slow SHARDS mining when the KEEP side is under pressure. It never changes the Forge's daily KEEP. See Mining and the Daily Cache.
See also
- Gems — the currency coming with onchain gameplay
- Mining and the Daily Cache
- Gold Forge
- Raids and loot
- Deposits, withdrawals and 2FA
- Shop and marketplace
- Smart contracts and on-chain
