The complete guide
Every number here is read straight from the game's own data file, so it is what the server is actually running.
1 · The basics
CryptoCastle is a base-building game. You hold a plot of land, raise buildings on it, mine a token called castlecoin (CSTL), and send an army against other players' bases to take some of theirs. They can do the same to you.
Your base sits on a 40×40 grid, with a 2-tile margin around the edge you cannot build on. Everything you own must fit inside that, which becomes a real constraint by Town Hall 5.
Your wallet is your account. Signing in asks you to sign a plain text message, which costs nothing and approves no transaction. Creating a castle costs a one-off 5 USDC, once, and nothing after that.
2 · Town Halls
The Castle Keep is your Town Hall. Its level, TH1 to TH5, is the single number that governs your whole base: how many of each building you may own, and how far each may be upgraded. Nothing else unlocks anything.
Read the table as count · highest level. At TH3, for example, you may own 3 mines and upgrade each to level 6.
| Building | TH1 | TH2 | TH3 | TH4 | TH5 |
|---|---|---|---|---|---|
| Castle Keep | 1 · to L1 | 1 · to L2 | 1 · to L3 | 1 · to L4 | 1 · to L5 |
| Castlecoin Mine | 1 · to L2 | 2 · to L4 | 3 · to L6 | 4 · to L8 | 5 · to L10 |
| Castlecoin Vault | 1 · to L1 | 2 · to L3 | 2 · to L6 | 2 · to L8 | 3 · to L9 |
| Barracks | 1 · to L1 | 1 · to L3 | 2 · to L4 | 2 · to L5 | 3 · to L7 |
| Army Camp | 1 · to L1 | 1 · to L2 | 2 · to L3 | 2 · to L4 | 3 · to L5 |
| Builder's Hut | 2 · to L1 | 2 · to L1 | 3 · to L1 | 3 · to L1 | 4 · to L1 |
| Laboratory | — | — | 1 · to L1 | 1 · to L2 | 1 · to L3 |
| Cannon | 2 · to L2 | 2 · to L3 | 2 · to L4 | 2 · to L5 | 3 · to L6 |
| Archer Tower | — | 1 · to L2 | 1 · to L3 | 2 · to L4 | 3 · to L6 |
| Trebuchet | — | — | 1 · to L1 | 1 · to L2 | 1 · to L3 |
| Skywatch Tower | — | — | — | 1 · to L2 | 1 · to L3 |
| Sorcerer's Spire | — | — | — | — | 1 · to L2 |
| Wall | — | 25 · to L2 | 50 · to L3 | 75 · to L4 | 100 · to L5 |
Upgrading the Keep is usually the most expensive thing you can do and takes the longest, but everything else is capped behind it.
3 · Earning coins
Castlecoin mines produce coins continuously, whether or not you are online. Output piles up in the mine's hopper until you tap it to collect. Each hopper holds 16 hours of production — after that the mine stops, and the time is lost. Collecting daily is the single biggest thing separating a fast player from a slow one.
Coins you collect go into your vaults. Your capacity is every vault plus the Keep added together, and you cannot collect past it. A mine with nowhere to put its output is a mine standing idle.
What each Town Hall can mine
| Town Hall | Mines | Max level | Coins per day, all mines maxed |
|---|---|---|---|
| TH1 | 1 | L2 | 20 CSTL |
| TH2 | 2 | L4 | 90 CSTL |
| TH3 | 3 | L6 | 285 CSTL |
| TH4 | 4 | L8 | 760 CSTL |
| TH5 | 5 | L10 | 1,800 CSTL |
The emission curve
Mine output is not fixed forever. Every coin a mine produces is paid out of the Emission Reserve, and as that reserve empties, all mines everywhere slow down together by a global multiplier:
M = max(0.25, (reserveRemaining / reserveInitial) ^ 0.4)
The floor is 25% — mining slows but never stops. Coins spent on buildings partly return to the reserve, so an active game keeps refilling the well it draws from. See the castlecoin.
4 · Building and builders
Every build and upgrade needs a free builder, and a builder does one job at a time. You start with 2 Builder's Huts, which is 2 simultaneous jobs; more huts unlock with the Town Hall and later ones cost coins.
Buildings under construction still work if they already existed — an upgrading mine keeps producing — but a brand new building does nothing until it is finished.
Rushing
You may pay coins to finish a job immediately, at 0.35 CSTL per second remaining. Rushing is only available up to TH3; past that, the long builds are the game.
5 · Every building
Costs are in castlecoins. Levels above your Town Hall's cap cannot be reached yet.
Core
Castle Keep unlocks at TH1 4×4 tiles
The heart of your base and your Town Hall level in one building. Upgrading it is what unlocks everything else, and it holds coins too. Lose it in a raid and the attacker earns their second star.
| Level | Name | Cost | Build time | Hitpoints | Holds |
|---|---|---|---|---|---|
| 1 | Timber Hall | free | instant | 450 | 800 |
| 2 | Stone Keep | 60 | 3 min | 1,600 | 3,000 |
| 3 | Castle | 500 | 2 h | 1,850 | 12,000 |
| 4 | Blackstone Fortress | 3,570 | 1 d | 2,100 | 45,000 |
| 5 | Gilded Citadel | 15,290 | 3 d | 2,400 | 160,000 |
Builder's Hut unlocks at TH1 2×2 tiles
Each hut is one builder. Builders work one job at a time, so a second hut means two upgrades running at once.
| Level | Cost | Build time | Hitpoints |
|---|---|---|---|
| 1 | free | instant | 250 |
Resource
Castlecoin Mine unlocks at TH1 3×3 tiles
Produces castlecoins on its own, around the clock. Output collects in a hopper you tap to claim; once the hopper is full the mine stops, so a mine you never visit is a mine wasting its day.
Its hopper holds 16 hours of output before it backs up and stops.
| Level | Cost | Build time | Hitpoints | Coins / day |
|---|---|---|---|---|
| 1 | 5 | 1.5 min | 400 | 10 |
| 2 | 10 | 2 min | 440 | 20 |
| 3 | 16 | 15 min | 480 | 30 |
| 4 | 29 | 20 min | 520 | 45 |
| 5 | 100 | 2.5 h | 560 | 65 |
| 6 | 180 | 3 h | 600 | 95 |
| 7 | 515 | 9.5 h | 640 | 135 |
| 8 | 925 | 11 h | 680 | 190 |
| 9 | 1,850 | 19 h | 720 | 260 |
| 10 | 3,340 | 22 h | 780 | 360 |
Castlecoin Vault unlocks at TH1 3×3 tiles
Raises how many coins you can hold. Your total capacity is every vault plus the Keep. Coins above that cap simply cannot be collected.
| Level | Cost | Build time | Hitpoints | Holds |
|---|---|---|---|---|
| 1 | 18 | 1.5 min | 400 | 800 |
| 2 | 20 | 15 min | 600 | 1,550 |
| 3 | 35 | 20 min | 800 | 3,000 |
| 4 | 56 | 2.5 h | 1,000 | 4,760 |
| 5 | 100 | 3 h | 1,200 | 7,560 |
| 6 | 180 | 3 h | 1,400 | 12,000 |
| 7 | 605 | 9.5 h | 1,600 | 23,250 |
| 8 | 1,090 | 11 h | 1,700 | 45,000 |
| 9 | 6,010 | 19 h | 1,800 | 160,000 |
Army
Barracks unlocks at TH1 3×3 tiles
Trains troops. Its level decides which troops you are allowed to train at all.
| Level | Cost | Build time | Hitpoints |
|---|---|---|---|
| 1 | 12 | 1.5 min | 250 |
| 2 | 12 | 15 min | 290 |
| 3 | 22 | 15 min | 330 |
| 4 | 200 | 2 h | 370 |
| 5 | 1,020 | 8.5 h | 420 |
| 6 | 1,270 | 17 h | 470 |
| 7 | 2,280 | 19.5 h | 520 |
Army Camp unlocks at TH1 4×4 tiles
Houses the army you take into a raid. Army space is the real limit on how big an attack can be.
| Level | Cost | Build time | Hitpoints | Army space |
|---|---|---|---|---|
| 1 | 15 | 2 min | 250 | 20 |
| 2 | 50 | 20 min | 270 | 30 |
| 3 | 300 | 3 h | 290 | 35 |
| 4 | 1,530 | 12 h | 310 | 40 |
| 5 | 5,460 | 1 d | 330 | 45 |
Laboratory unlocks at TH3 3×3 tiles
Researches troop upgrades, permanently improving every troop of that type you ever train.
| Level | Cost | Build time | Hitpoints |
|---|---|---|---|
| 1 | 1,500 | 2.5 h | 500 |
| 2 | 3,230 | 9.5 h | 550 |
| 3 | 11,470 | 19 h | 600 |
Defence
Cannon unlocks at TH1 3×3 tiles hits ground range 9
The basic defence. Hits ground troops only, hard and often.
| Level | Cost | Build time | Hitpoints | Damage / sec |
|---|---|---|---|---|
| 1 | 4 | 1 min | 420 | 9 |
| 2 | 8 | 1 min | 470 | 11 |
| 3 | 35 | 10 min | 520 | 15 |
| 4 | 200 | 1.5 h | 570 | 19 |
| 5 | 1,020 | 6 h | 620 | 25 |
| 6 | 3,550 | 12 h | 670 | 31 |
Archer Tower unlocks at TH2 3×3 tiles hits ground & air range 10
Shoots both ground and air. The only early answer to anything that flies.
| Level | Cost | Build time | Hitpoints | Damage / sec |
|---|---|---|---|---|
| 1 | 16 | 10 min | 380 | 11 |
| 2 | 29 | 10 min | 420 | 15 |
| 3 | 260 | 1.5 h | 460 | 19 |
| 4 | 1,280 | 6 h | 500 | 25 |
| 5 | 1,560 | 12 h | 540 | 30 |
| 6 | 2,810 | 14 h | 580 | 35 |
Trebuchet unlocks at TH3 3×3 tiles hits ground range 11 splash 1.5 blind inside 4
Slow, long-ranged splash damage that shreds packed groups. It cannot hit anything standing too close.
| Level | Cost | Build time | Hitpoints | Damage / sec |
|---|---|---|---|---|
| 1 | 380 | 1.8 h | 400 | 4 |
| 2 | 1,870 | 7 h | 450 | 5 |
| 3 | 6,280 | 14.5 h | 500 | 6 |
Skywatch Tower unlocks at TH4 3×3 tiles hits air range 10
Anti-air only, and brutal at it. Useless against anything on foot.
| Level | Cost | Build time | Hitpoints | Damage / sec |
|---|---|---|---|---|
| 1 | 455 | 7 h | 800 | 80 |
| 2 | 825 | 8.5 h | 850 | 110 |
| 3 | 4,640 | 14.5 h | 900 | 140 |
Sorcerer's Spire unlocks at TH5 3×3 tiles hits ground & air range 7 splash 1.5
Late-game splash tower that hits ground and air alike.
| Level | Cost | Build time | Hitpoints | Damage / sec |
|---|---|---|---|---|
| 1 | 1,850 | 14.5 h | 620 | 11 |
| 2 | 3,340 | 16.5 h | 650 | 13 |
Walls
Wall unlocks at TH2 1×1 tiles
Slows attackers down and steers them into your defences. Walls are never destroyed for loot and count for nothing towards destruction.
| Level | Name | Cost | Build time | Hitpoints |
|---|---|---|---|---|
| 1 | Timber Palisade | free | instant | 300 |
| 2 | Stone Wall | 40 | instant | 500 |
| 3 | Reinforced Wall | 120 | instant | 700 |
| 4 | Blackstone Rampart | 400 | instant | 900 |
| 5 | Gilded Rampart | 1,100 | instant | 1,400 |
6 · Your army
Troops are trained at the Barracks and live in your Army Camps. Camp space is the true limit on an attack: a Battering Ram takes 5 spaces where a Militia takes 1, so a camp is a choice between many small bodies and a few large ones.
Each troop has a domain. Ground troops walk and can be blocked by walls; air troops fly straight over everything. Some troops prefer a kind of building and will run past other targets to reach it.
| Troop | Needs | Space | Domain | Hitpoints by level | Damage/sec by level | Speed | Range | Prefers |
|---|---|---|---|---|---|---|---|---|
| Militia | Barracks L1 | 1 | Ground | 45 / 54 / 65 | 8 / 11 / 14 | 2.25 | 0.4 | — |
| Archer | Barracks L2 | 1 | Ground | 20 / 23 / 28 | 7 / 9 / 12 | 3 | 3.5 | — |
| Sapper | Barracks L4 | 1 | Ground | 25 / 30 / 36 | 11 / 14 / 19 | 4 | 0.4 | resource ×2 |
| Battering Ram | Barracks L3 | 5 | Ground | 300 / 360 | 11 / 14 | 1.5 | 1 | defense ×1 |
| Raven Rider | Barracks L6 | 5 | Air | 150 / 180 | 25 / 32 | 1.25 | 0.4 | defense ×1 |
Militia
Cheap, fast, dies fast. The backbone of any early raid.
Archer
Outranges cannons if you place her right. Shoots over walls.
Sapper
Sprints straight for the coin. Triple damage to mines and vaults.
Battering Ram
Slow, enormous, soaks cannon fire. Goes for the towers first.
Raven Rider
Flies over walls. Only the Skywatch Tower and Archer Towers can touch it.
Explodes when killed: 25 damage in a 1.2 tile radius.
Splash damage, 1.2 tile radius.
7 · Research
The Laboratory permanently upgrades a troop type. Research applies to every troop of that type you train from then on, including ones already in camp, and it is never lost.
| Troop | Upgrade to | Needs | Cost | Time |
|---|---|---|---|---|
| Militia | Level 2 | Lab L1 | 400 | 1 h |
| Militia | Level 3 | Lab L3 | 9,000 | 12 h |
| Archer | Level 2 | Lab L1 | 400 | 1 h |
| Archer | Level 3 | Lab L3 | 9,000 | 12 h |
| Sapper | Level 2 | Lab L1 | 400 | 1 h |
| Sapper | Level 3 | Lab L3 | 9,000 | 12 h |
| Battering Ram | Level 2 | Lab L2 | 2,500 | 6 h |
| Raven Rider | Level 2 | Lab L2 | 2,500 | 6 h |
8 · Defending
Defences fire automatically at anything in range. What matters is not raw damage but coverage: a tower that cannot reach the attacker is worth nothing, and a base whose defences all cluster in one corner is a base with a safe side.
| Defence | Targets | Range | Min range | Splash | Shots every | Damage/sec by level |
|---|---|---|---|---|---|---|
| Cannon | Ground only | 9 | — | — | 0.8s | 9 / 11 / 15 / 19 / 25 / 31 |
| Archer Tower | Ground & air | 10 | — | — | 0.5s | 11 / 15 / 19 / 25 / 30 / 35 |
| Trebuchet | Ground only | 11 | 4 | 1.5 | 5s | 4 / 5 / 6 |
| Skywatch Tower | Air only | 10 | — | — | 1s | 80 / 110 / 140 |
| Sorcerer's Spire | Ground & air | 7 | — | 1.5 | 1.3s | 11 / 13 |
Note the Trebuchet's minimum range — it cannot hit anything within 4 tiles of itself, so troops that get close are safe from it. The Skywatch Tower hits only air, and the Cannon only ground.
Walls
Walls do not kill anything. They buy time, by forcing ground troops to walk around them while your defences fire. A detour costs an attacker roughly 6 plus 2 per wall level in pathing terms, so higher walls push attackers further out of their way.
Walls count for nothing towards destruction and hold no loot, so an attacker gains nothing by breaking them except the path through. Air troops ignore them entirely. You upgrade walls one at a time.
9 · Raiding
You may launch 1 attack per day. Scouting shows you a candidate base; if you do not like it you may skip to another for a fee, which rises with your Town Hall.
| Town Hall | Cost per skip | Most one raid can take |
|---|---|---|
| TH1 | 1 CSTL | 4 CSTL |
| TH2 | 4 CSTL | 20 CSTL |
| TH3 | 13 CSTL | 60 CSTL |
| TH4 | 38 CSTL | 160 CSTL |
| TH5 | 90 CSTL | 400 CSTL |
Who you are matched against
Matchmaking looks for players at your own Town Hall level first, then widens to ±1. Players still under new-player protection, or already shielded from a recent raid, are never offered as targets.
The attack itself
A raid lasts 180 seconds. You deploy troops around the edge of the base — within 3 tiles of the boundary — and they fight on their own from there. You choose who goes where and when; you do not control them afterwards.
Stars
- One star — destroy 50% of the base.
- Two stars — destroy the Castle Keep.
- Three stars — destroy 100% of everything.
Not every building counts equally towards destruction. The Keep is weighted 3×, defences 1.5×, resource buildings 1.2×, and walls 0 — they do not count at all.
10 · Loot and losses
A raid moves coins from the defender to the attacker. Nothing is created and nothing is destroyed in a raid — this is one player's coins becoming another's.
What a defender can lose
At most 25% of everything they are holding. That means the vault balance and anything sitting uncollected in a mine hopper — vault balance AND uncollected mine output.
What an attacker can take
Whatever they earn, up to a hard cap set by their Town Hall — the right-hand column in the table above. Most the attacker can take in one raid, sized at ~21% of that Town Hall's daily mine output so a player raided twice a day still grows.
How the loot is earned
70% comes from destroying the buildings that actually hold coins — mines, vaults and the Keep — and the remaining 30% from overall destruction. Flattening a base while ignoring its mines earns far less than a raid that goes straight for the coin.
Raids are final. Coins taken cannot be reversed or refunded, by us or by anyone.
11 · Shields and protection
- New-player protection — 2 hours. A brand new castle cannot be attacked at all for its first 2 hours.
- Raid shield — 16 hours. After someone successfully raids you, nobody may attack you again for 16 hours.
- Revenge — 24 hours. You may strike back at someone who raided you within 24 hours, and their shield does not stop you.
Being shielded does not stop you attacking. Protection only governs who may be chosen as a target.
12 · The castlecoin
CSTL is an SPL token on Solana. Fixed supply of 1,000,000,000, 6 decimals, created on pump.fun with the mint authority revoked — no more can ever be made.
| Allocation | Amount | Purpose |
|---|---|---|
| Emission Reserve | 200,000,000 | Pays every coin your mines produce. Finite, and it empties as the game is played. |
| Open market | 800,000,000 | Sold on the pump.fun bonding curve. The game has no claim on it. |
Burning
Coins you spend on buildings, upgrades and rushes are taken out of your hands entirely. Of every coin burned, 80% returns to the Emission Reserve so mines keep paying, and the other 20% is destroyed on-chain for good. The token's total supply visibly falls as people play.
13 · Deposits and withdrawals
You can bring CSTL in from your own wallet and take it back out again.
- Maturation — 24 hours. Coins must sit for 24 hours after arriving before they can be withdrawn, whether they came from a deposit, a mine or a raid.
- Withdrawal fee — none.
- Daily cap — 200,000 CSTL per player, per rolling 24 hours.
- You pay the Solana transaction fee and submit the transaction yourself.
Coins held in the game are held by the game, not sitting in your wallet — the same arrangement as a balance on an exchange. Withdrawing turns them back into real tokens. This is covered in full in the terms.
14 · Land
Cosmetic only. Paid in USDC to the project treasury, never in castlecoins, and they change nothing about how a base plays or defends.
| Land | Price | What it changes |
|---|---|---|
| Greenfield | free | Appearance only |
| Frostbound Tundra | 10 USDC | Appearance only |
| Ashen Wastes | 20 USDC | Appearance only |
| Heights of Olympus | 100 USDC | Appearance only |