CRYPTOCASTLE

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.

BuildingTH1TH2TH3TH4TH5
Castle Keep1 · to L11 · to L21 · to L31 · to L41 · to L5
Castlecoin Mine1 · to L22 · to L43 · to L64 · to L85 · to L10
Castlecoin Vault1 · to L12 · to L32 · to L62 · to L83 · to L9
Barracks1 · to L11 · to L32 · to L42 · to L53 · to L7
Army Camp1 · to L11 · to L22 · to L32 · to L43 · to L5
Builder's Hut2 · to L12 · to L13 · to L13 · to L14 · to L1
Laboratory1 · to L11 · to L21 · to L3
Cannon2 · to L22 · to L32 · to L42 · to L53 · to L6
Archer Tower1 · to L21 · to L32 · to L43 · to L6
Trebuchet1 · to L11 · to L21 · to L3
Skywatch Tower1 · to L21 · to L3
Sorcerer's Spire1 · to L2
Wall25 · to L250 · to L375 · to L4100 · 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 HallMinesMax levelCoins per day, all mines maxed
TH11L220 CSTL
TH22L490 CSTL
TH33L6285 CSTL
TH44L8760 CSTL
TH55L101,800 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.

LevelNameCostBuild timeHitpointsHolds
1Timber Hallfreeinstant450800
2Stone Keep603 min1,6003,000
3Castle5002 h1,85012,000
4Blackstone Fortress3,5701 d2,10045,000
5Gilded Citadel15,2903 d2,400160,000

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.

LevelCostBuild timeHitpoints
1freeinstant250

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.

LevelCostBuild timeHitpointsCoins / day
151.5 min40010
2102 min44020
31615 min48030
42920 min52045
51002.5 h56065
61803 h60095
75159.5 h640135
892511 h680190
91,85019 h720260
103,34022 h780360

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.

LevelCostBuild timeHitpointsHolds
1181.5 min400800
22015 min6001,550
33520 min8003,000
4562.5 h1,0004,760
51003 h1,2007,560
61803 h1,40012,000
76059.5 h1,60023,250
81,09011 h1,70045,000
96,01019 h1,800160,000

Army

Barracks unlocks at TH1 3×3 tiles

Trains troops. Its level decides which troops you are allowed to train at all.

LevelCostBuild timeHitpoints
1121.5 min250
21215 min290
32215 min330
42002 h370
51,0208.5 h420
61,27017 h470
72,28019.5 h520

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.

LevelCostBuild timeHitpointsArmy space
1152 min25020
25020 min27030
33003 h29035
41,53012 h31040
55,4601 d33045

Laboratory unlocks at TH3 3×3 tiles

Researches troop upgrades, permanently improving every troop of that type you ever train.

LevelCostBuild timeHitpoints
11,5002.5 h500
23,2309.5 h550
311,47019 h600

Defence

Cannon unlocks at TH1 3×3 tiles hits ground range 9

The basic defence. Hits ground troops only, hard and often.

LevelCostBuild timeHitpointsDamage / sec
141 min4209
281 min47011
33510 min52015
42001.5 h57019
51,0206 h62025
63,55012 h67031

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.

LevelCostBuild timeHitpointsDamage / sec
11610 min38011
22910 min42015
32601.5 h46019
41,2806 h50025
51,56012 h54030
62,81014 h58035

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.

LevelCostBuild timeHitpointsDamage / sec
13801.8 h4004
21,8707 h4505
36,28014.5 h5006

Skywatch Tower unlocks at TH4 3×3 tiles hits air range 10

Anti-air only, and brutal at it. Useless against anything on foot.

LevelCostBuild timeHitpointsDamage / sec
14557 h80080
28258.5 h850110
34,64014.5 h900140

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.

LevelCostBuild timeHitpointsDamage / sec
11,85014.5 h62011
23,34016.5 h65013

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.

LevelNameCostBuild timeHitpoints
1Timber Palisadefreeinstant300
2Stone Wall40instant500
3Reinforced Wall120instant700
4Blackstone Rampart400instant900
5Gilded Rampart1,100instant1,400

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.

TroopNeedsSpaceDomainHitpoints by levelDamage/sec by levelSpeedRangePrefers
MilitiaBarracks L11Ground45 / 54 / 658 / 11 / 142.250.4
ArcherBarracks L21Ground20 / 23 / 287 / 9 / 1233.5
SapperBarracks L41Ground25 / 30 / 3611 / 14 / 1940.4resource ×2
Battering RamBarracks L35Ground300 / 36011 / 141.51defense ×1
Raven RiderBarracks L65Air150 / 18025 / 321.250.4defense ×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.

TroopUpgrade toNeedsCostTime
MilitiaLevel 2Lab L14001 h
MilitiaLevel 3Lab L39,00012 h
ArcherLevel 2Lab L14001 h
ArcherLevel 3Lab L39,00012 h
SapperLevel 2Lab L14001 h
SapperLevel 3Lab L39,00012 h
Battering RamLevel 2Lab L22,5006 h
Raven RiderLevel 2Lab L22,5006 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.

DefenceTargetsRangeMin rangeSplashShots everyDamage/sec by level
CannonGround only90.8s9 / 11 / 15 / 19 / 25 / 31
Archer TowerGround & air100.5s11 / 15 / 19 / 25 / 30 / 35
TrebuchetGround only1141.55s4 / 5 / 6
Skywatch TowerAir only101s80 / 110 / 140
Sorcerer's SpireGround & air71.51.3s11 / 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 HallCost per skipMost one raid can take
TH11 CSTL4 CSTL
TH24 CSTL20 CSTL
TH313 CSTL60 CSTL
TH438 CSTL160 CSTL
TH590 CSTL400 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

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

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.

AllocationAmountPurpose
Emission Reserve200,000,000Pays every coin your mines produce. Finite, and it empties as the game is played.
Open market800,000,000Sold 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.

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.

LandPriceWhat it changes
GreenfieldfreeAppearance only
Frostbound Tundra10 USDCAppearance only
Ashen Wastes20 USDCAppearance only
Heights of Olympus100 USDCAppearance only