Pixlands
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Game: @pixlandsbot

Cooperation: @far_pixlands

Support: @pixlands_supbot
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🀝 Pixlands Γ— TonPort Collaboration

Friends, we have a new partnership! Introducing the first trading platform TonPortβ€”and a bonus for our players.

πŸ“‹ REWARD TASKS:
Complete all three conditions on TonPort:
Make a total deposit of at least 3 TON
Execute any order at least once
Complete any task at least once

🎁 REWARD IN PIXLANDS: 120 FARM + 10M GOLD

⚑️ HOW TO PARTICIPATE:

Go to TonPort via this link:
πŸ‘‰ TonPort Bot

Complete all three conditions and receive 120 FARM + 10M GOLD in Pixlands.

πŸš€ Participate in the collaboration and earn rewards in both universes!
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Marketplace Payouts Have Exceeded $4,500 Since the Start of the Season, its 375$ daily!

Dear players, we'd like to revisit a very important topic - a common misunderstanding of game mechanics among new players. Specifically, many players focus on the Seasonal Pool and expect to earn significant profits at the end of the season.

For new and average players, the marketplace has always been - and will continue to be - the main source of income. Therefore, if you're playing casually, selling what you farm on the marketplace, and expecting a large Seasonal Pool payout, that's the wrong strategy. In our game, the Seasonal Pool is designed as a motivation system for roughly the Top 1,000 players, encouraging long-term progression and character development. We've allocated only 30% of deposits to this purpose. As a result, while our Seasonal Pool may look similar to those found in other projects, it serves a completely different purpose. Unlike other games with seasonal rewards, our game has five additional sources of daily income, and each of them receives a larger share of the economy than Seasonal Rewards themselves.

Many players also mistakenly believe that because marketplace items are purchased by other players, marketplace activity is unrelated to deposits and shouldn't be considered part of the reward distribution. This is a major misconception. The marketplace is exactly what allows every player to start earning profit within their first 10 minutes of gameplay. We could have built a system where all of these items were obtainable only through deposits, while dungeon rewards could only be used for personal progression. This would have increased seasonal profitability by another 50% and made Seasonal Pools much larger. But that's not the vision behind our game. The fact that dungeon items cannot be obtained through deposits is entirely intentional.

Our idea is simple - new players have two paths:

1️⃣ Slowly progress, using part of what they earn for their own development while selling the rest on the marketplace and generating a small profit each season, eventually reaching $30-$100 in profit after 1-2 months of gameplay.

2️⃣ Purchase items and equipment from the marketplace, providing profits to players who chose the first path while competing for top positions and earning an increasingly larger share of Seasonal and Daily Rewards. These players typically sell little or nothing on the marketplace because doing so would prevent them from maintaining top rankings. One player following this path effectively supports the profitability of around 1,000 players who chose the first path.

We've already gathered enough data and drawn our conclusions. We won't be changing the rules during the current season, but next season rewards will be distributed according to this philosophy.

Choose now which type of player you want to be - compete for the top and earn from Seasonal and Daily Rewards, or sell items daily on the marketplace and earn profit there, without expecting high end-of-season returns.

We wish everyone an enjoyable gaming experience!
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The Dream Game - What Does It Look Like?

Dear players, your feedback is extremely important to us as we continue developing the project.

If this game were a full PC title with no limitations on graphics, mechanics, or content - what features would you love to see in it, and what features would you definitely not want to see?

For example, one thing we've personally never enjoyed is overly deep quest systems - talk to an NPC, accept a quest to kill 10 monsters, return to the NPC, and turn it in. We never really read those storylines, and while such quests can help immerse players in the world, it often feels like most fans of the genre simply aren't interested in that style of gameplay anymore.

We'd love to hear your ideas and discuss them in the comments πŸ‘‡
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The servers are temporarily unavailable due to data centers, the problem is that they overheated due to the heat, we don’t know when the game will be available, and in this case, we can’t even move to another server until this one works again
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The data centers have been repaired and the game is available again, but a new update is currently being introduced.
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The game is available
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We've deepened the crafting system to make crafting more engaging and active! There's now a reduced chance of losing an item; the system is designed so that each crafting attempt earns you either a valuable item or experience, allowing you to craft higher-quality items! You can learn more about the system in the Crafting section - click the "Guide" button. The system and costs are not final; we'll review the statistics by the end of the week and adjust the balance if necessary.
Other changes:
The Pass system has been reworked - all subscription levels now have limits on the amount of transferable items they can obtain. A surplus system has also been introduced - now, when you purchase something in the Market, your limit increases, and you can sell items again!
Bosses now have up to 5 attempts per day, but the average drop rate is higher. The system is now structured so that everyone can receive standard items in roughly equal quantities; the only difference is how many items can be listed on the Market per day. Premium users have increased chances of obtaining valuable, high-value items, and the main value of x2 and x4 items is in this category.

A forging subsection has been added to the wings section. If you have extra feathers, you can use them to upgrade your feathers even further.
Market:
The minimum price for items obtained from bosses has been changed. High values ​​forced restrictions on the entire game and overall drops. Now, item acquisition is becoming more convenient for daily activity, and players themselves determine the value of these items.
New items have been added: Breakthrough Stone and Fatigue Stone. All this is connected to the new crafting system.


We try to make this game better every day

With love and respect to our users, the Pixlands team ❀️
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Very important - we don't contact players first and tell them you've won prizes - that's scamming!
Changes:
1. An account reset system is now available in the settings. This feature is for those who want to start fresh in the new season and compete for prizes from the newbie pool. It resets everything except the referral system.
2. A bug with randomly inserting boost stones when crafting items has been fixed. Insertion is now only possible using the "Insert" button.
3. In the Market section, purchase orders for items obtained from dungeons can now be lower than $0.011.
4. We've updated the data in the Contests section and added automatic reward distribution after the end of the season.
Rewards will be emailed to you after the start of the next season.
5. Maintenance no longer starts spontaneously. You'll see a notification in the game 10 minutes before maintenance starts, before the game shuts down.
6. Daily VIP rewards are working again.
7. Items from the "Upgrade" section are now always active after the first activation. You don't need to hold one card for an item to remain active and provide bonuses.

We try to make this game better every day

With love and respect to our users, the Pixlands team ❀️
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Dear users, no one from our project team will ever write you a private message, especially asking for money or a wallet phrase. We have only one original support bot - @Pixlands_supbot and a person from the team who manages the community @far_pixlands. Please check usernames.

With love and respect to our users, the Pixlands team ❀️
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Key changes:
Seasonal Pool Ranking System! Seasonal pool rewards are now much more generous, with the top 500 players in each pool receiving a share of the pot! The remaining players receive in-game rewards that significantly exceed the fixed amount. This logic is based on Season 2 payouts, where 712 players received a reward greater than $1, while a significant portion of the rewards were simply diluted with smaller rewards for a large number of participants. If you're not aiming for the top and don't want to claim the fixed prizes, we recommend deleting your account and competing for the Newbie Pool.
General Pool Pot 20% -> 28%
Newbie Pool Pot 10% -> 12%
Events now award in-game rewards: crystals, seasonal coins, item enhancement stones, gold, items, and more. Rewards will be added throughout the season. 10% of event participation rewards have been transferred to the seasonal pool. Now, attending the event is more valuable in terms of earning a large reward at the end of the season. A PIX WORLD section has been added. This is where you can spend your accumulated PIX and also receive 5% of the total daily bank for activity! We plan to fill this section with PVP and mass player-versus-player activities, where everyone can test their wits and luck! Rare additional rewards for activity are also possible in the future.
The Talent section has increased the talent point spending limit.
New daily quests with valuable prizes have been added!
Seasonal coin yield from mobs has been halved. AFK farming has been reduced from 15 to 5 mobs per minute. This means all active players are included in the rankings, and bots will no longer be eligible for end-of-season rewards.
Enjoy the game!

We try to make this game better every day

With love and respect to our users, the Pixlands team ❀️
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Fixed a number of reset bugs: The 24-hour clan penalty was removed after resetting an account; personal bosses were fixed; and card equip slots were fixed.
Fixed drop rates from AFK farming mobs. Seasonal coins are now awarded correctly, and the difference for today has been compensated.
PVP packs in the arena have been fixed; they should now be displayed correctly.
Fixed an inventory slot discrepancy with the crafting inventory.
Fixed the display of "Feathers" consumption in the wings section.
Fixed rewards for participating in the PIX WORLD section - rewards can be claimed via mail.
New mode in the PIX WORLD section - Spin&Go.

We try to make this game better every day

With love and respect to our users, the Pixlands team ❀️
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A number of changes have been made and new mechanics have been added that impact the course of the season. Maintaining balance and interest for all players is important to us, so after collecting statistics for the week, we've made changes to several mechanics.
Crafting for D-C+ items has become much more accessible.
These items are designed for the early and mid-game and are now available to many players, including F2P players, as they gradually level up. Once a character has outgrown this tier of items, they can be burned for transfer stones. Higher-tier items have also become more accessible and their chances have been increased, but they remain valuable and difficult to obtain through crafting.
New event: Invasion. The event starts at 15:40 UTC and lasts 15 minutes. You'll be transported to a separate location where you can both fight players and kill mobs. The goal is to climb as high a difficulty level as possible and earn as many points as possible.
Rewards include seasonal coins and chests. The daily quest system has been updated. Quests are now divided into standard and premium. Quests now also award special keys to the treasury, which opens from Friday to Sunday and provides additional rewards to active players. In addition to seasonal coins and simple, minor rewards, valuable items and new items for the crafting system (forge and breakthrough shards) may drop.
New system: Atlas. This is an additional reward system for daily deposits that does not require separate investments. For every deposit of 500 stars per day, you receive 1 stone that enhances your stats and also increases the drop rate of seasonal coins. Collecting all 6 stones gives you an even more significant boost in power, and the cycle can be repeated.
The clan tower has been rewritten almost from scratch.
Visually, nothing has changed, but it should function more correctly.
New system: Mount. Developing this section allows you to increase your PVP power, which is temporarily used only in the PVP arena. In addition to
PVP power, you receive a significant bonus to attack, defense, and health. The daily buff now has three stages and increases your strength and seasonal coin yield throughout the day.
You don't need to purchase the buff separately; it's an additional deposit bonus, just like the Atlas system.
Once we've fixed all the bugs and shortcomings of the new Invasion online event and are able to optimize the game, we'll be adding a new mount system. Developing this system allows you to increase your PVP strength, which is temporarily only used in the PVP arena. In addition to
PVP strength, you receive a significant bonus to attack, defense, and health.
The daily buff now has three stages and increases your strength and seasonal coin yield throughout the day.
You don't need to purchase the buff separately; it's an additional deposit bonus, just like the Atlas system.
Once we've fixed all the bugs and shortcomings of the new Invasion online event and are able to optimize the game, we'll begin focusing on group and clan events. Group dungeons, clan battles, and much more are planned, and the "Invasion" event is a stress test to fine-tune the online mechanics before introducing this functionality.
Have fun, everyone!

With love and respect to our users, the Pixlands team ❀️
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Starting today, we begin the fight against account farming.
Up to two accounts per player are allowed.
Even if we don't detect you within a month and you reach the end of the season using multiple accounts, rest assured, you won't be able to claim the season's rewards or withdraw them from the market.
Enjoy the game, everyone.
Arena PVP - Rewards
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Less than 10 days remain until the end of the season, which means it’s time to share some interesting statistics!

During the first 20 days of Season 3:

A total of 37,937 transactions were completed in the Marketplace, involving 2,384 sellers and 1,363 buyers.

Items worth a total of 23,652.59 USDT were sold in the Marketplace.

Largest transaction: 220 USDT between AkikoLux β†’ Iwantspeeds

Total withdrawn: 12,301.37 USDT

Here are some interesting statistics about players who purchased the Diamond Pass:

206 out of 228 owners sold at least one item.

22 owners did not sell anything.

Their combined sales volume: 19,515.79 USDT

Average profit per owner after all fees: 75.19 USDT

Highest profit: HejdanChik β€” 914.85 USDT

Only 12% of owners earned no more than 3.82 USDT from sales. Nearly all of them were inactive throughout the season, deliberately chose not to sell anything on the Marketplace, or only made purchases.

More than 70% of owners have already earned and withdrawn over $20 - and that’s with only two-thirds of the season completed, before the season rewards have been finalized and the subscription card has been distributed.

All of this proves that the main source of profit comes from actively playing the game, not from seasonal rewards! Only around 40% is allocated to seasonal rewards, and that amount is divided among a large number of players. Even if you reach rank 400 or higher, your reward will still be relatively small.

That’s why it’s important to remain active throughout the entire season and progress toward more profitable dungeons and events.

Have fun, everyone!
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Dear players, we're excited to share some major changes to the game with you. It's important to read them to understand all the concepts and new mechanics.
Group Dungeons: The first group dungeon is currently open in test mode. To make it work, we've implemented a friends system (Chat -> PMs), a group system, online dungeon generation, party buffs, and much more. Therefore, the most important thing now is to find a balance between server load and a comfortable, responsive player experience in this mode. After that, we'll be able to update the visuals of the location, make bosses more engaging, and the dungeons deeper and more interesting, if players so desire.
Card crafting system: it's not what it seems at first glance. The idea isn't to craft Tier F to S+ cards alone and make a profit. The idea is that only the approximately 230 players who purchased the Diamond Pass during Season 3 will have the opportunity to take less-useful or less-relevant cards at a low price from the market and turn them into more relevant and powerful Battle Cards. It's important to note that cards crafted before Tier B currently don't offer much value: they will be generated by F2P players in a separate event, and can also be obtained from various in-game activities. This is precisely why they will be cheap and inherently unvaluable. This is where the value comes in for crafters: they gradually craft cards from Tier D+ to Tier B and beyond, gaining stronger and more valuable cards. Tier A and higher cards even have new unique stats that, while they may not significantly impact Battle Cards, actually provide a significant boost in PVE and PVP content. Therefore, crafting Tier F cards from scratch is an extremely bad idea; you'll waste a huge amount of money, so use this section wisely.
New weekly events. Currently, this is a resource burn event, but new unique events will be added throughout the season, with the next one coming soon!
A new system of unique temporary events. I'm sure some of you may have already seen them during the season.
3 - These are unique events that are triggered by player activity and can appear in the game at any time, offering valuable rewards. They work like this: once the limit for completing a task is reached, the event stops showing up for other players until either the limit is reached or players who accepted the task complete it within an hour.
From these events alone, active players have earned
>$170 this season, simply by logging in on time and spending 5-10 minutes.
New clan event TW: clans place bets and fight for territories. The battle takes place in a separate location with up to 20 players on each side participating simultaneously. Players simultaneously defend against waves of mobs and send them to the enemy clan. Once a territory is captured, it begins earning season points and other rewards for the clan. Currently, this is the least balanced and tested element of the game, as testing it without 100+ players is simply impossible. Therefore, the rewards for territory ownership are currently symbolic, so as not to unbalance the game during calibration and bug fixing. However, your captured territories (unless bugs or abuses prevent this) will remain yours, and you only need to defend them. The rewards will be increased once the event becomes stable.
Gem System: Items now have gems. The higher the tier, the more gem slots there are, and the better gems can be installed. Now, each new tier truly gives an advantage in the game. A new section for working with stones has been added to the Crafting section, and stone crafting items are available in many sections (group dungeons, chests, events, and even from wave 501 and above). Therefore, in about a week, stone crafting shouldn't be a problem once crafting items appear on the market in sufficient quantities.
New auction system: all rare items from tier B and above are now sold there. This system will help find a buyer faster, allowing you to list an item below the minimum price, and provides
additional value for PIX.
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A major update to the PIX WORLD section: it is now a fully functional room for those who don't want to actively progress in the game but want to test their luck. The entire PIX section is designed from the ground up for those who don't want to actively develop their character but still want to earn a share of the game's profits. Participation in this section is now rewarded weekly with in-game goods that can be sold in the Market section and will always be in demand. Players with a 2000 limit will receive chest rewards. Now, if you're a low-bank player or a free-to-player, you can simply watch ads during the season and earn quite a nice reward.
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P.S. Using or discovering any abuses and failing to report it to support is a direct path to a permanent ban, as the items in this section are directly related to the market economy and can have a severely negative impact on gameplay.
Other minor changes:
Full-screen mode: A lot of work has been done to make playing the game even more comfortable. Many Telegram apps use full-screen mode, but when it comes to a game, not a website, there are multiple windows, locations, and sections that need to be taken into account on different devices and bypass the Telegram interface, close, and minimize buttons.
This is a separate challenge. We've done our best to test this on all available devices, but there will definitely be more issues. Please contact support with screenshots, and we'll fix everything promptly.
New chest – Treasure Chest. Especially valuable this season. Its essence lies in both the instant drop of USDT and the drop of new valuable items. Frankly, we're intrigued to see how much value this chest will have on the community market. The drop rate of previous chests has also been slightly adjusted.
Ads are now an infinite chest generator.
Every 700 views above the 2,000 limit will award chests. Now, if you're a low-bank player or a free-to-player, you can simply watch ads throughout the season and earn quite a nice reward. For example, one player received three S. The drop rate of previous chests has been adjusted.
Ads are now an infinite chest generator.
Every 700 views above the 2,000 limit will award chests. Now, if you're a low-bank player or a free-to-player, you can simply watch ads throughout the season and earn quite a nice reward. For example, one player received an S-grade necklace from a chest he received for watching an ad during Season 3 and sold it for $670. Not a bad profit for watching an ad.
The collection system is simply a nice bonus for those who enjoy collecting.
New localizations have been added: Chinese and Persian.
The number of items in a single slot has been increased from 1,000 to 10,000.
The anti-cheat system was significantly reworked during Season 3, and over 40,000 bots and cheaters were detected. Extensive work has been done to optimize the game so that up to 1,000 players can participate in events simultaneously, login queues have been added, and hundreds of bugs have been fixed.
Final advice to players for the season: play smart, ask in-game chats and from stronger players if you don't know something. Strength lies not only in donations, but also in the wise management of resources. Have a good game everyone!
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Dear players, starting today, there will be changes to the seasonal pool system and the game as a whole. During the season, we will separate the New Players' Zone from the general zone. This is due to low motivation and activity among new players and a lack of internal competition.

Today, the first step was taken: each pool is now fully separate and self-replenishing. General pool players see only their own pool, while New Players see their own.

The seasonal pool's replenishment rate has been significantly increased. For the general pool, it has increased from 28% to 35%, and for the New Players' Pool, from 12% to 35%. However, this change now applies specifically to deposits made by players in the current pool.

This means that New Players do not contribute part of their deposits to the general pool, and players in the general pool also do not influence the New Players' Pool's replenishment rate, making the distribution even more equitable. Since the start of the season, all new players have contributed $580 after deducting referral fees and the Stars commission, and the cash pool is already $490, not including clan payments, market profits, and other sources.

Now, new players have completely equal conditions and compete for their pool independently, receiving the same share of the commission.

In the next 10 days, we plan to completely separate these two realms from each other, so that new players will not experience any pressure from the shared pool for event rewards. Separate events for new players with generous rewards for their first achievements in the game are also planned. The market and PIX section will always remain shared to maintain the core concept of full P2P between all players.

Happy gaming everyone!
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Dear players, The market system has been revised to benefit players and promote a more active market.
The minimum withdrawal threshold of $1 has been removed - it's now $0.05
The minimum commission of $0.50 per withdrawal has been removed - it's now $0.03
Sale fees for certain items (crystal items, souls, etc.) have been reduced from 30% to 20%. A single tax of 20% now applies in the Items and Things section, and 10% in the auction.
New metrics for detecting farms have been added, and another 20,000 players have been cleared in two days. As a reminder, you can play with a maximum of two accounts.
Happy gaming everyone!
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