💰 Starminer Money Making: How to Earn Credits Fast

📅 Updated: June 7, 2026 ⏱️ 11 min read 🏷️ Economy

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    1. How Credits Work in Starminer

    Credits are the universal currency. You need them for everything:

    • Colonists — 100 credits each, auto-generated in habitats
    • Research unlocks — every tech tree node costs credits on top of RP
    • Module purchases — some advanced modules require direct credit payment
    • Debt repayment — you start with a debt to the Governance. Pay it off slowly or fast.
    • Emergency supplies — when things go wrong, credits buy you out of trouble

    The primary way to earn credits is selling refined resources at Reclamation 9. There's no auction house, no player trading — just you, your ore, and the Governance's buy orders.

    💡 Credits Are Not the Goal

    Unlike many games, hoarding credits in Starminer is inefficient. Credits sitting in your account do nothing. Spend them on research, colonists, and expansion. A growing operation generates more credits than a big bank balance.

    2. Resource Sell Prices: What's Worth Selling

    Not all resources are created equal. Here's the definitive ranking:

    ResourceSell Price (per unit)Credits/Hour (est.)Sell or Keep?
    Iron (Fe)12 creditsLow🔴 Keep — essential for all construction
    Silicates (Si)8 creditsLow🔴 Keep — needed for repairs
    Cobalt (Co)72 creditsMedium-High🟡 Best early-game money. Sell surplus.
    Thorium (Th)360 creditsHigh🟡 Best mid-game money. Keep some for reactors.
    Eonite (Eo)Very HighVery High🟡 Late-game. Hoard for Link Gates, sell excess.
    H₂O (Water)LowVery Low🔴 Keep — colonists die without it

    ⚠️ The #1 New Player Money Mistake

    Selling Iron and Silicates for quick credits, then having no materials to build or repair. You'll end up spending more credits buying back what you sold. Only sell Cobalt, Thorium, and Eonite surplus.

    3. Early Game Money Strategy (First 5 Hours)

    Your early income depends on Cobalt. Here's the step-by-step:

    1. Build a T1 Refinery immediately — you can't sell unrefined ore. Refining is step one.
    2. Target debris fields — scattered small fragments almost always contain Cobalt. Much easier than hunting Cobalt asteroids.
    3. Mine → Refine → Sell at Reclamation 9 — complete the loop. One debris field run nets 500–1,500 credits.
    4. Rush T2 Refinery — triples your processing speed AND unlocks Thorium. This is your income multiplier.
    5. Invest in G2 Solar (5,000 credits) — more power = more modules = more mining = more credits. It pays for itself.
    6. Buy colonists strategically — each costs 100 credits. Only buy when you have habitats and jobs for them.

    4. Mid Game Money: Thorium Farming

    Once you have a T2 Refinery, Thorium becomes your economic engine:

    • C-class asteroids are your primary target. Learn to identify them — large, dark, heavily cratered.
    • One C-class asteroid typically yields 5–15 Thorium chunks. At 360 credits each, that's 1,800–5,400 credits per asteroid.
    • Build a dedicated mining ship — specialized for speed and cargo capacity, not combat. You want to mine fast and move on.
    • Set up Drill Nodes on known C-class fields — passive income while you do other things.
    • Multiple T2 Refineries — one refinery becomes a bottleneck. Two or three running in parallel dramatically increases throughput.

    💡 The Dual Refinery Setup

    Build two T2 Refineries: one for Iron/Silicates (construction materials), one for Cobalt/Thorium (sellables). This way your construction supply never runs dry while you're selling for profit.

    5. Late Game Economy: Eonite & Automation

    Late-game wealth comes from scale, not price per unit:

    • Eonite sells for massive amounts but is exceedingly rare. Found only in deep-space rare asteroids with glowing veins.
    • Automated mining fleets — multiple Drill Nodes across multiple asteroid fields, feeding a central processing hub via hauler networks.
    • Link Gates unlock interstellar travel, giving access to richer systems with more valuable resources.
    • T3 Refinery processes 5 chunks simultaneously — essential for late-game volume.
    • By this stage, credits should be self-sustaining. Your operation generates more than you can spend.

    6. Debt Management: Should You Pay It Off Early?

    You start the game with a debt to the Governance. It's displayed in the top-left menu. Here's the strategy:

    StrategyWhenResult
    Minimum paymentsEarly gamePreserves credits for expansion. Interest accrues slowly — expansion outpaces it.
    Aggressive payoffMid game (after T2 Refinery + G2 Solar)Clears the debt and removes the interest drain. Frees up monthly cash flow.
    Ignore itLate gameBy the time you're farming Eonite, the debt is a rounding error. Pay it off whenever.

    Bottom line: Don't prioritize debt in the first few hours. Expand first, pay later. The ROI on a T2 Refinery far exceeds the interest cost.

    7. Hidden Money-Making Methods

    • Mission rewards — Campaign missions give significant credit payouts. Don't ignore them — they're essentially free money for doing what you'd do anyway.
    • Disassembling captured ships — if you defeat enemy ships, their wreckage can be salvaged and refined. Free resources = free credits.
    • Sell before you log off — resources sitting in storage earn nothing. Make a selling run before ending your session.
    • Overproduce colonists — once you have excess water and habitats, extra colonists cost nothing and increase productivity across all modules.
    • Heat-efficient builds save credits — less heat = fewer enemies = less combat damage = fewer repairs = more credits in your pocket.

    8. Common Money Mistakes to Avoid

    MistakeCostFix
    Selling Iron/Silicates earlyCan't build or repairOnly sell Cobalt, Thorium, Eonite surplus
    Buying colonists with no jobs100 credits each, wastedOnly buy when you have habitats + work
    Researching weapons before economyThousands in research costsEconomy first, weapons only when needed
    Not selling often enoughCredits sitting in ore formSell at Reclamation 9 after every 2-3 mining runs
    Overbuilding modules too earlyPower-starved, overheatedExpand one module at a time, test stability
    Ignoring Drill NodesMissing passive incomePlace Drill Nodes on large asteroids ASAP

    🔴 The Debt Spiral

    If you expand too fast without a stable income, you'll burn credits on colonists and modules, fall behind on debt payments, and be unable to afford research or repairs. Always maintain a credit buffer of ~2,000 for emergencies.

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