🔬 Starminer Research & Tech Tree: Complete Guide

📅 Updated: June 7, 2026 ⏱️ 8 min read 🏷️ Progression

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    1. How Research Works

    Starminer's research system is unusual — research costs money, not just research points. Here's how it works:

    • Build a Research Lab (100 Iron, 50 Silicates, 10 Cobalt, 500 Energy, requires 10 Colonists).
    • Once active and crewed, the lab passively generates Research Points (RP) over time.
    • To unlock a module, you need both RP and credits — you pay credits to complete each research.
    • Level up by mining and completing missions — each rank unlocks new researchable modules.
    • Access the research interface via Operations Interface (bottom left) → Research tab.

    💡 Research Costs Money

    Unlike most games where RP is the only currency, Starminer requires credits to unlock research. Always keep a credit reserve. Don't spend everything on colonists and modules — save some for research unlocks.

    2. Building Your Research Lab

    Construction requirements:

    ResourceAmount
    Iron (Fe)100
    Silicates (Si)50
    Cobalt (Co)10
    Energy500
    Colonists10 (minimum to operate)

    Once built, assign a colonist to the research role. The lab won't generate RP without a crew member working it. More colonists assigned = faster RP generation (up to the lab's maximum).

    3. Optimal Research Priority Order

    Based on hundreds of hours of community testing, here is the most efficient unlock path:

    PhaseResearchWhy
    Phase 1G2 Solar Upgrade5,000 credits, 0 RP. Immediate power boost with no research investment.
    Phase 1T2 RefineryTriples processing + unlocks Thorium. Your economic engine.
    Phase 1Advanced Mining LaserFaster mining = faster everything. Pays for itself quickly.
    Phase 1Battery Capacity IMore energy storage = longer mining sessions between recharges.
    Phase 2Thermal DumperHeat management before it becomes a crisis. Prevents alien attacks.
    Phase 2Drill NodeAutomated passive mining. Start building your automation empire.
    Phase 2Capacitor BanksBurst energy for weapons and industrial lasers.
    Phase 3Nuclear ReactorMassive power generation. Required for late-game expansion.
    Phase 3T3 Refinery5-chunk processing + Eonite. Required for interstellar Link Gates.
    Phase 3Combat Shield ModuleStation/ship defense for hostile systems.
    Phase 4Link Gate TechnologyInterstellar travel. Unlock new star systems with rarer resources.
    Phase 4Weapon SystemsOffensive capabilities for deep-space threats.

    ⚠️ Don't Research Weapons Early

    Weapons are a trap in the early game. If you manage heat properly, you won't need them. Every credit spent on weapon research is a credit not spent on mining and economic upgrades that generate more credits. Research weapons only when you're preparing to enter hostile systems.

    4. Leveling Up: How to Unlock More Research

    Your player level gates access to higher-tier research. Each level unlocks new modules in the research tree:

    • Mining ore — primary source of XP. Mine everything you can.
    • Completing missions — campaign missions give large XP bonuses.
    • Selling resources — selling at Reclamation 9 awards small XP.
    • Killing enemies — combat XP, but inefficient compared to mining.

    Focus on mining volume for fastest leveling. Quantity over quality — mining lots of Iron is better XP/hour than hunting for rare ores.

    5. Research Lab Optimization

    • Multiple labs stack — build 2-3 Research Labs for faster RP generation once you can afford the colonist and power costs.
    • Keep labs powered — if your station runs low on energy, labs stop producing RP. They should be on your highest power priority.
    • Crew assignment matters — an unassigned lab generates zero RP. Always check after building.
    • Research continues while you're away — RP generates passively even when you're flying a mining ship. Build the lab early to start accumulating.
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    Next: Combat & Defense → | Ship Building Guide →