
Starminer Beginner Guide: First Hour, Campaign Start, Mining, Heat & Defense
Starminer beginner guide for the first hour: Campaign start, starter station, power, heat, mass, mining, storage, blueprints, defenses, and what to avoid in Early Access.
First-Hour Rule
Build a stable system before you build a huge one. For a first Starminer save, use Campaign, test small modules, stabilize mining and refining, leave power reserve, watch heat, and add defenses before pushing into bigger ships or new sectors. The Starminer guide hub links every follow-up once the first bottleneck appears.
First Hour Plan

| Step | Do this | Why it matters |
|---|---|---|
| 1. Start Campaign, skip Sandbox for now | Launch Campaign mode. Follow the initial tutorial prompts. Your first goal is not to build a fleet — it is to understand how power, heat, storage, and refining interact on a single station. | Campaign missions introduce mechanics one at a time. Players who start in Sandbox face a blank build screen with no guidance, which leads to preventable mistakes like power outages and heat spikes. |
| 2. Build a compact starter station | Place 1 reactor, 1 small thruster, 1 basic smelter, 1 cargo module, and 1 crew quarters on a small frame. Keep all modules within 2-3 grid tiles of each other. Do not expand until the first loop is stable. | Compact layouts make power routing visible and heat manageable. A spread-out station hides where the bottleneck is and makes it harder to diagnose problems in the first hour. |
| 3. Mine Cobalt and iron in the nearest debris field | Target the closest debris field or C-class asteroid from the starter station. Mine Cobalt (72 cr/unit) for income and Iron for construction. Ignore Ice and Silicone until the first refinery is running. | Cobalt is the best early income at 6x Iron's value. A single cargo run of Cobalt funds your next module. Iron is kept for hull and frame construction, not sold. |
| 4. Sell Cobalt, clear the starting debt | After the first mining run, dock at the nearest trade station within 1000m. Sell only Cobalt — keep Iron and Silicone. Use the credits to clear the starting debt immediately. Debt compounds interest in Starminer. | Clearing debt in the first hour saves 15-20% of early income that would otherwise go to interest payments. A debt-free station grows faster than one with compounding liabilities. |
| 5. Add a Basic Smelter and T2 Storage before expanding | Build a Basic Smelter to convert raw ore into ingots (3-5x value density per cargo space). Place a T2 Metal Storage next to it and set auto-sell at 80% capacity. Only then build a second mining ship or new module. | Smelting doubles your effective cargo value per trip. Auto-sell generates passive income while you focus on expansion. Building more ships before smelting and storage means hauling low-value ore — the most common first-hour mistake. |
Choose the Right First Mode
The official FAQ lists Campaign, Sandbox, and Survival. Campaign is the right first stop for most players because it gives missions that introduce mechanics and lore. Sandbox is where you go once you know what a healthy station looks like. Survival is where you test whether the design can keep functioning under enemy pressure.
| Mode | Beginner value | When to use it |
|---|---|---|
| Campaign | Best first save for most players because it introduces core mechanics and lore through missions. | Start here if you want structure before designing freely. |
| Sandbox | Best for builders who want to customize starting conditions and chase self-made factory or fleet goals. | Start here after you understand power, heat, logistics, and defense pressure. |
| Survival | Best for players who want endless enemy waves and pressure-tested defenses. | Start here after you can build stable mining, energy, and weapon coverage. |
Build Small, Then Diagnose

Starminer combines modular construction with power, heat, logistics, production, and crew systems. That makes the first base a diagnostic tool. If everything is compact, you can see where materials stop, what runs out of power, and which modules create too much exposure. If you build too wide too early, every later problem becomes harder to trace.
Once the small layout is stable, continue into the ship building guide. It explains why mass, thrust, tonnage, and power are design questions, not just stats to maximize.
When to Stop Expanding

| Warning sign | Beginner response |
|---|---|
| Power reserve is gone | Pause expansion and add power before weapons, refining, or logistics start competing for the same capacity. |
| Materials are stuck | Fix the production chain before adding more mining modules. |
| Heat is climbing | Add defense and slow extraction before aliens or pirates turn the base into a repair bill. |
| Storage is messy | Sort resources and create clean routes before expanding to a new sector. |
| Combat coverage is thin | Protect power, refining, storage, and routes, not only the visible outer edge. |
Next Guides After the First Hour
If materials are the bottleneck, go to mining logistics. If ships feel heavy or underpowered, go to ship building. If attacks are the problem, go to heat, aliens, and defense. If you are unsure whether Campaign, Sandbox, or Survival fits your next save, use the game modes guide.

Starminer Official Links and Player Notes
| Player question | Where to check | Player note |
|---|---|---|
| Steam lists Starminer with a May 27, 2026 release date, Windows support, single-player, achievements, Steam Cloud, Family Sharing, and Early Access tags. | Steam Store | Use the Steam button as the final live availability signal because store state can change on launch day. |
| SteamDB lists the release timing as 27 May 2026 at 16:00 UTC. | SteamDB | Useful for timing context, while the Steam store remains the primary purchase source. |
| The official site describes Early Access in May 2026, Steam and Epic store availability, Campaign, Sandbox, Survival, three star systems, and 25+ environments. | Official site | Use for mode, world-scope, and systems coverage. |
| The official site lists modular construction, infinite expansion, mining, production, combat, defense, power, heat, logistics, production, crew, and sandbox freedom as core systems. | Official site | Use as the basis for player guides without inventing mechanics beyond official wording. |
| TheSixthAxis covered Starminer as a May 2026 Early Access release. | TheSixthAxis | Secondary confirmation; official sources should take priority for exact features. |

Next Guides
Starminer Guide Hub
Start here for release facts, mode selection, beginner priorities, systems, specs, and buying advice.
Release Date & Early Access
Steam date, SteamDB unlock timing, Early Access status, Epic listing, language, platform, and live store checks.
System Requirements
Official minimum PC specs, missing recommended specs, low-end setup cautions, DirectX 11, storage, and Steam Deck unknowns.
Game Modes
Campaign, Sandbox, and Survival explained with first-run recommendations, replay value, and Early Access caveats.
Ship Building
Modular construction, mass, thrust, power, tonnage, station size, mining ships, warships, and blueprint planning.
Mining & Logistics
Asteroid extraction, refining, production chains, automated logistics, research, link gates, profit, and maintenance.

Frequently Asked Questions
Q: What should beginners do first in Starminer?
Start with Campaign, build small, stabilize a basic mining and refining loop, leave power reserve, avoid uncontrolled heat growth, and add defenses before expanding into distant sectors.
Q: Should I start Starminer in Campaign or Sandbox?
Campaign is better for a first save because the official FAQ says it introduces mechanics and lore. Sandbox is better once you understand station layout, power, logistics, and defense pressure.
Q: What is the biggest early mistake in Starminer?
The biggest early mistake is expanding faster than your power, logistics, storage, and defenses can support. Starminer rewards stable systems more than oversized first builds.
Q: When should I build defenses in Starminer?
Build defenses before the station becomes hard to protect. Steam explains that mining and building raise heat signature until aliens detect you, so defense should be part of expansion planning.
Q: Are blueprints useful for beginners?
Yes. Blueprint save and recall helps preserve stable designs. Community sharing is planned, but personal blueprint use is the safer launch-window assumption.