
Starminer How to Make Money Fast: Best Resources to Sell, Trade Routes & Debt Clearing 2026
How to earn credits fast in Starminer Early Access. Which resources sell for the most, best early-game trade routes, mission efficiency tips, automated income strategies, debt clearing priority, and passive credit setups for beginners and experienced miners.
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Quick Answer
Starminer Money Making Guide
Cobalt and Thorium are your cash crops. Build a T2 Metal Storage and let it auto-sell. Clear debt early ?interest stacks up. Missions add income and XP on the side.
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Starminer how to make money
ResourcesSell Cobalt (72/unit) and Thorium (360/unit). Use T2 Metal Storage for auto-selling. Complete missions for bonus credits.
Starminer best resource to sell
PricesThorium: 360 credits/unit (C-class asteroids). Cobalt: 72 credits/unit (debris fields). Iron: 12 credits/unit (too cheap, use for building).
Starminer credits farm
FarmBuild 2 mining ships targeting C-class asteroids. Auto-sell surplus via T2 Metal Storage at nearby trade station.
Starminer debt clearing
DebtClear starting debt within 2 hours. Interest compounds and eats into expansion budget.
Best Resources to Sell

| Step | Do this | Why it matters |
|---|---|---|
| Sell Cobalt | Cobalt sells for 72 credits/unit. Found in debris fields and C-class asteroids. Best consistent early income. | Source: TheGameSlayer. 72 credits/unit is 6x iron's value. One cobalt-rich asteroid funds early expansion. |
| Sell Thorium | Thorium Chunks sell for 360 credits/unit. Found in C-class asteroids. Save some for reactor fuel. | Source: TheGameSlayer. Highest-value early resource. One chunk clears starting debt. |
| Complete Missions | Accept missions from the Operations Interface. Mining and delivery missions give the best credit + XP rewards. | Source: Dev Diary #10 confirms mission system. Missions provide structured income and faster leveling. |
| Auto-Sell with T2 Storage | Build a T2 Metal Storage module and set it to auto-sell surplus at nearby trade stations. | Source: beforeiplay.com confirms trade within 1000m. Automation triggers have infinite range. |
| Process Before Selling | Refine raw ore into ingots before selling. Ingots are 3-5x more value-dense per cargo space. | Source: Dev Diary #10 describes smelting/refining. Exact multipliers need gameplay verification. |
| Clear Debt Early | Prioritize paying off the starting debt in the first 2 hours to avoid compounding interest. | Source: TheGameSlayer and player reports. Debt-free expansion is more efficient. |
First-Hour Money Making Route
- Minutes 0-15 — Build your first mining ship. Attach 1 mining laser, 1 small thruster, 1 reactor, 1 cargo module, and crew quarters to a small frame. Launch from the starter station and target the nearest debris field or C-class asteroid cluster.
- Minutes 15-25 — Mine Cobalt and Thorium. Focus fire on glowing mineral nodes. Cobalt appears in most debris fields. Thorium chunks (worth 360 credits each) are rarer but clearly marked with orange glow. A single Thorium chunk covers your starting debt.
- Minutes 25-35 — First sell run. Dock at the nearest trade station (within 1000m of your mining zone). Sell all Cobalt and Thorium. Keep Iron and Silicone. This first trip should yield 500-1500 credits.
- Minutes 35-45 — Clear the starting debt. Return to the Governance ship or trade lane terminal. Pay off the starting debt with 2 Thorium chunks or ~10 Cobalt units. Interest compounds — clearing it in the first hour saves credits for ships and upgrades.
- Minutes 45-60 — Set up automation. Build a Basic Smelter next to your mining dock and a T2 Metal Storage with auto-sell trigger at 80%. Now your mining loop generates passive income while you expand.
Resource Price Comparison
| Resource | Price (cr/unit) | Best Source | Sell or Keep? |
|---|---|---|---|
| Thorium Chunk | 360 | C-class asteroids | Sell (save 2-3 for reactor fuel) |
| Cobalt | 72 | Debris fields, C-class asteroids | Sell ?best consistent income |
| Gold | 48 | Rare asteroid nodes | Sell ?no early-game crafting use |
| Copper | 20 | Sector 2 asteroids | Keep for wiring and solar panels |
| Carbon | 18 | Sector 1 common | Keep for life support and plastic |
| Iron | 12 | Sector 1 abundant | Keep ?essential for hull and frame |
| Silicone | 12 | Sector 1 common | Keep ?needed for most electronics |
| Ice | 6 | Sector 1 ubiquitous | Keep for coolant and reaction mass |
Automated Income Setup

Once you have stable mining, automate your income to focus on expansion:
- Build a T2 Metal Storage module next to your refinery.
- Set automation trigger: when storage reaches 80% capacity, auto-sell surplus at the nearest trade station (must be within 1000m for direct trade).
- For stations beyond 1000m, set up automated transport triggers (infinite range) to move processed goods to a hub station near a trade depot.
- Process raw ore into ingots before selling ?a Basic Smelter converts ore to ingots at 3-5x value density per cargo space.
- Build dedicated hauler ships to run trade routes between your mining ops and trade stations.
Debt Clearing Priority

Clear your starting debt in the first 2 hours. Interest compounds over time and eats into your expansion budget. Two Thorium Chunks or ~10 Cobalt units will cover it. Sell to the Governance ship at a trading lane for the best price. Debt-free, every credit goes toward growth instead of interest payments.
Mission Income
Missions from the Operations Interface provide structured income plus bonus XP. Prioritize these types:
Mining Delivery
Credits + XP + reputation
Accept missions for resources you're already mining. Don't chase rare materials for a single mission.
Defense Contracts
High credits + combat XP
Only accept after you have a patrol boat or defense platform. Don't fight with mining ships.
Exploration
XP + map data + anomaly scans
Good for breaking up the mining loop. Reveals new asteroid fields and trade stations.
Trade Missions
Credits + trade reputation
Combine with your automated trade routes for passive mission completion.
New Player vs Optimizer Money Plan
Money advice changes by save state. Beginners need debt control and safe income. Builders need to avoid selling construction inputs. Traders need storage thresholds. Optimizers need to diagnose the slow link in the chain before adding more miners.
| Player type | Money plan | Why |
|---|---|---|
| New player | Clear debt with safe cobalt and mission income before building expensive ships. | Debt interest quietly slows every later decision, so early stability beats flashy expansion. |
| Builder | Keep iron, silicone, copper, and power-chain materials before selling surplus. | A builder who sells construction inputs has to buy progress back later. |
| Trader | Use storage thresholds and haulers to move only true surplus into trade. | Automation should sell excess, not drain the materials needed for research and repairs. |
| Optimizer | Measure whether mining, refining, hauling, or trade distance is limiting credits. | The best money route is the one that fixes the slowest link, not always more miners. |
Money Problem Diagnosis
| Problem | Likely cause | Fix |
|---|---|---|
| Credits are low but storage is full | Surplus is not reaching a buyer. | Add trade routing, haulers, or auto-sell thresholds near a station. |
| Debt will not go down | Income is being reinvested before interest is controlled. | Set a debt payment target before buying new modules. |
| Research is blocked | Too much cobalt or silicone-chain material was sold. | Keep research reserves before selling high-value surplus. |
| Ships keep delaying profit | Repairs, fuel, or power costs are eating the route. | Shrink the route or add defense before scaling income. |

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.
Beginner Guide
First-hour planning for Campaign, Sandbox, starter stations, power, heat, mass, mining, storage, and defenses.
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.

Frequently Asked Questions
Q: How do I make money fast in Starminer?
Focus on Cobalt (72 credits/unit) and Thorium (360 credits/unit). Cobalt is found in debris fields and C-class asteroids. Thorium is rarer but clears your starting debt with one chunk. Sell at trade stations within 1000m range.
Q: What resource sells for the most in Starminer?
Thorium Chunks sell for 360 credits each — the highest-value early resource. Cobalt at 72/unit is the best consistent income. Iron (12/unit) and Silicone (12/unit) are too cheap to sell — use them for construction instead.
Q: How do I clear my starting debt?
Sell 2-3 Thorium Chunks or ~10 Cobalt units at a trade station. Accept mining delivery missions from the Operations Interface for bonus credits. Clear debt in the first 2 hours to avoid compounding interest.
Q: Should I sell Iron and Silicone for quick cash?
No. Iron (12/unit) and Silicone (12/unit) pay too little for the cargo space. Keep them for hull frames and electronics. Sell only Cobalt, Thorium, and Gold for credit income.
Q: How do I automate credit income?
Build a T2 Metal Storage module and set an auto-sell trigger at 80% capacity. The automation trigger has infinite range — it will sell surplus at the nearest trade station without manual hauling.