
Starminer Tech Tree & Research Guide: Optimal Unlock Order
Complete Starminer research and tech tree guide. How the Research Lab works, optimal unlock order (Mining → Energy → Industry → Weapons → Fleet), leveling fast, and which modules to prioritize.
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Quick Answer
Starminer Tech Tree & Research
Research costs credits. Prioritize Mining, then Energy, then Industry. Hold off on Weapons until heat attracts aliens. Colonists and Fleet are late-game — they drain resources without early returns.
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Starminer research guide
ResearchBuild Research Lab → earn credits → level up → spend credits in Research tab. Prioritize Mining → Energy → Industry → Weapons → Fleet.
Starminer tech tree unlock order
Order1) Mining (T2 lasers, smelters). 2) Energy (panels, batteries, reactors). 3) Industry (logistics, refining). 4) Weapons (when heat hits yellow). 5) Fleet last.
Starminer how to level up fast
LevelingComplete missions for the most XP. Mining gives XP too, but slower. Each level unlocks new research and a perk point.
Starminer Research Lab setup
LabCost: 100 Iron, 50 Silicones, 10 Cobalt, 500 Energy. Assign a worker. Keep on a separate platform from mining to avoid heat conflicts.
How Research Works
Starminer's research system is credit-based — you spend money to unlock modules, not a separate research currency. Three things gate your progress:
Credits
Each module unlock costs thousands of credits. Sell Cobalt and Thorium to fund research. Higher-tier modules cost exponentially more.
Player Level
New research options unlock as you level up. Higher levels = access to T2 and T3 modules. Missions give the most XP.
Research Lab
Required for passive research point generation. Without a lab and assigned worker, you can't unlock anything beyond basic modules.
Research Lab Setup
Construction Cost
100 Iron
Hull and frame
50 Silicones
Electronics
10 Cobalt
Processing core
500 Energy
Power requirement
• Build the Research Lab on a separate platform from your mining operations. Mining generates heat that can slow research.
• Park your Research Station near an NPC station — NPCs can supply construction materials from their inventory, saving you hauling time.
• Assign a colonist worker to the lab. Without a worker, no research points are generated.
• Buffer resources: build storage containers feeding directly into the lab to prevent production halts when you're away mining.
Optimal Unlock Order
| Step | Do this | Why it matters |
|---|---|---|
| Mining Modules First | Unlock T2 Mining Lasers and Improved Smelters before anything else. Each tier improves yield by ~30%. | Mining is your income engine. Better mining = faster everything else. |
| Energy Modules Second | Solar Panels → Battery Banks → Small Reactors → Medium Reactors. Stable power prevents cascading failures. | Every module needs power. Running out of energy during a defense fight = dead station. |
| Industry Modules Third | Basic Logistics → Refining Efficiency → Automated Conveyors. These make your existing miners more productive. | Logistics upgrades improve throughput without building more miners — efficient scaling. |
| Weapons & Defense Fourth | Pulse Lasers → Shield Generators → Turrets. Only after heat signature consistently triggers yellow alerts. | Early weapons are useless if you manage heat well. Spend research on income first. |
| Colonists & Fleet Last | Habitats → Crew Quarters → Hangar Modules. Colonists consume credits and resources — only expand population when economy is stable. | Colonists are a resource sink, not a resource source. Premature population growth bankrupts new stations. |
How to Level Up Fast
Complete Missions
Highest XP/hourMining delivery and defense contracts give the most XP. Accept multiple missions at once and complete them in parallel.
Mine Rare Resources
Medium XPCobalt and Thorium give more XP per unit than Iron or Ice. Target C-class asteroids for efficient XP + credits.
Explore New Sectors
One-time XP bonusDiscovering new asteroid fields, trade stations, and anomalies grants exploration XP. Do this between mission cycles.
Defeat Alien Scouts
Combat XPEach alien kill gives XP. Only engage when you have a patrol boat or defense platform — don't fight with mining ships.
Research Categories Overview
| Category | What It Unlocks | Priority |
|---|---|---|
| Mining | T2/T3 Mining Lasers, Improved Smelters, Drill Upgrades | 1st — your income engine |
| Energy | Solar Panels, Battery Banks, Small/Medium/Large Reactors | 2nd — everything needs power |
| Industry | Basic Logistics, Refining Efficiency, Automated Conveyors | 3rd — improves throughput |
| Weapons | Pulse Lasers, Shield Generators, Turret Platforms | 4th — when heat triggers attacks |
| Colonists | Habitats, Crew Quarters, Life Support Upgrades | 5th — population is a resource sink |
| Fleet | Hangar Modules, Capital Ship frames, Fleet Commands | 6th — late-game expansion |
| Megastructures | Large-scale stations requiring multiple T2 sockets | Last — endgame content |

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Frequently Asked Questions
Q: How does research work in Starminer?
Research requires credits and a Research Lab. Build a Research Lab (100 Iron, 50 Silicones, 10 Cobalt, 500 Energy), assign a worker, and it generates research points passively. Spend credits in the Operations Interface → Research tab to unlock modules across 6 categories.
Q: What should I research first in Starminer?
Mining modules first (T2 Mining Lasers, Improved Smelters), then Energy (Solar Panels → Battery Banks → Small Reactors), then Industry (Basic Logistics, Refining Efficiency). Weapons and Fleet come last — only when heat management fails and alien attacks begin.
Q: How do I level up fast for research unlocks?
Complete missions from the Operations Interface for the most XP. Mining also grants XP but at a slower rate. Each level up unlocks new researchable items and grants a new perk point.
Q: Where is the Research tab?
Click the Operations Interface (bottom left of screen) → Research tab. Categories: General, Colonists, Mining, Industry, Weapons, Fleet, and Megastructures.