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Trading and the Player-Driven Economy - Version 1 vs Version 2
May 31, 2026, 10:35 AM
Initial version (2026-05-31)
May 31, 2026, 10:55 AM
Added official screenshots
11Trade sits at the center of the shared universe in SpaceCraft. The economy is player-driven, which means the players themselves set supply, demand, and prices.2233A Player-Driven Marketplace4455You buy and sell resources, ship parts, and blueprints with other players. Crucially, each marketplace transaction affects prices, so the economy of the universe responds to what players do. You can participate in and adapt to this economy, reacting to shortages and surpluses as they happen.667+78Services, Missions, and Contracts89910Trading is not limited to goods. You can also buy and sell blueprints, accept or offer services, and take on or post missions and contracts. This lets players provide value to each other beyond raw materials, for example by offering work or commissioning tasks.10111112What You Can Trade12131314CategoryExamplesResourcesRaw and refined materials gathered through mining and crafting.Ship partsCrafted components used to build vessels.BlueprintsReady-made ship designs other players can build instantly.Services, missions, and contractsWork and tasks players offer to or request from one another.1415Trading at Scale15161617Trade pairs naturally with organization and automation. Through Corporations you can coordinate larger commercial operations, and through automated logistics you can move goods between planets and systems at scale. See Corporations and Co-op and Automation and Logistics.