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Trading and the Player-Driven Economy
May 31, 2026 at 10:35 AM
Initial version (2026-05-31)
Trade 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.
You 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.
Trading 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.
Category | Examples |
|---|---|
Raw and refined materials gathered through mining and crafting. | |
Crafted components used to build vessels. | |
Ready-made ship designs other players can build instantly. | |
Services, missions, and contracts | Work and tasks players offer to or request from one another. |
Trade 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.