What Is Starminer?
Starminer is a hardcore space industry and logistics simulation developed by the two-person indie studio CoolAndGoodGames (Dani Krenker and Rok Uhan). Originally titled ILL Space and once partnered with Paradox Arc, the game is now fully self-published and enters Steam Early Access on May 27, 2026.
Blending factory automation, modular ship construction, Newtonian physics, and real-time alien defense, Starminer demands careful planning, engineering intuition, and tactical awareness. Media outlets frequently describe it as "Factorio in space" -- but the fully simulated physics, heat-based stealth mechanics, and six-degrees-of-freedom navigation add layers of complexity that set it apart from any other factory builder.
Every action you take -- mining, refining, building, even moving your fleet -- generates heat. The greedier you are, the brighter your thermal signature burns. Cross the critical threshold, and the alien Harvesters will find you. This risk-versus-reward loop is the beating heart of Starminer.
Getting Started
Starminer has one of the steepest learning curves in the genre. Paradox Arc reportedly parted ways with the studio because internal testing found the game overwhelmingly difficult. Do not rush. Master one system at a time.
Complete the In-Game Tutorial
The EA launch includes a full tutorial campaign. Play through it. The game introduces piloting, mining, building, and combat progressively. Skipping the tutorial in Starminer is not recommended -- even experienced factory-game players will struggle without it.
Learn the Controls
Starminer uses full six-degrees-of-freedom (6DOF) movement. WASDQE moves your ship in all directions; holding Shift adds pitch, yaw, and roll. The Nav Tool (found under Bridge Commands) lets you redefine which direction is "forward" -- essential for stations with asymmetrical thruster layouts. Number keys fire assigned thruster groups for precise maneuvers.
Start Small With Mining
Equip a Mining Laser, a Scanner Module, at least one Hauler, and Metal Storage. Approach asteroids slowly -- momentum is real, and a collision can ruin your station. Use the Scanner to identify resource patches (blue = Silicates, green = primary ores like Iron, Cobalt, Thorium, Eonite, or water ice). Mine green patches first.
Manage Heat From Day One
Heat is the most important concept new players overlook. Every active module generates a thermal signature. When your signature crosses the critical threshold, Harvesters attack. In the early game, shut down non-essential buildings, solar panels, and refineries when not in use. Staying cold keeps you safe.
Prioritize Thorium
Thorium powers nuclear reactors and shield systems. Without it, you cannot scale your operation or defend against mid-game threats. As soon as you have a T2 Refinery, prioritize finding and mining Thorium-rich asteroids.
Mining Mechanics
Mining is the foundation of your economy. Every resource flows from asteroid extraction, and inefficient mining cascades into starvation across every other system.
Scanning Asteroids
The Scanner Module color-codes resource deposits on asteroid surfaces. Blue patches are always Silicates (Si) -- used for basic construction and the only resource capable of repairing modules. Green patches indicate the primary resource: Iron (Fe), Cobalt (Co), Thorium (Th), Eonite (Eo), or water ice (H2O). Scan before you mine to avoid wasting laser energy on unwanted material.
Mining Lasers
Mining Lasers detach chunks from asteroid surfaces. Advanced lasers mine faster and from greater range, but consume significantly more energy and generate proportionally more heat. In the early game, stick with basic lasers until you have adequate power generation and thermal management. A high-powered laser fired recklessly can spike your heat signature above the Harvester detection threshold in seconds.
Haulers and Logistics
Haulers are small autonomous vessels built at refineries. They transport mined chunks from the asteroid back to your station's storage. Without sufficient haulers, chunks float unattended in space, wasting laser energy and potentially despawning. A good rule of thumb is two haulers per active mining laser.
Refineries (T1 / T2 / T3)
Refineries process raw ore chunks into usable metals. T1 refineries are compact and mobile, handling 1 chunk at a time (Fe, Si, Co only). T2 refineries process 3 chunks simultaneously and unlock Thorium refining -- prioritize upgrading to T2 as soon as possible. T3 refineries handle 5 chunks and are the only way to refine Eonite for interstellar Link Gate construction. T3 refineries are massive and best suited for permanent stations.
Drill Nodes and Automation
For large-scale operations, build Drill Nodes directly on sizable asteroids. They extract ore automatically, eliminating manual laser work. Drill Nodes can also grab and tow smaller asteroids to centralize your mining hub. Late-game mining is about orchestrating a network of automated drills, haulers, and refineries.
Resource Reference
| Resource | Used For |
|---|---|
| Iron (Fe) | Basic station modules, structural components |
| Silicates (Si) | Basic modules, hull repairs (the ONLY repair resource) |
| Cobalt (Co) | Basic station modules, electronics |
| Thorium (Th) | Nuclear reactors, advanced modules, shield systems |
| Eonite (Eo) | Interstellar Link Gates (rare, only refined at T3) |
| Water (H2O) | Colonist life support, habitat maintenance |
Ship Building and Modules
Starminer's modular construction system is the core creative and strategic mechanic. Every module you attach changes your ship's mass, center of gravity, and moment of inertia. There are no arbitrary build limits -- only the laws of physics.
The Hulk Node
The Hulk Node is the foundational backbone of every station and ship. It provides 8 T1 sockets and 6 T2 sockets for attaching modules. Upgrading it with Retro Thrusters enables precision braking and docking maneuvers. Every new ship starts with a Hulk Node -- plan your socket allocation carefully, as they are a hard constraint on early-game expansion.
Newtonian Physics and Ship Design
This is not a grid-based builder with cosmetic skins. Mass, thrust vectors, and rotational inertia are fully simulated. Place a thruster off-center, and your ship will spin uncontrollably when you fire it. A massive refinery on one side of your station shifts the center of mass, changing how every thruster behaves. Use Medium Array Nodes (T2) to expand socket capacity. Use Actuator Nodes as gimbals for articulated components like rotating weapon platforms or adjustable mining arms. The engineering is real -- treat it that way.
Key Module Types
Solar Panels (T1/T2)
Passive energy generation via cold-net technology. T2 panels work even in deep space far from any star. Low heat output but limited power -- insufficient for large fleets.
Nuclear Reactors
High-output power generation fueled by Thorium. Essential for mid-to-late-game operations. Produces significant heat -- pair with Thermal Management Modules.
Thermal Management Module
Dual-function heat control: passive radiation cooling and active hydrogen dump systems. Hydrogen dumps expel heat rapidly but create a massive thermal spike visible to enemies -- use only in emergencies.
Habitat Modules (T2)
Houses up to 100 colonists with a spinning ring for artificial gravity. Colonists are auto-generated if you have credits and space. Each colonist consumes 1 housing unit and 100 credits. Colonists enable specialist officers with level-up perks.
Retro Thrusters
Upgrade for Hulk Nodes. Enable braking, fine course corrections, and docking. Without retro thrusters, stopping requires a 180-degree flip and forward burn -- realistic but cumbersome.
Actuator Nodes
Function as gimbals or joints between connected components. Enable articulated designs like rotating weapon turrets, adjustable solar arrays, and mech-style limbs.
Constructors
Small engineering vessels that deliver resources to build sites and assemble modules. More constructors mean faster parallel builds.
Construction Towers (T2)
Improve resource allocation efficiency to nearby construction sites. Place near active build zones for faster assembly.
Design Tips
- Always balance thruster placement symmetrically around your center of mass.
- Use the Nav Tool to redefine forward -- critical for asymmetrical stations.
- Group thrusters with number keys for granular control during docking and combat.
- Build dedicated hauler docking bays near refineries to minimize travel time.
- Separate heat-generating modules (reactors, refineries) from habitation areas.
- Keep Silicate reserves -- you cannot repair without them.
Heat Management
Heat is the stealth mechanic, the difficulty dial, and the primary strategic constraint in Starminer. Understanding thermal dynamics separates players who survive from those who get overrun.
How Heat Works
Every powered module -- reactors, engines, refineries, mining lasers, shields -- produces waste heat. Your fleet's combined thermal output creates a heat signature. The larger your signature, the farther away Harvesters can detect you. Above the critical threshold, detection is immediate and an attack wave begins. Heat decays passively over time when modules are powered down, but active cooling accelerates the process.
Managing Your Thermal Profile
- Shut down non-essential modules when not in use. Solar panels, refineries, and construction towers should not idle.
- Thermal Management Modules provide passive radiation cooling -- always include at least one on every station.
- Hydrogen dumps (active cooling) expel heat rapidly but create a visible thermal flare. Use only when you are already prepared for combat or absolutely certain no enemies are nearby.
- Mining lasers are the biggest heat spikes in day-to-day operations. Pulse them rather than holding continuous fire.
- Nuclear reactors run hot constantly. Do not build one until you have the cooling infrastructure to handle the sustained output.
- Large fleets generate more cumulative heat than single stations. A swarm strategy requires distributed cooling across every ship.
The Harvester Threat
Harvesters are the alien faction drawn to thermal signatures. They attack in waves that escalate in intensity. Early waves are manageable with basic turrets and shields. Late waves require coordinated defense fleets, layered shield systems, and officer-led combat coordination. If you cannot win the fight, shutting down all non-essential systems and drifting cold can sometimes cause Harvesters to lose your trail -- but there are no guarantees in deep space.
Combat and Defense
Combat in Starminer is not the primary focus -- but ignoring it is fatal. Defense is a tax you pay on your industrial ambition. The more you mine and build, the more you must invest in protection.
Defense Systems
Shield Generators
Powered by Thorium-based reactors. Absorb damage before it reaches hull modules. Shields have a maximum capacity and recharge rate -- multiple generators can be layered for redundancy.
Point-Defense Turrets
Automated turrets that engage Harvester drones and projectiles. Place them with overlapping fields of fire to cover blind spots around your station.
Combat Frigates
Autonomous warships that patrol and engage threats. Can be assigned to escort mining operations or defend stationary installations. Research unlocks advanced frigate types.
Officer Bonuses
Combat officers provide passive and active bonuses to weapon damage, shield recharge, and targeting accuracy. Level them up through sustained combat operations.
Combat Strategies
- Prevention beats reaction: manage heat aggressively so you choose when to fight rather than being forced into it.
- Build defense-in-depth: outer patrol frigates, mid-range turrets, inner shield layers.
- Mining operations are the most vulnerable moment -- assign combat frigates to escort your mining fleet.
- In survival mode, treat every heat spike as a countdown timer to the next attack wave.
- The Governance ship at trading lanes is a safe zone -- if overwhelmed, retreat and dock there.
Research and Progression
Starminer features a research tree that unlocks new modules, improved efficiency, and advanced capabilities. Research is funded with resources and credits -- progression is gated by both material wealth and knowledge investment.
Progression Systems
Research Tree
Unlock new module types, improved variants (T2/T3), weapon systems, and interstellar technologies. Key milestones include T2 Refineries (early game), Nuclear Reactors (mid game), and Link Gates (late game).
Officer Specialization
Five officer types -- Engineering, Combat, Construction, Logistics, and Science -- each with unique perk trees. Officers gain experience through relevant activities and provide stacking bonuses. A high-level engineering officer dramatically reduces reactor heat output; a skilled logistics officer optimizes hauler routes.
Starting Classes
Six starting classes with distinct perk packages determine your early-game advantages. Choose based on your preferred playstyle: mining focus, combat readiness, construction efficiency, or balanced. Sandbox mode lets you customize starting conditions further.
Link Gates
The ultimate progression milestone. Link Gates enable travel to new star sectors with unique resources, threats, and mission opportunities. Building a Gate requires refined Eonite (T3 Refinery only) and massive resource investment. Each new sector effectively resets the difficulty curve upward.
Game Modes
Campaign
A narrative-driven introduction that teaches systems progressively. Includes tutorial segments, NPC dialogue, story missions, and creative freedom between objectives. Recommended for all first-time players -- the learning curve is punishing without it.
Sandbox
Full customization: choose your starting ship class, spawn location, resource abundance, and whether Harvesters are enabled. Ideal for creative builds, engineering experiments, and learning specific systems without pressure.
Survival Challenge
Endless escalating waves of Harvesters. Survive as long as possible with limited starting resources. A pure test of heat management, defensive engineering, and combat efficiency. Leaderboards are planned for a future update.
System Requirements
Minimum (1080p / 30 FPS)
| OS | Windows 10 32-bit |
| CPU | Intel Core i3-10100 / AMD Ryzen 3 3100 |
| Memory | 8 GB RAM |
| GPU | Nvidia GTX 1050 / AMD Radeon RX 560 |
| DirectX | Version 11 |
| Storage | 7 GB available space |
Recommended (1440p / 60 FPS)
| CPU | Intel i7-9700K or equivalent |
| GPU | NVIDIA RTX 3070 (8 GB VRAM) |
| Memory | 16 GB RAM |
| Storage | 20 GB SSD |
| DirectX | Version 12 |
The game features DLSS integration for NVIDIA RTX cards. Physics simulation scales with fleet size -- larger fleets demand more CPU headroom regardless of GPU.
Frequently Asked Questions
Is Starminer multiplayer?
Not at Early Access launch. Cooperative and competitive multiplayer are planned for later in the Early Access period (estimated 2027).
Will the price increase after Early Access?
Yes. The developers have confirmed the price will rise for the v1.0 release. Buying during Early Access locks in the lower price.
Does Starminer support Steam Deck?
Not officially at launch. The CPU-intensive physics simulation and complex UI are designed for mouse and keyboard. Controller support and Steam Deck verification may come later.
How do I sell resources for credits?
Fly to the Governance ship visible on the starmap at trading lanes. Approach the large vessel, align with the green docking arrows, and a trading UI will open. Sell metals and ores for credits, which fund colonists, research, and mission rewards.
Why did Paradox Arc drop Starminer?
The official statement describes a mutual decision to part ways. Community speculation points to the game's extreme difficulty during internal testing, but neither party has confirmed this. CoolAndGoodGames is now self-publishing.
How do I repair damaged modules?
Silicates (Si) are the only resource capable of repairing damaged modules. Always maintain a Silicate reserve. Running out of Si with damaged critical modules is one of the most common game-over scenarios.
Can I move asteroids?
Yes. Drill Nodes built on large asteroids can grab and tow smaller asteroids to centralize your mining operations. This is a core late-game logistics strategy.
What happens when storage is full?
Refineries will delete excess material that cannot fit in storage. Monitor your Metal Storage and Water Cistern levels. Overflow waste is a silent killer of mining efficiency.