Star MerchantHow to play

Buy cheap at the edge of the sector, sell dear in the capital. Build a fleet, found colonies and climb the galaxy ranking — on your own or in a persistent world with other players.

turn-based — one turn is one trading cyclephone, tablet, computersolo offline, online on the server
Game start screen
The start screen: trading house name, mode, map, number of rivals — and the online play card.

1What it's about

You run a trading house. You start with a single Ant freighter and 250,000 thalers in the sector capital. Every planet produces something and needs something else — your job is to carry goods from where there is a surplus to where they are scarce. Out of the profits you buy more ships, found colonies that pay taxes, and fund research.

The game is turn-based: in one turn (a cycle) you may issue as many commands as you like — buy, sell, dispatch ships, build. When you press Next cycle, the rivals move, ships fly and the economy is settled.

Endless world — the default mode

There is no finish line — what counts is your place in the ranking and how far your house gets. Bankruptcy doesn't throw you out: the Guild takes over your debts and gives you a ship and 120,000 thl for a fresh start. A house that falls far behind receives Guild support.

Campaign — 60 cycles

A closed game for learning and quick sessions. Goal: 3,500,000 thl in wealth (more if you have bought extra sectors). Bankruptcy ends the game.

Maps

Classic — the hand-built Perseus Sector (15 planets) and the paid Hyades (8 planets). Random — two sectors generated from a seed, with different names, positions and resources every time. Large random — four sectors, 88 planets (Captain's Licence pack).

2The game screen

The game screen on a computer 1 2 3 4 5 6 7 8 9
  • 1Status bar — thalers in the till, wealth, last cycle's result, debt; below it the goal bar (campaign) or the distance to the leader (endless world).
  • 2Distance to the leader and your place in the ranking.
  • 3Guild adviser — where your ship is docked (or where it is heading) and what pays off right now: what to sell on the spot, or what to buy and where to haul it. Prices are worked out for the whole hold, with fuel deducted. The button opens the market on the right goods row and the right side of the trade; × turns the hints off.
  • 4Sector tabs — switch the map; a padlock marks a sector from a pack.
  • 5Sector map — click a planet and the map travels to it and opens the panel. Drag, pinch or use the wheel to zoom.
  • 6Fleet bar — your ships: where they are docked, where they are heading, what they carry. Tap to jump to a ship.
  • 7Panel — the planet with its portrait, the market, the ship in port, the shipyard, the colony. On a phone it slides up from the bottom.
  • 8Tabs Fleet · Colonies · Research · Ranking; Finances, Chronicle and Shop are in the Fleet tab and in the ≡ menu.
  • 9Next cycle — settles the turn. Online it shows a countdown to the cycle, because the server settles it.
The game on a phone and a tablet
The same screen on a phone (panel sliding up from the bottom, map above it) and on a tablet (panel in a column beside the map).

3Your first voyage, step by step

You start in the sector capital, and the Guild gives you a full hold of ore to begin with — so your first move is a sale (about 12,700 thl), not a purchase. After that you repeat the same run over and over: food from an agricultural world to a metropolis. The agricultural world has a surplus of it (price ~20 thl), the capital produces nothing and buys at ~250 thl.

Agricultural world food ~20 thl · surplus Metropolis food ~250 thl · shortage 130 units of food → profit ≈ 28,000 thl empty return trip (or components from the metropolis, if they are cheap)
One round trip takes 2 cycles; a house with one ship has fixed costs of 4,050 thl per cycle — the route leaves a clear profit.
  1. Sell the starting freightYou are docked at the capital with a full hold of ore. The short way: press Sell on the adviser bar below the header — it opens the market on the Ore row, on the selling side, with the whole hold selected. By hand it is the same: click the Ore row, press "all" and Sell. The trade box switches to selling on its own whenever you carry the goods.
  2. Pick a destinationIn the planet panel, above the market table, press Set course. The list shows flight time, fuel and — when you have a fresh report — the best price for your cargo there. Choose the nearest agricultural world.
  3. Settle the cyclePress Next cycle. A ship in transit appears on the map as an arrow on a dashed line. When it arrives, the panel jumps to the planet the ship has reached.
  4. Buy goodsClick the Food row. A quantity slider appears with 10 / 25 / 50 / all buttons. Below the slider you see the cost, the price per unit and the port commission. Buy a full hold.
  5. Fly back and sellSend the ship to the sector capital (the planet with a gate — a rotating ring), settle the cycle, click Food, "all", Sell. The message shows the takings and the profit of the voyage. Done — you have capital for the next, bigger run.
Market table and transaction window
A planet's market: buying, selling, stock and the bar showing how far the price has strayed from normal (green to the left = cheap, red to the right = dear). Below it, the transaction slider.
TipDon't dump a whole hold onto a small market — every 5 units pushes the price down. On a world with a shortage you sell dearer, but the first 50 units will earn more than the next 80. The transaction window works this out for you: watch the "voyage profit".

4Where prices come from

The price of goods on a planet depends solely on how much of them is in the warehouse relative to the normal level. An empty warehouse — the price can reach 3.4× the base price. An overflowing one — the price drops to 0.38×. Your deals really do move the market: buying empties the warehouse and pushes the price up; selling drives it down.

normal stock 3.4× 1.0× 0.38× shortage — dear, you sell here surplus — cheap, you buy here stock in the planet's warehouse → price ÷ base price
The price curve: the less goods in the warehouse, the dearer they are. The base price is the price at normal stock, multiplied by the planet's prosperity.
GoodsBase priceWho produces themWho pays most
Ore42 thlmining worldsindustrial worlds
Food58 thlagricultural worldsmetropolises, mining worlds
Components150 thlindustrial worldstech worlds, metropolises
Modules390 thltech worldsmetropolises, industrial worlds
Contraband880 thlfree portsfree ports (Smugglers' Guild pack)

Price fog

You see exact prices only where your ship is docked or where you have a colony — a report stays valid for 5 cycles. The rest is an estimate based on the planet type: everyone knows a mining world sells ore cheaply, but not whether somebody has just flooded it with food. The Long-range scanner research lifts the fog from the whole sector.

5World types

Every type has its own look on the map and a coloured line under the name — the map can be read without captions.

metropolisProduces nothing, buys everything. The best market to sell in. Has a shipyard.
buys foodbuys components
industrial worldComponents are cheap, ore is always in demand. Has a shipyard.
sells componentsbuys orebuys food
agricultural worldFood is almost free, everything else has to be shipped in.
sells foodbuys componentsbuys modules
mining worldOre for next to nothing; the miners pay for food.
sells orebuys foodbuys components
tech worldModules — few and dear; buys components.
sells modulesbuys componentsbuys food
free portBlack market: contraband with no questions about paperwork.
buys foodbuys components
unsettled worldNobody lives here. Bring 8 units of colonists.

A gate (a rotating ring around a planet) links sectors: a jump through the gate costs as much as a flight across half a sector. The black market (red mark) is a port where you can sell contraband. An unsettled world (dashed outline) is waiting for colonists.

6Ships and the shipyard

Needle
fast courier — scouting and small loads
Cargo hold
40 units
Speed
3.4
Guns / shield
0 / 1
Hull
14
Price
78,000 thl
Upkeep
1,000 thl / cycle
Ant
your starting ship: an all-purpose freighter
Cargo hold
130 units
Speed
2.4
Guns / shield
1 / 2
Hull
24
Price
165,000 thl
Upkeep
1,900 thl / cycle
WhaleCaptain pack
heavy transport — the biggest runs
Cargo hold
360 units
Speed
1.5
Guns / shield
1 / 3
Hull
42
Price
395,000 thl
Upkeep
4,200 thl / cycle
WaspCaptain pack
corvette — escort, piracy, defence
Cargo hold
30 units
Speed
3
Guns / shield
7 / 6
Hull
48
Price
310,000 thl
Upkeep
4,400 thl / cycle
Barge
a cheap workhorse — raw materials in bulk, no guns
Cargo hold
220 units
Speed
1.8
Guns / shield
0 / 2
Hull
30
Price
240,000 thl
Upkeep
2,600 thl / cycle
GalleonCaptain pack
a merchantman with teeth — a big hold and four guns
Cargo hold
280 units
Speed
2.2
Guns / shield
4 / 5
Hull
56
Price
540,000 thl
Upkeep
5,800 thl / cycle
FrigateCaptain pack
escort and hunter — fast and heavily armed
Cargo hold
60 units
Speed
2.8
Guns / shield
12 / 9
Hull
72
Price
660,000 thl
Upkeep
7,900 thl / cycle
CruiserCaptain pack
the fist of the fleet — expensive to keep
Cargo hold
90 units
Speed
2.2
Guns / shield
20 / 14
Hull
115
Price
1,250,000 thl
Upkeep
14,500 thl / cycle

You buy ships at a shipyard — there is one in every metropolis and on every industrial world, and in your own colony once you build one. That is also where you repair the hull and fit upgrades (each up to 3 levels):

UpgradeCost of level 1Effect per level
Enlarged cargo hold62,000+18% cargo capacity
Afterburner74,000+15% speed
Guns88,000+2 firepower
Shield80,000+2 shield
Cargo hideaways120,000customs inspection 28% → 13% (Smugglers' Guild pack)

Every flight costs fuel (depending on distance and ship size), and every ship costs fixed upkeep each cycle. On top of that comes the trading house office: 2,600 thl + 450 per ship. An idle ship in port is a loss — keep the fleet moving.

7Colonies

A colony means steady tax income, your own production which you buy from yourself commission-free, and a piece of the map in your colour.

  1. Recruit colonistsOn a populated world (≥ 30 m inhabitants) use the Recruit colonists button. One unit is a thousand people; founding a colony takes 8, at about 1,100 thl per unit. Colonists take up space in the hold.
  2. Carry them to a free worldUnsettled worlds have a dashed outline; the Colonies tab shows their soil and deposits. Good soil favours farms, rich deposits favour mines.
  3. Found the colonyOnce there: Found a colony. From then on the population grows, as long as it has something to eat — ship food in or build a farm.
  4. Build it upIn the colony panel you put up facilities (each up to 3 levels). Further colonists can be settled — the population grows at once.
FacilityCostUpkeep / cycleGives
Farm95,0002,800+20 food per cycle (× soil)
Mine130,0004,200+27 ore per cycle (× deposits)
Factory240,0007,600+10 components, consumes 22 ore
Laboratory400,00013,000+3.4 modules, consumes 7 components
Warehouse85,0001,600bigger stock, steadier prices
Shipyard310,0009,500buying, repairing and upgrading ships at home
Defence battery170,0005,200defends the colony against takeover
TipTaxes grow with the population (about 1,150 thl per unit per cycle, times the planet's prosperity and your reputation). A colony with a farm feeds itself and grows to 90 m — the most reliable income in the game. Your rivals know this too, so free worlds disappear fast.

8Research

One project at a time, paid up front, with the effect arriving after a few cycles. It applies to the whole fleet and all colonies.

ResearchCostCyclesEffect
Long-range scanner130,0002live prices across the whole sector
Modular cargo holds165,0003+25% cargo capacity for the whole fleet
Class II drives195,0003+25% speed for the whole fleet
Contract network210,0004port commission 3% → 1%
Ion cannons230,0004+40% firepower
Deflector shields250,0004+40% shields
Terraforming430,0006colonies grow twice as fast
Shielded cargo hold270,0004customs inspection only 5% (Smugglers' Guild pack)

The best first choice for a trader: the Scanner — cheap, quick, and it turns guesswork into planning. For a coloniser: Terraforming.

9Guild contracts, trade routes and milestones

Three things that give you a reason to come back even in cycle one hundred: contracts set a short goal with a deadline, routes take the repetitive clicking off your hands, and milestones measure your house's progress.

Guild contracts

Every few cycles the Guild proposes: "deliver 60 units of food to Cetus Prime by cycle 24, payment 18,400 thl". You see the contract in the cycle report, at the top of the Fleet tab and as a golden marker above the planet on the map; the header next to your house name counts them. The payment is the market value of the batch plus a 15–35% premium — and the goods go to the Guild's warehouses, so they do not depress the planet's price. Deliver with a docked ship: the card "Guild contract to deliver here" → Deliver (partial deliveries are fine). The advisor bar suggests the delivery itself when you carry the right goods. A contract you miss simply lapses, no penalty; you can also abandon one to free a slot (at most two at a time). Each completed contract raises your Guild reputation.

Trade routes (autopilot)

In a docked ship's card click Trade route: pick port A and port B and the good to buy in each (or "nothing — just sell"). The window shows known prices, margin per unit, flight time and fuel. Once started, the ship shuttles on its own: on arrival it sells its cargo, buys the chosen good with cash above the 25,000 thl reserve and flies on. Every step appears in the cycle report ("Route: Wolf at Demeter bought 130 pcs of food…"), and the map draws the route as a thin dashed line. Remember the market reacts: the same run earns a little less each time, so several routes for different goods pay off. "Take off the route" in the ship card returns manual control.

Milestones

Twelve badges in the Ranking tab: Trader (10 transactions), Colonist, Shipowner (3 ships), Route Runner, Guild Contractor (3 contracts), Patron of Science (3 research projects), Millionaire, Wholesaler (100 transactions), Governor (3 colonies), Fleet Admiral (6 ships), Guild Supplier (15 contracts), Magnate (5 million). Each is awarded once and brings a small Guild bonus — the same for everyone, so it does not touch the fairness of online worlds.

EventsThe chronicle gained the Great Guild Fair (for a few cycles the port takes no commission — the market table then shows a "fair" tag) and a Guild convoy buying up components on an industrial world. Next to the sell price in the market table you also see an arrow with the change since the previous cycle.

10Smuggling, combat and the protection period

Smuggling

Contraband (Smugglers' Guild pack) can only be bought and sold in free ports — the margin is the highest in the game. Docking anywhere else with an illegal cargo risks a customs inspection: a 28% chance of confiscation, a fine of 55,000 thl and a loss of reputation. Hideaways cut the risk to 13%, a shielded hold to 5%. Guild patrols (an event) multiply the risk.

Combat

A ship with guns can attack a foreign ship docked in the same port (planet panel → Foreign ships in port). An engagement is three exchanges of fire: damage = firepower × 2.2 × luck − the target's shield. The winner seizes up to 75% of the loser's cargo, and the loser's hull goes for scrap. A freighter with a single gun won't scratch a corvette — without upgrades there is no point trying. Every attack lowers your Guild reputation (and with it your colony taxes).

A rival's colony can be raided (planet panel → Foreign colony): a defence battery repels attacks, and a takeover requires 4 units of people on board.

Guild rules — the same for players and the computer

  • A new house gets 12 cycles of protection: nobody will attack it, but it cannot attack either.
  • Whoever fires first loses protection at once.
  • You may not attack a house whose wealth is less than 45% of yours.
  • After an engagement a ship needs 3 cycles before it can strike again.

Attack by order (online worlds)

In an online world an attack is not resolved the moment you click. The Order: attack button records the order, and the shots are fired when the cycle is settled, together with everybody's moves. If the target flies off in the meantime it has escaped; if you fly off, the order lapses. The order is visible in the ship panel and can be cancelled. This way nobody gets shot up "in the night" without a chance to move, and a defender who looks in on the game has a real chance to run. Computer rivals play by the same rules. In a solo game engagements are resolved immediately.

The Guild Exchange — trade between houses

Goods can be sold not only to a planet but also to another house — through the Guild deposit. While docked in port you list an offer (planet panel → Guild Exchange → List goods): the goods leave your hold for the warehouse on that planet, and a ship of another house that arrives there will buy them. A house with a colony can order a delivery: it leaves the cash, and whoever brings the goods to the colony gets paid. Every offer in the galaxy is visible in the Exchange panel (Fleet → Exchange, key G). Cash can also be transferred to another house (Finances → Transfer thalers).

Rules of the exchange and transfers

  • The Guild takes 6% commission from the seller and 10% on a transfer.
  • The exchange price must lie between 50% and 200% of the local market price.
  • You may only transfer to a house with no more than 2× your wealth, and at most 25% of your wealth per cycle — the Guild lets you support the weaker, not the richer.
  • Houses in a protection period neither trade on the exchange nor make transfers.
  • An uncollected offer expires after 12 cycles: the goods go to the planet's market, the cash comes back.
  • Every transaction is public in the chronicle.

11The endless world

In the default mode the game has no finish line. The bar under the statistics shows the distance to the leader, and the Ranking tab shows the full table with the number of ships, colonies and bankruptcies.

Bankruptcy = a fresh start

When your cash falls below zero, an emergency loan saves you first, then the sale of your weakest ship and colony. When nothing is left, the Guild takes over the debts, gives you a freighter, 120,000 thl and a new protection period. The bankruptcy count stays in the ranking.

Guild support

A house whose wealth is below 55% of the median of all houses receives up to 35% higher colony taxes and a cheaper office. It won't win for you, but it lets you catch up with the field — including if you joined the world late.

12Playing live with other players — persistent worlds

Two ways to playThe start screen offers two cards: Solo play — you versus the computer (no account needed, works offline too; saved on the device and, once you log in, on your account as well, so clearing the browser or changing phone doesn't wipe the game) and Play live with other players (requires an account; a shared galaxy, exchange, ranking, combat). What follows is about the latter.

Online worlds live on the server. The server settles the cycles every set number of minutes (typically 60–120), whether or not you are in the game. You look in whenever you like, issue commands, and the button in the bottom right corner counts down to the next cycle.

Online play with the countdown to the cycle
An online world: your house has the number given to it when you joined, and the "Next cycle in 1:12" button shows when the server will settle the turn.
  1. Create an accountGo to gwiezdnykupiec.pl; on the start screen use the Online play card → "Create account": e-mail, house name, password (at least 8 characters). An activation link (valid for 48 hours) is sent to that address — click it and the account goes live with you logged in straight away. Without activation you cannot log in; if the mail hasn't arrived, use "Send the link again" (check your spam too). This guide is also linked from the start screen.
  2. Join a worldThe list shows the worlds: cycle, pace, number of planets, players and the leader. "Join" founds your house — with a freighter, starting capital and 12 cycles of protection from the moment you enter. You may join a world that has been running for a long time.
  3. PlayEvery decision goes to the server at once. After a cycle is settled you get a report: your result, ship arrivals, engagements, events. You trade with other players through the Guild Exchange, and attacks are issued as orders carried out at the cycle (chapter 10).
  4. Talk to the othersAn online world has a world channel — the speech-bubble icon in the top right corner (a dot means new messages). Every player of that world writes there: about routes, prices, joint ventures. Someone else's message carries "report" and "mute player"; the administrator removes abusive messages and withdraws the right to write from persistent offenders. Web addresses do not pass through the channel — do not post contact details there.
  5. Forgotten your password?"Forgot my password" sends a link to your e-mail for setting a new one (valid for one hour).

Rivals when there are few players

A world is never empty: when creating it the administrator sets the number of computer rivals (say 6), and they play from the first cycle like any other house — trading, colonising, growing. Whether one player joins or none, there is still competition; and when it gets crowded, the administrator can add or remove rivals along the way. People join as further houses, without waiting for a full roster.

AutopilotIf you issue no decision for 10 cycles, the autopilot takes over the house — it trades and looks after the colonies so that your wealth doesn't stand still. Your first decision after returning switches the autopilot off.

For the administrator

The server owner has an administrator panel (admin.html): they create worlds (map, sectors, computer rivals, cycle pace, player limit), pause them, settle a cycle by hand, manage accounts (roles, packs, blocks, new password, granting officer licences by hand) and see the event log — including every transaction between houses and every licence — as well as pending password resets.

Administrator panel
The administrator panel: the list of worlds with their leaders and controls, and the form for a new world.

13Shop and packs

One-off packs, no ads, no premium currency, no paid speed-ups. You buy content, not an advantage: a purchased sector also raises the victory threshold in the campaign, and your rivals play with the same content as you. Online worlds have everything unlocked.

PackWhat it gives
Captain's Licencethe Whale, Galleon, Frigate, Cruiser and Wasp, large random maps (4 sectors), up to 8 rivals, three save slots
Hyades Sectora second sector beyond the gate: eight worlds including Hyperion — the richest market in the game
Smugglers' Guildcontraband, hideaways, shielded cargo hold, free ports start to pay off
Crests and fleet colourspurely cosmetic: one of 12 crests (on the house bar and in the ranking), one of 12 colours (your ships and colonies on the map), your own fleet name

You choose your crest and colours in Menu → Crests and fleet colours (or in the Shop next to the pack). In online worlds every house can do it right away. Computer rivals have crests of their own — a crest tells you faster whose colony is in your way.

Guild officers — 30-day licences

The only paid thing that also works in online worlds. The model comes from OGame's officers: modest percentages for a limited time, nothing that cannot be earned without paying. A licence belongs to the player's account, so it works in all worlds and in solo play at once; bought again, it extends from the end of the previous one. The protection period, the protection of weaker houses and catch-up support all stay unchanged — an officer will not help you attack anyone the Guild protects.

OfficerEffectPrice
Navigator+10% speed for the whole fleetPLN 9.99
Engineer+10% cargo capacity for all shipsPLN 9.99
Governor+15% colony taxesPLN 9.99
Brokerport commission 3% → 2%, exchange 6% → 4%PLN 9.99
Technocratresearch one cycle shorter and 15% cheaperPLN 9.99
Admiralone ship free of office costs, 10 offers on the exchange instead of 6PLN 9.99
Guild Staffall officers at oncePLN 24.99

The table lists prices in Polish złoty. In a browser you can also pay in euros or dollars — you pick the currency in the Shop (the game language suggests one) and the amounts come straight from Stripe. In the Google Play app the currency follows your Google account’s country.

How to pay

In the app from Google Play — through Google Play. In a browser — by card through Stripe: you have to be logged in to your game account (the "Online play" card), because the licence is saved to the account; after payment you return to the game page and the licence is already active. The server confirms every purchase with the provider itself. Active licences and their expiry dates are shown in the Shop.

14Tips and shortcuts

Ten tips for the start

  1. The first 10 cycles: trade only, a full hold, short runs.
  2. Sell where there is a shortage; buy where there is a surplus — watch the colour of the price bar.
  3. Don't leave a ship in port: every idle cycle is upkeep with no income.
  4. Keep about 30,000 thl in reserve for fuel and upkeep.
  5. Buy your second freighter out of your own cash — a loan for a ship eats interest faster than the ship earns.
  6. The Scanner as your first research: it turns guesswork into planning.
  7. A colony with a farm on good soil feeds itself — the most reliable income there is.
  8. Modules fetch the highest price but have the smallest markets: 30 units flood a world.
  9. Customs never look into your own colony or into free ports.
  10. Events (drought, patrols, inflation) are in the Chronicle — a good merchant reads it every cycle.

Keyboard shortcuts

Space / Enternext cycle
F K B R GFleet · Colonies · Research · Ranking · Exchange
+ / −zoom the map in / out
Escclose a window or panel
mouse wheelzoom at the cursor

On a phone

Drag to move the map; pinch with two fingers to zoom; the ⤢ button returns to the whole sector. The panel slides up from the bottom and scrolls independently of the map.

Light theme

The game has two themes: dark (the default) and light. The switch is on the start screen ("Light theme") and in the game under Menu → Theme. The map always stays dark — it is space — while panels, windows and the start screen turn light. The choice is remembered in the browser.