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Credits

The credit (¢) is the currency of Estelar Online. Every pilot starts with 250 ¢. Credits come in from exploring, hunting, mining and selling, and go out on ship upkeep and on big goals, like a new ship. You can’t buy credits with real money, and there’s no cashing out: what you earn by playing stays in the game.

Your balance shows on the HUD and at the top of the station screen.

Source How much
First visit to a system 100 ¢
Docking at a station for the first time 250 ¢
Scanning a star / station / asteroid field 300 ¢ / 250 ¢ / 150 ¢
Scanning a planet 400 ¢ (plus 350 ¢ if it’s inhabited)
First human landing on a planet 500 ¢
Logging an artifact on the surface 350 ¢, and the artifact is worth even more at the museum
Surface containers Some credits, scrap and sometimes components
Downed pirates Varies by pirate; the equipment credit bonus increases it
Station missions and contracts The contract’s value
Matches A reward per match, more for a win and a record
Colonies Drone income; offline, it builds up for one day at most
Selling ore and items to stations See below
Market and trades The price other pilots pay
Community missions Small amounts of credits, plus fuel and seals
Photography, fortresses and events See Photography and Fortress War

Discoveries pay once: scanning the same planet again earns nothing. See Planets and discoveries.

While docked, the station buys through the MARKET tab (ore) and the SELL button in the hold list (everything else). Anything in your backpack has to go into the hold first. Each stack sells as a whole.

Item Price per unit
Ore The type’s price, adjusted for the frontier and saturation; see Ores
Metal ingot 12 ¢
Rod 6 ¢
Scrap 3 ¢
Electronic components 25 ¢
Pickaxe / Plasma drill 20 ¢ / 80 ¢
Equipment 15 ¢ × level × rarity factor, less if it’s worn; see Equipment
Blueprint 10 ¢ × level × rarity factor
Blocks The station doesn’t buy them

The station price is a floor: other pilots usually pay more for equipment, blueprints and rare materials on the market.

Expense How much
New ships at the SHIPYARD From 25,000 ¢ to 90,000 ¢; see Ship classes
Garage rent Per slot, per week; see Garages
Fuel 3 ¢ per unit near the Sun, more on the frontier
Ice refinery 5 ¢ per ton
Emergency tow Free once a day; after that, 250 ¢
Hull repair 2 ¢ per point, plus scrap; see Damage and repair
Equipment repair Part of the item’s value, plus components
Workshop fee 40 ¢ × level × rarity factor; see Workshop
War license 10% of the ship class’s price; see War license
Guided missiles 400 ¢ each, up to 8 on board
Redistributing attribute points 500 ¢ × your level
Market Listing fee of 1% and a 5% tax on the sale
Direct trade 3% of the credits received
Dying (outside matches) 10% of your credits, plus the ore in your hold

The idea is that spending is almost always a choice: a better ship, one more slot, a crafted piece of equipment. Upkeep (fuel, repairs, rent) is light and predictable.

Artifacts are rare finds at landing sites. Each one can only be logged once per pilot. When you collect it ([F] by default), you get 350 ¢ for the discovery and the artifact becomes a unique item in your backpack, with the name of the place, the date and who found it (“found by you on 03/10/2026”).

After that, it’s your trophy. You can:

  • Keep it as a collectible (in the hold, it weighs 0.05 t).
  • Donate it to the museum of a station: while docked, store the artifact in the hold and use MUSEUM in the hold list. The museum pays 700 ¢, and the artifact leaves your inventory.
  • Sell it to another pilot on the market (Artifacts category) or in a direct trade, for whatever price you agree on.

Adding up the discovery and the museum, each artifact earns 1,050 ¢. See Surface.

  • Early on: scan everything you find and dock at every new station; first discoveries pay well.
  • Ore: sell far from the Sun and split your cargo between stations to avoid saturation.
  • Hunting: pirates drop credits, scrap, components and sometimes blueprints and equipment that are worth more on the market.
  • Avoid dying: it takes 10% of your credits and all your ore. When in doubt, pull back and repair.