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.
Where the money comes from
Section titled “Where the money comes from”| 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.
What stations buy
Section titled “What stations buy”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.
Where the money goes
Section titled “Where the money goes”| 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 and the museum
Section titled “Artifacts and the museum”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.
Tips for building up credits
Section titled “Tips for building up credits”- 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.
