About the Game


Feel your pulse quicken while piloting your 150,000t warship between asteroids in the vacuum of space in real time. All with fully simulated physics.

Balance material requirements with power, tonnage, and size while building your fleet to maximum efficiency, piece by piece, module by module. Will you create a large number of smaller, more nimble vessels or double down on a massive station packed with firepower?

Harvest and process valuable materials from asteroids for your profit margins, or use the bountiful resources for the maintenance and expansion of your own mercenary fleet while doing missions for the highest bidders in the sector.

Research for new modules and tools to keep expanding your fleet of ships and mining stations. Build link gates to gain access to new riches in new sectors of space.

The more you mine, the more you build and the greedier you get, the higher your heat signature becomes. Once it reaches critical levels, the aliens will detect you. Defend your fleet at all costs using defense systems and ships of your design.
Screenshots
17 images
Version Information
Steam Patch Notes
Official update history
Hello miners!
Starminer 0.33.5.0 has arrived. Patch 4 has just been deployed and continues our work on improving stability, performance, balance, and overall gameplay based on your feedback.
A special thank you to everyone who participated in the Beta branch and helped test this update before release. Your bug reports, feedback, save files, and suggestions allowed us to identify and resolve a number of issues before Patch 4 reached the main branch. We greatly appreciate the time you've invested in helping us make the game better!
As always, we're carefully reviewing all reports and discussions as we continue shaping Starminer together with the community. Stay tuned for our development timeline we will publish this week!
Some higlights from this update are:
Improved Mode System
Switching between Tactical View, Pilot Mode, Build Mode, and Autopilot is now more intuitive, with improved visual indicators that make your current mode easily recognizable. You'll find these buttons on the top middle of the screen. We will continue to improve on the user experience of each of the modes (on top of our list are improvements for the autopilot mode).
[img src="{STEAM_CLAN_IMAGE}/35809242/a519651212230badc0d33d32bb409b064b84e126.png"]
New Map: Triton Ice Cluster
A harsh and icy frontier packed with resources, threats, and opportunities. Here you'll be able to fill your water reserves to the brim - but expect competition and hostile activity as you explore this frozen corner of the system.
[img src="{STEAM_CLAN_IMAGE}/35809242/0a65df4e439c05006969c4ac56f6ac48b73c3e2b.png"]
This update also includes numerous crash fixes, resource count fixes and resolves a major memory leak with fighters for smoother performance.
Full patch notes below:
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STARMINER 0.33.5.0 - PATCH NOTES
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ADDITIONS
[p align="start"]------------------------------------------- Togglable modes buttons on the top - switch between 4 modes - tactical (default), pilot (locked cam), autopilot (enable AP functionality) - build (enables building)
[p align="start"]- New map: Triton Ice Cluster in Neptune's orbit: lots of ice and hostile activity - come prepared![p align="start"]- New water efficiency modifiers can now be research to further reduce water consumption[p align="start"]- Individual weapon sound effects[p align="start"]- Loqui Station becomes possessable at the end of the Homebound objective chain[p align="start"][p align="start"]------------------------------------------[p align="start"]TWEAKS[p align="start"]------------------------------------------[p align="start"]- Added movement damping to the Mega Solar frame- Increased sandbox starting station prices (higher debt)
[p align="start"]- Only one Mega Solar Frame can be built per planet[p align="start"]- Survival score repositioned on the HUD[p align="start"]- Increased visibility and brightness of scanning effects[p align="start"]- Hangarship icons no longer scale with distance[p align="start"]- Updated product icons[p align="start"]- Adjusted starmap location positions to prevent overlap[p align="start"]- Updated icons for nuclear fuel and the automation window button[p align="start"]- Lowered ordnance requirement for the Foundations mission[p align="start"]- Increased fighter engagement range[p align="start"]- Ordnance production changed: one unit of refined iron now gives you 10 ordnance- Ordnance price decreased from 30 to 3 credits
[p align="start"]- Solar panel and thermal radiator opening audio no longer plays too many times at once[p align="start"][p align="start"]------------------------------------------[p align="start"]FIXES[p align="start"]------------------------------------------- Fixed storage mass when transferring resources
- Fixed station type tooltip in the overview
- Fixed a fighter hangar memory leak
- Removed a redundant "test" mission in the Bermuda Cluster
- Mothership status is now stored on save
- Enemy spawn fixes
- Fixed commander blueprint not being possessable in sandbox
- Fixed Deadrock Outpost scan mission not completing
- Various crash fixes
[p align="start"]- Fixed Mega Solar building objective not registering or updating[p align="start"]- Removed stray explosion effects on map load[p align="start"]- Fixed resource transfer inside the hangarship, including between docked ships[p align="start"]- Fixed a trading issue[p align="start"]- Fixed drill extracting the wrong resource on high yield patches[p align="start"]- Ares Station no longer self-produces colonists (was blocking completion of the Foundations mission on Saturn)[p align="start"]- Fixed missiles not damaging hostile stations[p align="start"]- Mission dialogues no longer restart for completed story missions[p align="start"]- Changed Kerrel facility objective to a digital upload[p align="start"]- Fixed broken "deliver thorium to Medium Station" special objective[p align="start"]- Fixed a crash when placing build points[p align="start"]- Chunks now stop moving after a minute[p align="start"]- Fixed premature scanning of Panonia[p align="start"]- Fixed officer construction efficiency modifier breaking construction[p align="start"]- Fixed officer trade modifiers[p align="start"]- Fuel efficiency modifier now correctly lowers fuel used per jump[p align="start"]- Various crash fixes[p align="start"][p align="start"]More soon!--Starminer Dev Team
Hotfix 0.33.3.1 + Branches
Going forward, we will be using multiple branches to improve how we test, release, and support Starminer.
Default – The main branch and the version most players will use. (currently 0.33.3.1)
Beta – Test upcoming updates before they are released to the Default branch. (currently 0.33.3.1)
Previous – Roll back to the previous stable version if needed. (currently 0.33.2.0)
To switch to another branch, right click the Starminer title in your library view, select Properties and navigate to Game Version & Betas. Select desired branch from there.
Details of this update below:
STARMINER 0.33.3.1 - PATCH NOTES
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FIXES
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- Fixed megasolar count on load
- Fixed selling chunks
- Fixed missing sound attenuation on the scanner audio loop
- Various crash fixes
[img src="{STEAM_CLAN_IMAGE}/35809242/f1fb59539fd58b23dc4d4070e78eb2665268b7c8.png"]
Patch 3 for Starminer is now available!
We've been hard at work reviewing your feedback, bug reports, save files, and suggestions, and this latest update brings another round of fixes and improvements across the game. Our focus remains on stability and addressing the issues that matter most to the community.
Thank you to everyone who continues to report problems, share ideas, and help us improve Starminer.
Every report and suggestion helps shape future updates.
STARMINER 0.33.3.0 - PATCH NOTES
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TWEAKS
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- Reduced the low-energy warning frequency
- Removed colonist requirements for T1 Hangar, T2 Hangar and T2 Fighter Hangar
- Autopilot widget no longer shows while in build mode
- Motherships in the starting sandbox sector now only spawn at very high heat levels (30k+)
- Your station now always responds to navigation inputs unless an NPC station is selected
- Modules from the same station no longer damage each other, preventing self-destructing
- Increased the playable area in The Frontier Zone Gamma
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FIXES
------------------------------------------
- Fixed stations loosing power and ignoring inputs
- Fixed energy distribution and consumption
- Fixed T4 Solar panel spinning issue
- Engineers no longer stop when sending feedback
- Object names are no longer cut off in the sensors list
- Reduced water consumption by 50% (now for real)
- Fixed incorrectly configured derelicts in The Great Spill
- Fixed Triton Pirate Base mission not starting
- Fixed mission progression when entering Triton Pirate base
- Fixed stacking modifiers breaking station functionality
- Storage manager fix
- Various crash fixes
[img src="{STEAM_CLAN_IMAGE}/35809242/f1fb59539fd58b23dc4d4070e78eb2665268b7c8.png"]
Patch 2 Is Live
Patch #2 for Starminer is now available!
We're continuing to work through player feedback, bug reports, and crash reports from launch week. This update includes a number of fixes and improvements aimed at making the experience more stable and enjoyable for everyone.
A huge thank you to everyone who has been playing, reporting issues, and sharing suggestions through our in-game feedback tool and community channels. Your feedback is helping us prioritize what matters most.
Check out the full patch notes below.
Starminer 0.33.2.0
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TWEAKS
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- Raw thorium price set to 200
- Raw eonite price set to 300
- Nuclear fuel cell price set to 2500
- Eonite fuel cell price set to 4500
- Water consumption reduced by 50%
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FIXES
------------------------------------------
- Fixed station renaming
- Fixed negative balance issue
- Various crash fixes
- Storage manager fix
- Arcade mode stability improvements
- Fixed bulletin accepted objectives not registering for completion
- Fixed non-RigMk1 stations not triggering move-to-objective
- Fixed research requirement condition failing when the researched modifier was too high level
- Auto-completes the Broken Section objective in the Candle in the Dark mission
- Fixed muted music player issue
- Fixed auto resource balancing
[img src="{STEAM_CLAN_IMAGE}/35809242/f1fb59539fd58b23dc4d4070e78eb2665268b7c8.png"]
First Patch After Launch Is Live
First of all: thank you.
The launch of Starminer has been incredible for our small team, and we’ve been carefully reading your feedback, bug reports, suggestions, and performance data since release. Today we are rolling out our first official post-launch patch to stabilize the experience.
Starminer 0.33.1.0:
ADDITIONS
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- Added station resource balancing button for quickly balancing resources distribution in storages
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TWEAKS
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- Tweaked Tutorial 1 dialogue
- Restorer 7 in Tutorial 2 now starts with more water reserves
- Godmode and no water consumption enabled in tutorial
- Temporarily removed animations of research lab
- Decreased AOE damage for some modules
- FPS limit set to 60 FPS by default
- Removed the need for research points to unlock T1 Parts Storage
- Increased the cost to unlock T2 Gauss Gun
- Nuclear power plant output now 500 MW
- Added water to Marie Curie
- Added more power generators to Marie Curie and Scavenger Stations
- Added T1 Power Storage to initial build options in Tutorial 2
- Removed close dialogue (X) button for all tutorial missions
- Autopilot now ignores engineers, fighters, chunks and packages on collision path
- Preventing wobble (part 1)
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FIXES
------------------------------------------
- Navigation Overlay and Orientation Tool buttons and display fixed
- Prevented starting autopilot when cursor is over UI elements
- Remote charging fix
- Fixed an instance where ship would stop generating power under certain conditions
- T2 Drill wobble/spinning fix
- Trade form fixes
- Fixed large number of motherships spawning in sandbox
- Fixed EoniteFuel not being detected on hangarship
- Fixed Eonite not being deposited on hangarship during The Great Spill
- Prevented ESC key from closing dialogue windows
- Fixed Tutorial 3 objective not giving research points when completing objectives slightly out of order
- Mission critical package now saves correctly and stays if player leaves sector
- Fixed softlock issue with mission critical package
- Several crash fixes
We also want to thank everyone using the in-game feedback tool. The amount of detailed reports, screenshots, savegames, ideas, and suggestions you’ve sent us has been extremely valuable and is already helping us prioritize upcoming fixes and improvements.
This is only the beginning. We’ll continue releasing updates rapidly as we work together with the community to improve the game throughout Early Access.
Thank you again for supporting us during launch week, and thank you for helping shape the future of Starminer.
--Starminer Dev Team
[img src="{STEAM_CLAN_IMAGE}/35809242/f1fb59539fd58b23dc4d4070e78eb2665268b7c8.png"]
After years of development, countless redesigns, late nights, and community feedback, Starminer is finally here!
[img src="{STEAM_CLAN_IMAGE}/35809242/45d86ff58249467189de1ddd539ee21852220d5b.png"]
You’ll begin your journey in deep space with a small crew, limited resources, and a station that barely holds together. From there, it’s up to you to expand your operation, mine asteroid fields, automate production chains, command ships, survive disasters, and build an industrial space empire.
Check out the launch trailer here!
[dynamiclink href="https://www.youtube.com/watch?v=7e5W5CJr9gk"]
At launch, Starminer includes:
• Campaign Mode - the foundation of our evolving simulation-driven universe
• Sandbox Mode - start freely and build without campaign restrictions
• Survival Mode - harsh conditions, scarce resources, constant pressure
• Three dedicated tutorial scenarios - isolated experiences with a healthy amount of gameplay designed to teach the core systems step-by-step while still feeling like real missions
• Benchmark Mode - stress test your GPU and CPU
• Mining, logistics, refining, automation, ship management, station expansion, and more
• In-game feedback tool ("SEND FEEDBACK" button on the top of the screen when in session)
[img src="{STEAM_CLAN_IMAGE}/35809242/4d272883c7ab6583fa091337129a1a806aae98ed.png"]
It’s our direct line to your thoughts, reports, and genius ideas. Open it anytime to report issues, share thoughts, suggest ideas, or tell us what just broke in the most creative possible way.
[img src="{STEAM_CLAN_IMAGE}/35809242/aa45673a1db70781a5140ff828a65ecbcc4ec26f.png"]
You can also attach screenshots and savegames, which helps us reconstruct broken timelines, suspicious physics events, and stations that have clearly decided to ignore all known laws of reality (and sometimes invent new ones).
This Early Access release is just the beginning. Our focus moving forward will be expanding the campaign experience with new mechanics, missions, storylines, systems, balancing, side content, and deeper simulation features to make the universe feel increasingly alive over time.
We will publish a road map soon after release!
To everyone who followed the project, wishlisted the game, tested builds, created videos, shared feedback, or supported us throughout development:
thank you.
[img src="{STEAM_CLAN_IMAGE}/35809242/2bbf81cf05a977634d56ad4513c418efd4163fde.png"]
See you in the asteroid belt.
--The Starminer Team
[img src="{STEAM_CLAN_IMAGE}/35809242/f1fb59539fd58b23dc4d4070e78eb2665268b7c8.png"]
Current Release
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Uploaded Jun 07, 2026
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System Requirements
How to Install
ILLSpace.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
3.8 GB
23494868
7D484A15
ce2a530763d5750fe7ae9711093e1a62c417732d7a5b285da3579605c1b89832
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