This complete Starminer all ships and modules list is your definitive guide to every vessel and component in the game, from the humble starter rig to the most formidable endgame hulls. We'll break down the raw stats, slot configurations, credit costs, and optimal use-cases to help you engineer the perfect ship for mining, trading, or bounty hunting in the unforgiving void.
Your ship is more than just a cockpit; it's a customizable platform defined by its chassis and the modules you slot into it. Understanding the interplay between a hull's innate strengths and a module's specific function is the key to mastering Starminer's economy and surviving its dangers.
Ship Chassis: Every Hull Ranked by Role
A ship's chassis determines its fundamental characteristics: durability, cargo space, maneuverability, and the number and type of module slots available. While you can fit a mining laser on a fighter, using a hull designed for the job is always more efficient. Ships generally fall into Prospector, Industrial, Combat, and Specialist classes.
Here is a top-level overview of all purchasable ship chassis currently available in Starminer:
| Ship Name | Class | Cost (Credits) | Base Hull | Cargo (SCU) | Module Slots | Special Perk |
|---|---|---|---|---|---|---|
| Stinger-C | Prospector | 12,000 | 150 | 20 | 4 | Low sensor profile |
| Rock-hopper | Prospector | 35,000 | 200 | 40 | 6 | +5% mining yield |
| Mule Mk. II | Industrial | 110,000 | 500 | 150 | 8 | Reduced fuel consumption |
| Quarry-Class Hauler | Industrial | 450,000 | 800 | 300 | 10 | Reinforced cargo bay |
| Viper Interceptor | Combat | 95,000 | 250 | 15 | 7 | +10% thruster speed |
| Hammerhead Gunship | Combat | 375,000 | 700 | 50 | 9 | Integrated point-defense turret |
| Wraith Explorer | Specialist | 1,200,000 | 400 | 80 | 12 | Advanced sensor suite |
| Leviathan Freighter | Specialist | 2,500,000 | 1500 | 800 | 14 | Mobile refinery capabilities |
Prospector Class (Early Game Workhorses)
These are your entry points into the galaxy. They are cheap, nimble, and perfect for learning the ropes. The Stinger-C is the quintessential starter ship, barely more than an engine strapped to a seat, but its low signature makes it decent for avoiding unwanted attention. The Rock-hopper is the first significant upgrade for any serious miner, offering double the cargo space and a crucial pair of extra module slots, plus an innate bonus to mining yield that adds up quickly.
Industrial Class (Mid-Game Haulers & Miners)
When you're ready to move serious tonnage, you need an industrial hull. The Mule Mk. II is the backbone of many early trade fleets. It's slow and clumsy, but its large cargo hold and decent hull make it a reliable workhorse for hauling refined ore between stations. The real star of this class is the Quarry-Class Hauler. While expensive, its massive 300 SCU capacity and ten module slots allow it to become a dedicated mining platform that can stay in an asteroid belt for extended periods, making it one of the best money-makers in the mid-game.
Starminer in-game screenshot
Combat Class (Bounty Hunting & Piracy)
For those who prefer credits earned through firepower, combat ships are essential. The Viper Interceptor is a true glass cannon. It's incredibly fast and agile, designed to get in, deal damage, and get out before its weak hull gives way. It's a favorite among bounty hunters who value speed above all else. In contrast, the Hammerhead Gunship is a flying tank. It's slow to turn but can mount heavy weapons and absorb significant punishment, making it ideal for taking on multiple smaller targets or cracking fortified pirate bases.
Specialist & Endgame Hulls
These ships represent the pinnacle of starfaring technology and come with a price tag to match. The Wraith Explorer is built for long-range reconnaissance, equipped with a powerful stock sensor suite that can detect resource deposits and hidden signals from several sectors away. The Leviathan Freighter is less a ship and more a mobile base of operations. With a colossal 800 SCU cargo bay and the unique ability to refine raw ore on board, it's an endgame vessel for players looking to dominate the galactic commodities market.
Core Modules: Power, Propulsion, and Defense
No ship can function without these three essential module types. Upgrading them is often the first thing you should do after buying a new hull, as they provide the foundation for every other system on your ship.
Power Plants: The Heart of Your Ship
Every module on your ship consumes power, and if your total draw exceeds your power plant's output, modules will shut down, starting with the least essential. A good power plant is non-negotiable for any advanced build.
| Module Name | Tier | Power Output (MW) | Cost (Credits) |
|---|---|---|---|
| Fission Reactor Mk. I | 1 | 50 | 8,000 |
| Fission Reactor Mk. II | 2 | 85 | 25,000 |
| Cold Fusion Plant | 3 | 140 | 90,000 |
| Zero-Point Reactor | 4 | 220 | 350,000 |
Thrusters & FTL Drives: Getting Around
Thrusters determine your sub-light speed and maneuverability, crucial for both dodging asteroids and out-flying opponents. The FTL (Faster-Than-Light) Drive dictates how quickly you can jump between star systems. Upgrading your FTL drive is a massive quality-of-life improvement, reducing travel time significantly.
Starminer in-game screenshot
Shield Generators & Armor Plating
Your primary lines of defense. Shields are rechargeable energy barriers that absorb incoming damage until depleted, after which they need time to restore. Armor is a passive, ablative layer of health that adds to your ship's base hull points but must be repaired at a station for a cost. Most successful builds use a combination of both. Early game pirates often use kinetic weapons, making armor a cost-effective defense, while higher-tier factions favor energy weapons that tear through shields.
| Module Name | Type | HP / Armor Value | Power Draw (MW) | Cost (Credits) |
|---|---|---|---|---|
| Deflector Shield E-5 | Shield | 200 HP | 15 | 15,000 |
| Aegis Shield Gen | Shield | 450 HP | 25 | 60,000 |
| Titanium Plating | Armor | +100 Hull | 0 | 10,000 |
| Composite Bulkhead | Armor | +250 Hull | 0 | 45,000 |
Utility & Mining Modules: The Tools of the Trade
These modules define your ship's profession. A Quarry-Class Hauler is just a slow freighter until you equip it with mining lasers, tractor beams, and scanners, transforming it into a credit-printing machine.
Mining Lasers & Extractors
Your primary method of extracting wealth from asteroids. Basic lasers are slow but steady, while advanced models can fracture rocks in seconds. Seismic Charges are a high-risk, high-reward alternative, capable of shattering entire asteroids but with the potential to damage your own ship if you're caught in the blast.
Tractor Beams & Cargo Expanders
Manually scooping ore fragments is slow and inefficient. A Tractor Beam automates the process, pulling all nearby fragments into your cargo hold. Their range and speed are the main differentiators. Cargo Hold Expansion modules are a straightforward way to increase your ship's SCU capacity, and are a must-have for any serious miner or trader.
Starminer in-game screenshot
Scanners & Survey Equipment
Why mine blindly? A basic Survey Scanner allows you to ping your immediate vicinity for asteroids, but more advanced models can highlight the specific mineral composition of a belt before you even arrive. A Deep Wave Scanner is essential for explorers, as it's the only way to locate derelict ships, hidden pirate outposts, and lucrative salvage opportunities.
Weapon Systems: From Popguns to Planet-Crackers
Whether you're defending your claim or actively seeking conflict, you'll need weapons. Combat in Starminer revolves around a rock-paper-scissors dynamic between shields, hull, and weapon types.
Kinetic Weapons (Cannons & Gatling Guns)
These weapons fire physical projectiles. They excel at shredding a ship's hull and destroying external modules but are significantly less effective against active shields. They are the go-to choice for finishing a fight once an enemy's shields are down. Gatling Guns offer high rates of fire for pressuring smaller ships, while Autocannons deliver slower, more powerful punches effective against larger targets.
Energy Weapons (Lasers & Plasma Projectors)
Energy weapons are the antithesis of kinetics. They deal massive damage to shields but are less effective against raw hull armor. The meta strategy is to open an engagement with energy weapons like Plasma Projectors to strip defenses, then switch to kinetics to secure the kill. These weapons don't use ammunition but generate significant heat and have a high power draw, taxing your ship's core systems.
Starminer in-game screenshot
Ordnance (Missiles & Torpedoes)
Ordnance offers huge burst damage at the cost of limited ammunition. Missiles come in two main variants: unguided 'dumbfire' rockets that are devastating at close range, and tracking missiles that can hit nimble targets. Torpedoes are slow-moving but incredibly powerful, designed to crack the hulls of the largest ships like the Leviathan Freighter. They are easily shot down by point-defense systems, so they must be used strategically.
Frequently Asked Questions (FAQ)
What is the best starting ship in Starminer? The Rock-hopper is widely considered the best first upgrade from the starter Stinger-C. Its innate +5% mining yield bonus, combined with two extra module slots, allows you to build a highly efficient early-game mining vessel that will earn back its 35,000 credit cost very quickly.
How do I get more module slots for my ship? You cannot add more module slots to a ship. The number of slots is a fixed attribute of the ship's chassis. To get more slots, you must sell your current ship and purchase a new hull with a higher base slot count, like upgrading from a Mule Mk. II (8 slots) to a Quarry-Class Hauler (10 slots).
What's the fastest way to earn credits for a new ship? Early on, asteroid mining is the most reliable way to earn credits. Equip a Rock-hopper with a mining laser, a tractor beam, and a survey scanner. Find asteroid belts with valuable materials like Platinum or Osmium, fill your hold, and sell the raw ore at a refinery station. This is more consistent than early-game bounty hunting.
Are energy weapons or kinetic weapons better? Neither is strictly better; they are designed to be used together. The most effective combat strategy is to use energy weapons (like lasers or plasma projectors) to strip an enemy's shields first. Once their shields are down, switch to kinetic weapons (like gatling guns or cannons) to quickly destroy their hull.
Final Thoughts
The best ship in Starminer is the one you build for a specific purpose. A Leviathan Freighter might be the undisputed king of hauling, but it will be torn apart by a well-piloted Viper Interceptor it can't track. Use this guide to understand the tools at your disposal, but don't be afraid to experiment. The perfect loadout is a constantly moving target, and discovering a powerful new module synergy is one of the game's greatest rewards.