Merchant's guide

Everything you need to start making money in Star Merchant — plus something new: one shared world for all players, the Guild Galaxy.

New · October 2026

Two online worlds: Galaktyka Gildii ver 1.01 and the test world

Online you play in one of two shared worlds. Galaktyka Gildii ver 1.01 is the main world with fixed rules, and Galaktyka Gildii — testowy is the previous world, where we try out new ideas. In both you trade, compete and talk with other merchants, and while players are few, computer-run houses keep them company. The game is in development and may contain bugs.

World ver 1.01 — fixed rules

The admin cannot change its rules or update the world. There is room for 10,000 players. You join with the "Join" button on the start screen and get a house, a home seat and a starter pack from the Treasury.

Test world

Your existing house, planets and thalers stay and you can keep playing. Note: here the admin may change the rules during the game.

Golden points

The ver 1.01 world runs on its own immutable copy of the game engine. Rule changes and bug fixes apply only from the next world; only the look and the way information is shown may change.

Treasury in plain sight

The My world tab has a "Galaxy Treasury" row with the current amount. Tap it to open the Ranking with the "Galaxy budget" card.

A cycle every 30 minutes

The server settles a turn every half hour, even when you're away. The button in the bottom-right corner counts down the time.

Nothing was lost

Houses from the closed worlds were moved over with all their wealth, fleets and research. Your purchases are on your account and keep working.

Solo play unchanged

Games against the computer and their saves stay exactly as they were.

A growing galaxy

When a sector gets crowded, a new one opens. Whoever reaches it first with a research expedition (a card in the Fleet panel) names the sector forever.

Planet map

Colonies have a surface with terrain: you build facilities, power plants, housing districts and barracks on it. It's all in the My planets tab.

In Russian, with private messages

The game speaks Polish, English, German and Russian — everyone in one galaxy. The world channel shows language flags, you can message any player privately, and allies share their own chat.

Alliances

Form an alliance with other players: you can't attack each other, you see each other's planets and intelligence reports, and you get a shared chat. Menu → Alliance.

Loans and secured credit

Lend thalers to another player on your own terms, or take a bank loan secured on a colony — on top of your usual limit.

A look at any planet

In the planet panel, “View the planet's surface”: the terrain of a free planet before you colonise it, an ally's planet live, and anyone else's — from an intelligence report.

Five looks — free

Menu → Game look: including Captain's bridge, Retro poster and Galactic exchange. The look doesn't change the gameplay.

1Your first voyage, step by step

You start in the sector capital with an Ant freighter, 250,000 thalers and a hold full of ore from the Guild. You make money by carrying goods to where they're scarce.

  1. Sell your starting cargoOn the adviser bar, tap “Sell” — the market opens on ore with your whole hold. That's about 12,700 thalers for a good start.
  2. Send your ship outIn the planet panel: “Set course”. The list shows flight time, fuel and the best known prices. For a start, pick the nearest agricultural world.
  3. Buy cheapOn an agricultural world, food costs about 20 thalers. Click the “Food” row, move the slider or hit “all”, and buy a full hold.
  4. Sell highFly back to the capital (the planet with a spinning ring — the gate) and sell. The capital produces nothing, so it pays as much as 250 thalers a unit.
  5. Repeat and growUse your profits to buy more ships, found colonies and do research. The adviser on the bar tells you what pays off right now.
Tip: don't dump your whole hold on a small market — every batch pushes the price down. The trade window shows your “voyage profit”, so keep an eye on it.

2Where prices come from

The price depends on how much of a good sits in the planet's warehouse. Empty warehouse — expensive (up to 3.4× the base price), full — cheap (down to 0.38×). Your purchases and sales really do move the market.

GoodsBase priceBuy cheap onSell high on
Ore42mining worldsindustrial worlds
Food58agricultural worldsmetropolises, mining worlds
Components150industrial worldstech worlds, metropolises
Modules390tech worldsmetropolises, industrial worlds
Contraband880free ports only (Smugglers' Guild pack)

Price fog: you see exact prices where your ship is docked or where you have a colony. The Long-range scanner research reveals prices across the whole sector — the best first research for a merchant.

3Growing your trading house

Ships

Buy them at a shipyard (metropolises, industrial worlds, your own colony with a shipyard). Upgrades: hold, booster, guns, shield.

Colonies

Recruit 8 units of colonists, take them to a free world and found a colony. It pays taxes and produces goods. A farm lets it feed itself. All your colonies are in the My planets tab.

Research

One at a time, takes effect after a few cycles and applies to your whole fleet: scanner, bigger holds, faster drives, lower commissions, terraforming.

Guild contracts

“Deliver 60 food to Cetus Prime by cycle 24” — the payment is the market price plus a 15–35% bonus. Two at a time at most.

Trade routes

A ship autopilot: port A, port B and the goods — the ship shuttles back and forth on its own, buying and selling.

Milestones

Twelve milestones in the Ranking tab — from Trader to Magnate. Each one earns you a bonus from the Guild.

My shipyard

A tab in the bottom bar: all your ships and warships with combat strength (firepower, shield, hull), upgrades and repairs. In a port with a shipyard you upgrade with one click; from any other port you can send the ship to the nearest shipyard. At the top: your total military strength (fleet + planet defence) and economic strength (net worth, income) with your place among all houses.

4My planets and the planet map

The My planets tab in the bottom menu gathers all your colonies: population and free space, taxes per cycle, power, defence and the list of facilities. The Planet map button opens the colony's surface — a grid of tiles where you place facilities.

House seat — a planet from day one

Every house starts with its own home planet of 10 million people: it pays taxes every cycle and counts towards your wealth. The seat can't be captured — a rival can knock down its defences, but can't take the planet.

What a planet gives you

On the planet map, the “What this planet gives your house” card: taxes, its own production (you buy from yourself with no commission), its value in your wealth and ranking, defence, power. Every facility raises the planet's value.

Terrain

Every planet has its own layout of tiles: fertile land for farms, deposits for mines, mountains for defence, glaciers for a laboratory, shipyard and port. Nothing can be built on a crater. Click an empty tile to see what you can build there.

Power plant

Each level gives +5 energy (the colony centre on its own gives 2). Only housing districts and barracks need power — 2 per level. Older facilities work just as before.

Housing district

Raises the colony's population cap by 15 million per level (a colony normally stops growing at 90 million). More people means higher taxes. Requires a power plant.

Barracks

+2 defence levels per level. An invader has to destroy them last, after the batteries and walls. Require a defence battery and a power plant.

Power shortage

When consumption exceeds production, housing districts and barracks work proportionally weaker. In the My planets tab such a colony has a red power meter.

A look at other planets

Click any planet and choose “View the planet's surface”. A free planet shows its terrain — you can check for fertile tiles and deposits before you settle it. You see an ally's planet live, and anyone else's from an intelligence report (without a report, only the terrain is visible).

Lots of planets? Filters and groups

My planets are grouped by sector (click a group to collapse it), with filters "power shortage", "population full", "no defence", "pledged" and sorting. A red dot = power shortage, yellow = population full. On the planet map, click the "2/30" counter to pick a planet from a list.

Bulk build

In My planets: power plants where power is short, housing where the population is full, or a defence battery on colonies without defence — on all planets at once. You see the plan and the cost first and can untick planets. Prices are the same as building one by one.

Many sectors

Above the map there is a "‹ sector ›" switcher; click the name to open a searchable list — sectors where you have planets or ships come first. The planet icon next to a sector shows only your planets in that sector.

How much does building cost?

Tap a field on the planet map — a bubble next to it shows the price ("from X thl" on a free field, "Upgrade to lvl 2: X thl" on a facility) and your cash ("You have: X thl"). You can upgrade a facility straight from the bubble. You pay in thalers from your house's cash; the "Your thalers" counter is also in the map header.

Colony administration

Each further planet of your house costs 2,500 thl more per cycle than the previous one (2 planets: 2,500, 5 planets: 25,000, 20 planets: 475,000 per cycle). The home seat alone costs nothing. Colonies still pay off, but the best net profit comes at around 40 planets — the exact cost is shown in the My planets tab.

5Playing with other players

6Alliances

An alliance is a pact between players in the same world (the computer doesn't form alliances). Open it from the ☰ menu → Alliance, from the Ranking tab or from My world.

Founding

Enter a name and pay the Guild's 25,000-thaler registration fee. Then invite other players — an alliance can have up to 6 houses.

No attacks

Allies can't attack each other's ships or raid each other's colonies — even orders issued earlier are cancelled when the cycle is settled.

Shared view

You see each other's planets without the fog of war: facilities, defences, population. One member's intelligence reports go to everyone.

Alliance chat

A members-only conversation in the Alliance panel. Same rules as private messages: no links, and you can mute people.

Leaving with notice

Whoever gives notice only leaves after 6 cycles — until then the no-attack rule still applies, so nobody can strike by surprise. Notice can be withdrawn (“I'm staying”).

Founder

Can give a member notice (also 6 cycles in advance). When the founder leaves, the longest-serving member takes over.

The chronicle sees everything: founding an alliance, joining, giving notice and leaving all go into the world chronicle, and the house name in the ranking carries a ⚑ tag with the alliance name.

7Guild Bank

It's all in the Finances tab.

Credit rating AAA–C

It sets your credit limit and interest rate. Reputation, wealth and on-time repayments raise it; bankruptcies, debt larger than your wealth and loans not repaid on time lower it.

Deposit

Put spare cash away to earn interest (up to 2 million). If you run out of money, the bank dips into your deposit first and only then gives you credit.

Loan secured on a colony

In the My planets tab, next to each colony: the bank will lend up to 60% of its value on top of your usual limit. Repaying that amount releases the pledge. The house seat can't be pledged. If your house runs out of cash, the pledged colony is the first thing to go to the bank.

Loans between players

“Offer a loan”: choose a player, the amount, the interest (0–30% for the whole term) and the due date (2–96 cycles). The cash only leaves once the borrower accepts the offer.

Repayment and collection

On the due date the Guild collects the amount plus interest from the borrower automatically. If the borrower is short of cash, collection starts: the Guild takes the rest from their income in the following cycles, and their credit rating drops. The lender gets only what actually comes in — if the borrower goes bankrupt, the rest is lost. The borrower can repay early.

Same limits as transfers

You can't lend to a house more than 2× richer than you, and in a single cycle you can spend at most 25% of your wealth on others. The amount owed counts towards the lender's wealth; the debt reduces the borrower's wealth.

Bank tab

In the bottom bar: your balance in thalers (cash, deposit, debt) and two views — "Transaction history" and "Loans and deposit", where you borrow from the bank, repay and save at interest. Shortcuts: the THALERS tile at the top opens the history, the DEBT tile opens loans.

Transaction history

Every operation that changes your thalers: trade, building, ships, fuel, transfers, loans, player loans, the exchange. Each entry shows the amount and the balance after it, grouped by cycle. Expand "Cycle settlement" to see taxes, fleet upkeep, facilities, office and interest. Filters: all / income / spending.

8Guild rules — the same for everyone

9Packs, officers and payments

The game is free. Extras are one-off or time-limited, with no subscription. Purchases are tied to your account, so they work in every world and on every device you log in on.

ExtraWhat you get
Captain's Licencenew ships (Whale, Wasp, Galleon), large maps, 6–8 rivals, 3 save slots
Hyades Sectora second sector with new planets
Smugglers' Guildcontraband and a shielded hold
Crests and fleet coloursyour house's look on the map
Guild officers30-day licences: +10–15% in a chosen area (online too)
In the browser

Payment through the secure Stripe gateway: card, BLIK and other methods. The extra switches on right after payment.

In the Google Play app

Payment is handled by Google Play, as the store requires. The extra goes to the same account.

10Coming soon

Rewards and seasons

A daily login reward, quests and seasons with a ranking.

More buildings on the planet

More facilities on the planet map — after testing, so they don't upset the game's balance.