My Crazy Guide to Starfield Credits
Let’s be real for a second. There is a very specific, deeply human moment in Starfield where you stand in front of a ship vendor, staring at a shiny new engine that costs exactly 47,000 credits, and realize your entire net worth is: three half-broken plasma rifles, a stack of tungsten you swear you’ll use “someday,” and a single, suspiciously glowing alien artifact you found behind a dumpster in Neon.
Get free credits here.
I’ve been there. I’ve also been the person who accidentally sold a legendary helmet to a guy who just wanted my boots. (Don’t ask. My pride still hasn’t recovered.)
But here’s the beautiful thing about Starfield’s economy: it’s not a locked vault. It’s a playground. And once you stop treating it like a spreadsheet and start treating it like a space-side hustle, credits start flowing like a well-tuned grav-drive. So grab your favorite caffeine beverage, settle into your pilot’s chair, and let’s talk about how to actually make money in this game without losing your sanity.
🌌 First Things First: What Even Are Credits?
Credits are Starfield’s universal currency. You’ll need them for ship upgrades, outpost supplies, fuel, weapon mods, faction gear, and occasionally, bribing a very unimpressed bartender into giving you a quest. They don’t magically multiply in your inventory (I checked. Twice.), so you gotta earn ‘em.
The good news? The game hands you dozens of ways to do it. The bad news? It doesn’t hold your hand. Which is fine, because I’m here to be your slightly over-caffeinated, mildly hoarding-prone guide.
🚀 Early Game: The “Please Stop Selling Me Broken Toaster Parts” Phase
When you first hit the Settled Systems, you’re going to feel poor. That’s normal. Here’s how to dig out:
1. Actually Do The Quests (I Know, I Know)
Main missions pay well, but side and faction quests? They’re the quiet credit printers. The Crimson Fleet, UC Vanguard, Freestar Rangers, and Ryujin Industries all drop solid payouts, plus gear you can sell later. I used to skip side content to “focus on the story.” Spoiler: I ran out of money to buy a single ship part. Lesson learned.
2. Loot Everything, But Be Ruthless About What You Keep
Your cargo hold is not a museum. If it doesn’t serve a purpose right now, sell it. Armor, weapons, junk, food, weird alien snacks—vendors will buy it all. Pro tip: Vendors have a daily credit limit. If you’ve drained one, hop to the next system or wait 24 in-game hours. I learned this the hard way after trying to sell 87 laser rifles to a guy named Greg who only had 4,200 credits to his name.
3. Scan. Everything. Seriously.
Your scanner isn’t just for finding points of interest. Scanning flora, fauna, minerals, and anomalies gives you research data you can sell to vendors or turn in to Constellation. It takes two seconds, and it adds up faster than you’d think. Plus, it’s weirdly satisfying. I’ve caught myself narrating my scans like a nature documentary. (“And here we see the humble space mushroom, thriving in the shadow of a derelict freighter…”)
🏗️ Mid-Game: Welcome to Outpost Capitalism
Around the time you unlock Outpost building, the game shifts from “survival” to “space entrepreneur.” This is where things get fun.
4. Build “Dave” (Or Whatever You Want To Name Your First Money-Making Outpost)
I named mine Dave. Dave doesn’t judge me. Dave just mines aluminum, helium-3, and beryl like a tiny, silent robot with a work ethic I deeply envy. Set up extractors, link them to storage, and build a trade route to a major city. You’ll start getting passive credit income every time your ship lands. It’s not millions overnight, but it’s reliable. And reliable is beautiful when you’re tired of selling your own boots.
5. Ship Flipping Is a Real Thing
Buy a cheap ship. Strip out the junk parts. Add a better engine, cargo hold, or shield. Sell it. The markup is real. I once bought a rusted Frontier for 12k, slapped on a mid-tier grav drive and a couple of weapon mounts, and sold it for 38k. The vendor didn’t even blink. I felt like a space car salesman. It was glorious.
6. Faction Rep = Better Prices
Raise your standing with vendors by doing their quests, selling them goods, and not shooting them in the face (usually). Higher rep means better buy/sell prices, access to exclusive gear, and sometimes, discounts on ship parts. I maxed out my Freestar rep and suddenly my favorite bartender started giving me “friends and family” pricing. I cried a little. In a good way.
🛸 Late Game & Pro Moves: When You’re Ready to Play 4D Chess
Once you’ve got a decent ship, a few outposts, and a cargo hold that doesn’t smell like regret, it’s time to level up.
7. Contraband: High Risk, High Reward
Yes, you can sell illegal goods. Yes, you need Shielded Cargo and a Smuggler’s Hold. Yes, you will get scanned. But if you play it smart (avoid high-security systems, use the right perks, and know which vendors actually buy contraband), you’re looking at massive payouts. I once smuggled a crate of stolen UC tech to a guy in the Ryujin system and made enough to fully upgrade my ship’s life support. Worth the panic sweats.
8. Bounty Hunting & Ship Boarding
Hunt down wanted ships, disable them, board them, and loot the crew + cargo. It’s chaotic, it’s loud, and it pays incredibly well. I accidentally boarded a pirate ship, killed everyone, and then spent ten minutes trying to figure out how to sell their own cargo back to a vendor in the same system. The universe has a sense of humor.
9. Market Flipping (The Quiet Millionaire Method)
Buy low on one planet, sell high on another. Resources like Argon, Helium-3, and Tungsten fluctuate wildly between systems. Track prices, stock up, and ride the wave. It’s not glamorous, but it’s how I finally bought that engine I was staring at in week one. I still smile every time I pass that vendor.
🚫 Mistakes I Made So You Don’t Have To
Hoarding “just in case” items: Your cargo hold will betray you. Sell the junk. Keep the essentials.
Selling artifacts too early: Some artifacts are tied to quests or give massive payouts later. Wait until you know what they do.
Ignoring vendor limits: You can’t dump 50k worth of loot on a guy with 3k credits. Spread it out or wait.
Over-investing in outposts before understanding trade routes: Dave is great, but Dave needs a market. Link him to a city, not a barren moon.
Starfield’s economy isn’t about grinding until your eyes bleed. It’s about learning the rhythm of the Settled Systems. It’s about realizing that every broken rifle, every scanned rock, every slightly shady deal is just another step toward that moment when you finally sit in your dream ship, engines humming, credits rolling in, and you think: Yeah. I built this.
Also, I still talk to Dave. He doesn’t mind.
If you’ve got your own credit-making hacks, weird vendor stories, or outpost names that make you laugh out loud, drop them in the comments. I read every single one, and I’m always looking for new ways to fund my next terrible ship paint job. (It’s neon green. It’s a mistake. I love it.)
Clear skies, full cargo holds, and may your credits multiply like space rabbits.
✌️🚀✨