Featured Game Hub
SpaceCraft Guide Hub: Automation, Ships, Bases, and Trading
A space industry hub for the June 11 Early Access launch, first resource chains, automation, ships, planetary bases, planets, co-op companies, and trading routes.
Popular Checks
4 quick linksUse the current June 11 timing instead of old May 20 references.
Beginner Start First RouteBuild one reliable resource chain before expanding.
Automation Plan AutomationConnect input, processing, output, storage, and transport.
Ships Build ShipsChoose cargo, scouting, construction, or trade roles before modules.
All Guides
9 pagesTools & Databases
Start SpaceCraft with the June 11 release check, then use the beginner, resources, automation, ships, base-building, planets, co-op, and trading guides to plan a clean first logistics network.
Last checkedMay 22, 2026
Version focusSpaceCraft Early Access launch on June 11, 2026
Source statusChecked against Steam, SteamDB, Shiro Games, and official public materials on May 22, 2026. Steam and SteamDB now point to June 11, 2026; older May 20 mentions should be treated as outdated.
Editor noteAdded SpaceCraft as a focused Early Access hub after checking the current June 11 Steam release timing.
Official pageOpen source page
Guide Map
Choose the route that fits your save.
Start with the problem in front of you, then move sideways into the next useful guide.
Launch & First Route
June 11 timing, starter logistics, first resource chain, and server checks.
SpaceCraft is currently scheduled for Early Access on June 11, 2026. Ignore older May 20 timing unless the official Steam page changes again.
Beginner Guide SpaceCraft Beginner Guide: First Route and Logistics SetupIn SpaceCraft, start with one reliable resource chain, clear storage, one useful automation link, and a ship built for a specific job before expanding into planets or trading.
Industry & Automation
Mining, storage, automation chains, planetary base layout, and production bottlenecks.
Track SpaceCraft resources by chain: raw input, processed component, storage location, machine use, ship use, planet source, and trade value after the live economy is known.
Automation SpaceCraft Automation Guide: Planetary Base ProductionAutomate SpaceCraft by starting with one useful planetary chain: clear input, processing step, output storage, transport route, and a real use for the goods.
Base Building SpaceCraft Base Building Guide: Planet Layout and StorageBuild SpaceCraft bases around flow: input access, processing, output storage, transport, and expansion space. A clean base makes automation and trading easier.
Ships & Planets
Ship roles, cargo planning, scouting, planet choice, and expansion routes.
Build SpaceCraft ships by job first: cargo, scouting, construction support, planet travel, or trade. Do not chase the biggest hull before your resource chain can support it.
Planets SpaceCraft Planets Guide: Expansion and Resource RoutesChoose SpaceCraft planets by what they add to your network: needed resources, base space, route value, trade access, or a bridge to the next production chain.
Companies & Trade
Co-op jobs, logistics ownership, surplus rules, cargo routes, and market caution.
SpaceCraft co-op works best when players specialize: miner, builder, automation lead, pilot, trader, scout, and logistics lead, all working from one shared resource priority.
Trading SpaceCraft Trading Guide: Routes, Surplus, and Market ChecksTrade in SpaceCraft only from surplus. Protect resources needed for ships, bases, and automation, then use cargo routes and live prices to decide what is safe to sell.
SpaceCraft is a strong guide opportunity because its public pitch is built around systems players will need to understand quickly: mining, crafting, ships, planetary bases, automation, logistics, trading, and cooperation. The important correction is timing. Older preview material pointed to May 20, but Steam and SteamDB now show June 11, 2026. Use the current Steam date when planning launch coverage.
Last checked: May 22, 2026. SpaceCraft is planned as an Early Access game. Exact recipes, resource rates, planet values, ship part stats, trade prices, and server behavior need the live build.
Quick Answer
Treat SpaceCraft as a logistics game before treating it as a ship game. Your first useful route is a clean resource chain: gather, craft, store, automate, move goods, build better ships, expand to planets, and trade only after you understand supply. A beautiful ship with a weak base economy will still stall.
Start Here
| Player question | Open first | Why |
|---|---|---|
| When can I play? | Release Date | Confirms June 11 and explains the outdated May 20 timing |
| What should I do first? | Beginner Guide | Gives a first-session route around resources, storage, and first ship goals |
| What resources matter? | Resources Guide | Frames materials as a chain instead of a random pile |
| How does automation work? | Automation Guide | Helps you build reliable planetary production before overexpanding |
| How should friends play? | Co-op Guide | Splits company roles for building, logistics, trading, and exploration |
Current Guide Map
| Guide | Use it for | Good first decision |
|---|---|---|
| Release Date | Launch timing, outdated date correction, first checks | Decide whether to start day one or wait for server notes |
| Beginner Guide | First route, early mistakes, starter logistics | Stabilize resources before chasing advanced ships |
| Resources | Mining, crafting inputs, storage, bottlenecks | Track what feeds each next build |
| Automation | Planetary bases, production chains, logistics | Automate a useful chain, not a decorative factory |
| Ships | Ship roles, modules, cargo, travel | Build for job, route, and cargo needs |
| Base Building | Planetary layouts, storage, production zones | Keep input, production, and transport close |
| Planets | Expansion planning and route checks | Choose planets by resources and logistics |
| Co-op | Company roles and multiplayer coordination | Assign builder, miner, pilot, trader, and logistics jobs |
| Trading | Markets, routes, price caution, goods flow | Trade from surplus, not from guesswork |
What SpaceCraft Is
SpaceCraft is presented as an online space exploration and building game from Shiro Games and Red Rover Interactive. The Steam page describes mining and crafting resources, constructing and customizing ships, creating and automating planetary bases, trading and cooperating with other players, and exploring the galaxy. That makes it closer to an industrial logistics sandbox than a simple survival adventure.
The best early guides therefore focus on system decisions rather than final tables. A release page helps players avoid outdated launch info. A beginner page keeps the first session grounded. Resources and automation explain how production chains fit together. Ships, bases, planets, co-op, and trading help players avoid building impressive systems that do not feed each other.
First Company Route
| Phase | Main goal | Watch for |
|---|---|---|
| First login | Confirm server, account, region, and build status | Online games can have launch-day congestion |
| Starter resource loop | Mine or gather what the first crafts require | Random stockpiles delay the first useful build |
| First storage setup | Separate inputs, outputs, ship goods, and trade goods | Mixed storage hides bottlenecks |
| First base chain | Automate one useful process | Too much automation too early creates clutter |
| First ship purpose | Choose cargo, travel, building, or scouting job | Ship design should answer a job |
| First planet expansion | Pick a route that solves a resource shortage | New planets should feed the network |
| First trade | Sell surplus or move goods with a reason | Prices need live data |
Systems That Matter Most
| System | Why it matters |
|---|---|
| Resources | Every ship, module, base, and trade route starts here |
| Automation | Turns repeated chores into production chains |
| Ships | Move players, cargo, and strategy across space |
| Bases | Anchor production, storage, and planet-specific output |
| Planets | Define resource availability and route planning |
| Trading | Converts surplus and logistics into economic progress |
| Co-op companies | Let players specialize instead of duplicating work |
What Not To Claim Before Launch
Do not trust exact trade prices, production formulas, ship stats, module picks, planet yields, or best routes before Early Access is live. The public materials support guides about how to think and what to test. They do not support final spreadsheets yet.
That restraint is good for players. If a guide claims a perfect trade route before the economy opens, it will likely mislead people. If it teaches players how to separate input chains, spot bottlenecks, and avoid overbuilding, it remains useful even when balance changes.
Launch-Week Checks
| Check | Why it changes your route |
|---|---|
| Server stability | A company plan is only useful if players can join the same session reliably |
| Account and region flow | Online building games can split friends if regions or sessions are unclear |
| First storage rules | Early storage decides whether automation and trading stay readable |
| Ship cargo behavior | Cargo limits determine whether scouting, trade, or base supply comes first |
| Planet resource spread | Expansion should solve a shortage, not just add a destination |
| Market behavior | Trading should wait until prices, demand, or buyer rules are visible |
Best First Hub Route
If you have one hour on launch day, do not try to touch every system. Open the release page, start the beginner route, build one resource chain, then decide whether the next blocker is automation, ship cargo, base layout, planet access, co-op roles, or trading. That order keeps the hub useful even if the first build changes quickly after launch.
Sources
FAQ
When does SpaceCraft launch?
Steam and SteamDB currently point to June 11, 2026 for the Early Access release. Older May 20 references should be treated as outdated.
What kind of game is SpaceCraft?
SpaceCraft is an online space exploration and building game about gathering resources, building ships, automating planetary bases, trading, and cooperating with other players.
Should I start with ships or automation?
Start with the resource chain that lets you build reliably, then use ships to extend that chain across planets and trading routes.
Can I trust exact SpaceCraft trade prices before launch?
No. Plan the systems now, but use live Early Access data for prices, production rates, recipes, and server behavior.