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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.

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Quick Answer

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 Steam and SteamDB now point to June 11, 2026; older May 20 mentions should be treated as outdated.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.

Industry & Automation

Mining, storage, automation chains, planetary base layout, and production bottlenecks.

Ships & Planets

Ship roles, cargo planning, scouting, planet choice, and expansion routes.

Companies & Trade

Co-op jobs, logistics ownership, surplus rules, cargo routes, and market caution.

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 questionOpen firstWhy
When can I play?Release DateConfirms June 11 and explains the outdated May 20 timing
What should I do first?Beginner GuideGives a first-session route around resources, storage, and first ship goals
What resources matter?Resources GuideFrames materials as a chain instead of a random pile
How does automation work?Automation GuideHelps you build reliable planetary production before overexpanding
How should friends play?Co-op GuideSplits company roles for building, logistics, trading, and exploration

Current Guide Map

GuideUse it forGood first decision
Release DateLaunch timing, outdated date correction, first checksDecide whether to start day one or wait for server notes
Beginner GuideFirst route, early mistakes, starter logisticsStabilize resources before chasing advanced ships
ResourcesMining, crafting inputs, storage, bottlenecksTrack what feeds each next build
AutomationPlanetary bases, production chains, logisticsAutomate a useful chain, not a decorative factory
ShipsShip roles, modules, cargo, travelBuild for job, route, and cargo needs
Base BuildingPlanetary layouts, storage, production zonesKeep input, production, and transport close
PlanetsExpansion planning and route checksChoose planets by resources and logistics
Co-opCompany roles and multiplayer coordinationAssign builder, miner, pilot, trader, and logistics jobs
TradingMarkets, routes, price caution, goods flowTrade 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

PhaseMain goalWatch for
First loginConfirm server, account, region, and build statusOnline games can have launch-day congestion
Starter resource loopMine or gather what the first crafts requireRandom stockpiles delay the first useful build
First storage setupSeparate inputs, outputs, ship goods, and trade goodsMixed storage hides bottlenecks
First base chainAutomate one useful processToo much automation too early creates clutter
First ship purposeChoose cargo, travel, building, or scouting jobShip design should answer a job
First planet expansionPick a route that solves a resource shortageNew planets should feed the network
First tradeSell surplus or move goods with a reasonPrices need live data

Systems That Matter Most

SystemWhy it matters
ResourcesEvery ship, module, base, and trade route starts here
AutomationTurns repeated chores into production chains
ShipsMove players, cargo, and strategy across space
BasesAnchor production, storage, and planet-specific output
PlanetsDefine resource availability and route planning
TradingConverts surplus and logistics into economic progress
Co-op companiesLet 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

CheckWhy it changes your route
Server stabilityA company plan is only useful if players can join the same session reliably
Account and region flowOnline building games can split friends if regions or sessions are unclear
First storage rulesEarly storage decides whether automation and trading stay readable
Ship cargo behaviorCargo limits determine whether scouting, trade, or base supply comes first
Planet resource spreadExpansion should solve a shortage, not just add a destination
Market behaviorTrading 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.