Closed beta opens October 1 ยท Android

Buy low. Fly far.
Sell high.

Space Traders is a space trading game for Android. Start with one small ship and a thin ledger, and work your way up to a fleet, a crew, and stations of your own โ€” across a galaxy generated fresh for every captain.

What's in the game

Deep systems that push back, and a ledger that keeps score. Here's what you're actually flying into.

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A living economy

Every station has a character โ€” a mining outpost, a farming colony, a refinery, a capital โ€” with its own industry, appetites, and stock on the shelf. Supply runs down, demand pushes prices, and timed events sweep through systems: shortages, booms, and troubles that reprice everything while they last.

Nothing is labelled "profitable route." You read the market, remember what sells where, and build the route yourself. Reading the economy is the game.

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175 ships, seven families

A deep ship tree โ€” 175 hulls across seven families, from battered starter freighters to hulls you'll spend a career reaching. Every family has its own character and its own photoreal cockpit.

Your berth holds a fleet, not a ship: fit and fly any hull you own, refit freely, and kit each one out with mounts and cores that pull in different directions โ€” mounts price off cost, cores weigh in mass, so the strongest fit is never free. Armor, penetration, and mitigation decide fights; tonnage decides margins.

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Contracts, courses & colonies

Planetside boards post courses โ€” guided runs with delivery bonuses for flying sharp. Colonies post supply contracts with real deadlines and real consequences for blowing them.

Colonies aren't scenery: they need feeding, they grow, and a captain who keeps them alive becomes the reason a corner of the map exists.

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Pirates with agendas

Hunters work the same space you do. They pick targets, hold grudges, and show up when your hold is heaviest. Fight, run, or plan routes they don't expect.

And when you're flush enough โ€” flip it. Take a hunting hull out and go collect on the people who've been collecting on you.

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Multiplayer, offline

No servers, no lobbies, no waiting on strangers. Instead, your fleet travels without you: it gets imported into other captains' universes as a hunting squad โ€” flying your colours, running your fits โ€” while their fleets turn up in yours.

Build a squad worth fearing and it can earn you passive income out there while you're not even playing. The hunters stalking someone else's shipping lane might be yours.

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Stations of your own

Late game, you stop renting the economy and start owning a piece of it: build stations where the routes say one should exist. Your station buys, sells, and holds stock like any other โ€” except the margin is yours.

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A crew with faces

Crew aren't stat blocks. They have names, portraits, and allegiances โ€” and those allegiances matter when politics reach your deck. Who you hire shapes what your ship can do, and occasionally what it's willing to do.

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A galaxy that's yours

Every new game generates its own galaxy from a seed โ€” systems, stations, colonies, routes. Your map is your map. Learn it, work it, and carry nothing but skill into the next one.

Two art languages, on purpose: photoreal cockpit and station plates when you're standing somewhere, clean vector space when you're flying. Built for phone screens and long sessions.

The deal

Your galaxy, your pace

Offline multiplayer โ€” other fleets visit your universe, yours visits theirs. No server deciding when you're done.

No ads, no energy timers

Nothing sells you back your own playtime.

Cosmetic purchases only

In-app purchases are aesthetic, full stop. Nothing you can buy affects advancement or playability.

Android first

Designed for the phone in your pocket, not ported to it.