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Outworld Station Guide

Real builds, real mistakes, real solutions. Every guide based on actual gameplay testing.

Economy progression showing four income phases from scrap selling (Levels 1-6) through CPU trading (Levels 9-14), Exo-Planet ops (Levels 15-18), to endgame market dominance (Levels 18+)

Economy progression showing four income phases from scrap selling (Levels 1-6) through CPU trading (Levels 9-14), Exo-Planet ops (Levels 15-18), to endgame market dominance (Levels 18+)

Four Stages of Making Money

Credits in Outworld Station come in four distinct phases. Each phase requires a different approach, and skipping a phase means stalling your progression. I tried jumping straight to CPU trading from scrap selling and could not afford the fuel costs. Here is the exact progression that worked.

For trading route specifics once you have CPU control set up, our Passive Income and Trading Guide covers contract optimization and route selection in detail.

The Short Version

Phase 1 (Levels 1-6): Sell scrap from asteroids, make 2-5K/hr. Phase 2 (Levels 6-9): Fulfill station contracts, make 8-15K/hr. Phase 3 (Levels 9-14): CPU auto-trading, make 20-50K/hr. Phase 4 (Levels 15+): Exo-Planet extraction, make 100-150K/hr. The jump from Phase 3 to Phase 4 is the biggest income leap in the game.

Phase 1: Scrap and Salvage (Levels 1-6)

Income SourceRateHow to Do It
Sell raw ore to passing traders1-3K/hrClick passing ship →Trade →Select ore
Scrap asteroid debris fields2-5K/hrScout ship →collect debris →sell at station trade terminal
Sell excess iron/copper plates1-2K/hrPair storage to Trade Terminal output
Complete station tasks3-8K/hrCheck station bulletin board (right side of station menu)

Best early money: Scrapping asteroid debris fields. Build a Scout Ship first (see First Hour Survival Walkthrough), send it to the green-glowing debris patches near your station. Each patch yields 3-5 salvage items worth 200-500 credits at the trade terminal.

Quick Tip

Scrap tip: Do not sell everything. Keep iron and copper for building. Sell Titanium and rare debris items (Circuit Boards, Electronics) that you have surplus of. Your building needs come first.

Phase 2: Contracts (Levels 6-9)

Once you have a stable production line, station contracts become available:

Contract TypeTypical PayoutDifficulty
Deliver 200 Iron Plates5,000-8,000 creditsEasy
Deliver 50 Circuit Boards8,000-12,000 creditsMedium
Craft and deliver 10 Turrets15,000-20,000 creditsMedium
Explore and map sector10,000-15,000 creditsMedium
Deliver 10 Electronics12,000-18,000 creditsMedium
Set up outpost on nearby planet25,000-40,000 creditsHard

The contract system is hidden behind the station menu. Right-click your station core and select Station Contracts. A list of available contracts appears, refreshed every 15 minutes of real time.

Priority strategy: Always take the Deliver Iron Plates contract when available. You are already producing plates. Extra 5-8K for a 2-minute delivery is free money.

For setting up the production lines that feed contracts, see our Assembly Line Ratios Guide.

Phase 3: CPU Auto-Trading (Levels 9-14)

SetupCostIncome
CPU Control unlock2,000 TP→?
1 Freighter + 1 CPU point80 Steel + 40 Electronics8-12K/hr
3 Freighters + 4 CPU points240 Steel + 120 Electronics25-40K/hr
4 Freighters + optimized routes320 Steel + 160 Electronics40-60K/hr

CPU trading unlocks at Station Level 9 through the Fleet Command System research. Assign a freighter to Auto-Trade task and set a route between two stations with a >30% price gap on Processed Alloys or Electronics.

For CPU system mechanics, see our Ship CPU Control Guide.

Trade GoodBuy PriceSell PriceProfit/Trip
Processed Alloys38-48 cr65-85 cr~30-40 cr
Electronics120-160 cr200-280 cr~80-120 cr
Superalloy250-350 cr450-600 cr~200-250 cr
Antimatter90-120 cr150-200 cr~60-80 cr

Phase 4: Exo-Planet Extraction (Levels 15+)

This is where income jumps dramatically. With the Exo-Planet Lifter upgrade:

SetupCostIncome
Exo-Planet Ops Centre150 Superalloy + 60 Electronics80-100K/hr (1 ship)
+ 2 Vanguards on CPU2 ships + 3 CPU points100-150K/hr
+ Multi-Planet Operations (Lv17)4,500 TP150-200K/hr
+ Deep Surface Analysis (Lv18)6,000 TP200-300K/hr (Dark Matter runs)

Exo-Planet operations are covered in detail in our Exo-Planet Lifter Guide. The key numbers: one Vanguard Frigate on a Medium planet at 45s transit earns roughly 20K every 6 minutes. Two Vanguards cycling = 200K/hr.

## Endgame: Market Cycling (Levels 18+) Once you have 500K+ capital, you can cycle the market. Station trade terminals refresh their buy/sell prices every 30 minutes. Buy low at one station, sell high at another. A well-optimized freighter fleet running 4+ trade routes can generate 300-500K/hr passively. **Market cycling strategy:** 1. Monitor prices across 3-4 stations 2. Buy Electronics when they dip below 130 cr 3. Stockpile in station storage (up to 500 units) 4. Sell when prices peak above 250 cr 5. Repeat with Superalloy and Antimatter
## Income Comparison Table | Income Method | Setup Time | Credits/Hour | AFK Factor | Risk | |--------------|-----------|-------------|------------|------| | Scrap selling | Instant | 2-5K | Requires manual | Low | | Station contracts | 10 min | 8-15K | 70% AFK | Low | | 1 CPU trader | 15 min | 10-15K | 95% AFK | Low | | 4 CPU traders | 30 min | 40-60K | 95% AFK | Medium | | Exo-Planet (2 ships) | 20 min | 100-150K | 90% AFK | Low | | Market cycling | 60 min | 300-500K | 95% AFK | Medium |
Community Verification

All prices from v1.1.1.0 market data. Prices fluctuate by station faction and sector. Exo-Planet yields assume Medium-Rich planets with under 60s transit. Market cycling assumes 500K starting capital.