Stars Reach Crafting: The System Everything Else Depends On
Stars Reach crafting is not a side activity you level between combat sessions. It is the supply chain for the entire game. Every item in Stars Reach is made by a player — there is no vendor selling you a better rifle, and no quest reward that hands you a finished tool.
That single design decision reaches into everything: how you improve, how you change your abilities, and why you cannot play this game entirely alone even if you want to.
Why 'every item is player-made' is the whole design
Most MMOs treat crafting as an optional parallel progression. Stars Reach inverts it. The developers state plainly that every item you use in the game was made by a player, which means crafters are not a supporting cast — they are the source of all equipment in the world.
The consequence is that the economy is not a convenience layer bolted onto the game. It is load-bearing. If nobody is crafting mining tools, miners cannot upgrade. If nobody is smelting, smiths have nothing to work with. The developers describe moment-to-moment gameplay, a thriving global economy and satisfying character advancement as inseparable and intertwined, and crafting is the joint where all three meet.
This is a deliberate return to the Star Wars Galaxies model, where the crafter economy was the social backbone of the game rather than a checkbox. Whether it works depends entirely on population, which is the honest caveat running through everything on this site right now.
Tool quality actually changes what you can do
Tools come in different quality levels, and those levels affect the tool's abilities rather than only its numbers.
Because every skill tree is bound to a tool, and because you gain experience in a tree by using its tool, gear quality has a compounding effect. A better Terraformer does not just mine faster — it makes the activity that advances your mining tree more effective, which advances the tree that unlocks better mining.
This is why finding a good crafter matters more here than in a game where gear is a drop. The person making your tools is, in a real sense, setting your ceiling.
The quality question we cannot answer yet
The developers confirm tool quality varies and affects abilities, but the specific quality tiers, the stat ranges, and how much crafter skill influences the outcome have not been published in detail. We are not going to invent numbers. When Playable Worlds documents the quality system properly, this section gets rewritten.
Specials are crafted into tools — the rule that catches everyone
This is the single most important interaction between crafting and progression, and it is the one new players consistently miss.
As you climb a skill tree you unlock Specials — active abilities used with that tree's tool. You can unlock many of them. You can only enable two at a time. And the enabled Specials are crafted into the tool you are using.
So changing which Specials you use is not a loadout screen operation. You need a different version of the tool with the Specials you want built into it. Either you craft it, or you buy it from a player who can.
Read that again if you are planning a build, because it means your character sheet is not the only place your build lives. A meaningful part of it lives in your equipment, and your equipment came from the economy.
If you have unlocked a Special and cannot find it on your ability bar, this is the explanation. It is working as designed.
How crafters actually earn experience
Crafting professions follow the same rule as everything else in Stars Reach: experience comes from usefulness, not repetition.
The developers give the Weaponsmith as the worked example. You do not earn experience from the act of making weapons. You earn when those weapons are actually used, by you or by other players — and the more a weapon gets used, the more experience it generates for the person who made it.
This is an elegant design and a brutal one during a low-population period. It means a crafter's progression is gated behind demand. You can produce excellent work and earn nothing from it if nobody picks it up.
With current concurrency in the low hundreds, this is the practical reason we steer new players toward gathering and combat trees first. It is not that crafting is bad — it is that crafting is a bet on there being customers, and right now there are few.
Where crafting is heading
The crafting system's value is almost entirely a function of how many people are playing, which makes the free-to-play 1.0 transition the event that determines whether it works.
At a healthy population, a player-made-everything economy with quality variance and build-defining Specials embedded in gear is one of the most interesting structures in the genre. Crafters become genuinely important people with reputations, and the interdependence produces the social texture that this design lineage is famous for.
At a few hundred concurrent players it is a supply chain with no customers.
Nothing about the design needs to change for the first outcome to happen. It needs people. That is worth knowing if you are deciding whether to invest in crafting now or wait — and it is a rare case where waiting genuinely improves the thing you are waiting for.
How to learn crafting during Early Access
Given that crafting XP depends on customers and customers are currently scarce, the sensible approach is to treat this period as education rather than career-building.
Learn the dependency chain rather than grinding it. Work out which materials feed which recipes, which professions supply which inputs, and where the bottlenecks sit. That knowledge survives the wipe even though your levels will not, and it is what will let you move quickly at 1.0 when the economy actually matters.
Pay particular attention to how Specials are built into tools. This is the mechanic that makes crafters structurally important — because changing your active Specials requires new gear, every player who wants to change their build has to go through a crafter. Understanding which tools carry which Specials is genuinely valuable commercial knowledge.
Test tool quality effects yourself where you can. The developers confirm quality varies and affects abilities, but have not published the details, so first-hand observation is currently better than any guide including this one.
And pair crafting with a gathering profession while the population is thin. Mining earns from extraction regardless of who is online, which gives you a progression path that works alongside a crafting tree that currently does not.
What crafting will look like at population
It is worth describing the intended version of this system, because judging it on the current build judges it under conditions it was designed to make impossible.
In a populated Stars Reach, a crafter is a person with a reputation. Because tool quality varies and affects what a tool can actually do, the crafter who made your Terraformer is materially setting your effectiveness — not just supplying a number on a gear score. That produces the thing this design lineage is known for: players who know each other by name because they need each other's work.
Because Specials are crafted into tools, every player who wants to change their build has to go through a crafter. That is an unusually strong structural position. In most MMOs a crafter supplies consumables and is bypassed by drops; here they are on the critical path for anyone reconfiguring their character.
And because there are no vendor-sold finished items at all, the entire equipment economy is player supply meeting player demand, with no floor set by an NPC merchant.
That is a genuinely interesting economy. It requires people, and the free-to-play 1.0 release is the mechanism intended to bring them. If crafting is the reason you are interested in this game, that is the moment to arrive.
Common questions
How does crafting work in Stars Reach?
Every item in the game is player-crafted. Crafters gather or buy materials and produce tools, weapons and equipment, which come in varying quality levels that affect what the item can do. Crafting skill trees advance when the items you made are actually used by players.
Is everything in Stars Reach player-made?
Yes. The developers state that every item you use in the game was made by a player. There are no vendor-sold or quest-rewarded finished items, which is why the economy is central rather than supplementary.
Why can't I use my unlocked Special?
Because enabled Specials are crafted into the tool rather than selected from a menu. You can unlock many Specials but only enable two at once, and switching requires a version of the tool with the ones you want built in.
Do I need to be a crafter to change my build?
Not necessarily, but you need access to one. Since Specials are built into tools and all tools are player-made, changing your active Specials means either learning the relevant crafting skills yourself or acquiring the gear from another player.
Does tool quality matter in Stars Reach?
Yes. Tools come in different quality levels which affect their abilities. Because using a tool is how you advance its skill tree, better tools compound into faster progression as well as better immediate performance.
How do crafters gain experience in Stars Reach?
Not from the act of crafting. A Weaponsmith earns experience when the weapons they made get used — and earns more the more heavily those weapons are used. Crafting XP is therefore gated behind actual demand for your output.
Is crafting worth starting during Early Access?
It is a poor time to level it and a good time to learn it. Crafting XP depends on other players using what you make, and current concurrency is in the low hundreds. Since a wipe lands before 1.0 anyway, use Early Access to understand the system rather than to build a crafting career.
Can you buy items from NPCs in Stars Reach?
No finished equipment, no. The design is explicit that every item is player-made, which is what makes the unified galactic marketplace and the crafter economy load-bearing rather than optional.
What crafting stations exist in Stars Reach?
Launch-build footage shows a Field Fabricator used for basic crafting during the Haven tutorial, and a Fabricator used for placing props and decorating when building. The full station list has not been documented officially, so we are not going to publish a speculative one.
Sources for this page
Every factual claim above traces to one of these. Where two sources disagreed, the disagreement is stated in the text rather than resolved silently.
- 01Playable Worlds — Advancement and Skill Trees — The statement that every item in the game is player-made, tool quality affecting abilities, the Weaponsmith XP example, and the rule that Specials are crafted into tools two at a time.
- 02Stars Reach on Steam — Confirmation of the unified galactic marketplace, crafting and resource gathering as core systems, and the trade economy.
- 03Mature Minded Gamers — Day 1: First 75 Minutes & Tutorial Guide — Launch-build footage showing the Field Fabricator used for basic crafting during the Haven tutorial.

Editor, Stars Reach Hub
Sukie is the editor of Stars Reach Hub. She has followed sandbox MMOs since the Star Wars Galaxies era and covers Stars Reach through its Early Access period.
Last reviewed August 24, 2026 · How we fact-check
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