Frozen Ship Captain's Log

GUIDE · WORLD & STORY

Frozen Ship Trading & Economy

In Frozen Ship, resources mean life. A single good deal can save the expedition; a single bad one can doom it. Here's how to trade without drowning.

Trading details are drawn from the live Early Access economy (post Aug 6–7, 2026 launch). Exact prices and trader inventories will evolve with updates, but the strategy below is stable.

The Economy Is Real, Not a Side Panel

Frozen Ship ships a complete trade economy. You can sell items you've scavenged, buy rare gear and supplies you can't craft, and take on trader quests that pay better than straight barter. Trades move faction standing too — a good run earns trust, a bad one burns it. Make no mistake: a successful deal can rescue a doomed expedition, and a wrong one can kill the entire crew.

A Real Example

A well-known early-game turnaround: you sell a flashlight you found to build up cash, then use that money to buy an axe from a merchant — which solves a wood shortage that was about to freeze the ship. One scavenged trinket, converted through trade, becomes the difference between life and a cold night.

Watch the traders' moods. Some merchants are paranoid — they assume you've come to rob them. Approach calmly, don't push, and let trust build before the big asks.

The #1 Trading Trap

Never sell your wood reserve. Wood is your heat — it fuels the ~600/day boiler burn that keeps everyone alive through −67°C nights. Selling it for quick cash trades warmth for coin, and an overnight freeze ends the run. Hoard wood; sell scrap, spare gear, and surplus cloth instead.

Who You Trade With

The frozen world isn't empty of civilization — you'll meet traders and encounter settlements and factions, some friendly, some hostile. Traders are your lifeline for rare gear and supplies you can't craft yet; settlements are where quests and deeper economy live (see Factions & Settlements).

The Sell / Hoard Decision Matrix

ResourceTrade stanceReasoning
Scrap MetalSell surplusAbundant from scavenging; reliable income once your own needs are met
ClothSell excessUseful but often surplus after basic clothing
Spare gearSell / tradeOutgrown or duplicate equipment
FoodHoard20 mouths, 3 meals/day — non-negotiable
WoodHoardFuels the ~600/day warmth burn; never sell your reserve
MedicineHoardScarce and mission-critical when illness spreads

Trader Quests Beat Straight Barter

Completing quests for traders often pays better than simple swaps and can unlock rare equipment. Weigh the errand's risk against the reward — a quest that strands scavengers past the 18:00 curfew isn't worth it. Always price a quest in "safe return probability," not just loot.

Risks to Respect

Discipline rule: Keep a floor reserve — e.g., never let wood drop below one day's burn, never let food drop below one day's meals. Trade only what sits above the floor.

Frequently Asked Questions

What's the best thing to sell for income?

Surplus scrap metal. It's abundant from scavenging and isn't a life-critical reserve, so it's your reliable cash generator once your own crafting needs are met.

Should I ever sell wood?

Only above your one-day heating floor, and only in dire need. Wood is warmth; selling your reserve risks an overnight freeze.

Are trader quests worth the risk?

Often yes — they pay better than barter and unlock rare gear. Just never accept one that risks a curfew-stranded crew.