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.
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.
The #1 Trading Trap
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
| Resource | Trade stance | Reasoning |
|---|---|---|
| Scrap Metal | Sell surplus | Abundant from scavenging; reliable income once your own needs are met |
| Cloth | Sell excess | Useful but often surplus after basic clothing |
| Spare gear | Sell / trade | Outgrown or duplicate equipment |
| Food | Hoard | 20 mouths, 3 meals/day — non-negotiable |
| Wood | Hoard | Fuels the ~600/day warmth burn; never sell your reserve |
| Medicine | Hoard | Scarce 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
- A lopsided deal can leave you warm but starving, or fed but frozen.
- Hostile settlements may ambush trade runs — guard your caravans.
- Don't liquidate strategic reserves for short-term convenience.
- Trade from a position of surplus; never from desperation.
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.