Credits are the only currency in the game. Most of them come from hits; animals, fish, defeated creatures, quest rewards and sales at the Trading Port pay too. No haggling, no shifting prices, no merchants — every price is fixed.
Money Comes From Hits
Every hit pays credits instantly; materials drop when the resource breaks. The rule is simple: a resource that takes more clicks pays more. Rare things are protected by high health, not by low drop chances — so you can tell up front what you'll earn from how long you'll stand in front of a resource.
The Trading Port
The Port isn't a machine; it's storage with a price list. First you need to research Trade at a Monument; that rung is only sold at the Monument on the 2nd island and beyond. You put materials in — by hand or with a Supplier — and press sell; it sells from its own storage first, then from your bag. There is no automatic selling; nothing sells until you press the button.
Refine First, Then Sell
Anything processed is worth about 1.35 times what went into it. An example chain: iron ore 48, ingot 134, steel 189. Selling raw ore is almost always a loss — furnace first, then the anvil, and the Port last.
What to Sell
Wood, stone, fiber and berries are worth 1 credit each; the real value of selling is in ore and processed materials (copper ore 30, copper ingot 81). A fish sells for 40% of the credits it paid when you caught it. Tools and stations can't be sold.
Machines don't earn credits; they only make materials. Once your base is automated, the money for those materials comes from the Port. If you skip building the Port and a Supplier when you move to automation, your chests fill up but those materials earn nothing. In co-op, every credit payout is split by the number of people in the game at that moment; the figures here are for solo play.