Star Sailors is a turn-based collectible RPG from Panana Studio, published by Com2uS Holdings, set across floating fantasy kingdoms. The opening hours throw a lot of systems at you at once, and a few early decisions can quietly slow your progress for days. The good news is that nothing in the first chapters is truly unrecoverable, so the real goal is to avoid wasting limited resources before you understand where they matter.
Quick answer: Pick Defender for your Adventurer, run the free starter team, rush the main story to chapter 5, never spend mushrooms on stamina early, and hold your summons instead of rerolling over and over. Do that, and your account stays in good shape.

Your soft launch progress carries into global launch
If you played during the soft launch, your account is safe. All soft launch data is kept when global launch begins, and both soft launch and global launch players share a single server. You can join the same guilds, add each other as friends, and view profiles regardless of when you started.
Rankings work a little differently through a system called ranking groups. These groups are separate from the game server and are generally assigned based on when you first started playing, so soft launch and global launch players rarely compete in the same group. The details below outline where ranking groups apply.
| Content | How ranking groups apply |
|---|---|
| Partner Affinity rankings | Split by ranking group |
| Descent Raid Infinite Mode | Split by ranking group; groups may be shuffled to drop inactive players |
| Arena (PvP) | Will use ranking groups when it arrives in a future update |
| Alliance Raid rankings | Not divided into ranking groups |
You can check your assigned ranking group from the ranking pop-up menu inside the game.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Set your Adventurer role and element
Your Adventurer is permanent and always the first member of your team, so this choice sticks with your account. You select one of four roles and one element. The roles are Supporter, Debuffer, Attacker, and Defender. The elements are earth, wind, water, fire, light, and dark.
Defender is the safest pick for a first run. You give up some personal damage, but you gain battlefield control and keep your damage dealers alive, which wins more early fights than raw output while healing and tank options are still scarce. Element matters less than role here. Early chapters lean on wind, dark, and water enemies, so fire and light perform well, but you do not need perfect matchups to clear them.
How the six team slots work
A full team holds six members, but only three appear on the battlefield at once. Many new players pour everything into Battle Partners and treat Assist Partners as filler, which throws away free power. Assist Partners feed in passive bonuses and enable synergies even though you never see them on screen.
| Slot | What it does |
|---|---|
| Adventurer | Your main character, always in the fight |
| 2 Battle Partners | Active fighters beside you |
| 2 Assist Partners | Off-field, provide passive bonuses and effects |
| 1 Monster Partner | Passive combat bonus to fill a team gap |
If your Adventurer is a Defender, fill your Battle Partner slots with DPS characters to make up for your lower damage. For Assist Partners, prioritize debuffs that weaken enemies before your main team hits. Use the Monster Partner to cover whatever your current setup lacks.

Free starter team for chapters 1-5
You do not need rare pulls to clear early content. This lineup uses characters you can obtain for free and covers damage, durability, and support. Swap members out as you collect higher-rarity options, but there is no need to reroll obsessively because the first chapters are forgiving.
| Character | Role | Slot |
|---|---|---|
| Cleric | Tank | Battle Partner |
| Ethan | DPS | Battle Partner |
| Remi | Off Tank | Assist Partner |
| Sion | Support | Assist Partner |
| Soul | DPS | Flexible |
Combat basics: SP and Overdrive timing
Combat is turn-based. Your team acts first, then enemies respond. The core resource is SP. Every basic attack builds SP, up to 12 per character, and you spend that SP on Active Skills, Ultimate Skills, and Break Skills.
Spending SP fills the Overdrive Bar. Once it is full, activating Overdrive instantly grants all team members 12 SP, opening a window to chain Ultimates and Break Skills together. This timing matters most in boss fights, since regular enemies usually fall to basic attacks before the bar fills. Watch your SP numbers and plan one turn ahead so you do not burn SP on weak hits right before Overdrive is ready.

Push the main story to chapter 5 first
Adventure Mode is your main track. It splits into chapters with several stages each, and every stage has three simple tasks that hand out bonus EXP. Clearing those tasks levels your Adventurer faster than grinding random fights.
Aim straight for chapter 5. By the time you finish it, nearly every major mechanic and game mode is unlocked, so side content can wait until you get there. While you push, let stamina refill on its own. Do not spend mushrooms to top it off, because they become far more valuable for the heavier farming you do in later chapters.
Where to spend upgrades and summons
Resources are tight at the start, so concentrate them. Level the damage skills on your Battle Partners first, and keep support and healing skills low until content actually demands them. Ultimate Skills and Break Skills earn priority once available, because they define your Overdrive turns. A maxed Ultimate on your main DPS beats spreading the same materials thinly across the whole roster.
Memory pieces give the strongest character upgrades, but each piece is tied to a specific role, so it only works on matching characters. You can also raise skills and equip gear up to SSR rarity.
New characters come from the gacha. A single summon has a 2% chance to land a 3-star hero, and the pity system guarantees a 3-star after 100 summons. Because of that floor, there is no reason to drain premium currency on endless early pulls when the free team already clears the opening chapters.

Mistakes that stall your account
Most early setbacks come from spending the wrong resource at the wrong time, not from bad luck. Avoid the patterns below and your account keeps moving forward.
| Mistake | Do this instead |
|---|---|
| Spending mushrooms on stamina refills | Save them for late-game farming runs |
| Ignoring Assist Partners | Their passive bonuses often beat small Battle Partner upgrades |
| Chasing perfect elemental matchups | Balance roles first; element matters less early |
| Spreading upgrades across everyone | Build a strong core team first |
| Skipping story for side content | Reach chapter 5, which unlocks nearly everything |
| Rerolling endlessly | Use the free team; the 100-summon pity covers you |

Download and play
Star Sailors is available now on mobile. Grab it from the Google Play listing on Android or the App Store listing on iOS. The download is around 4.72GB, and the game runs online.
Lock in a Defender Adventurer, run the free five, and treat mushrooms and summons as resources you protect rather than spend. Once you clear chapter 5 and understand Overdrive chaining, you will have everything you need to start optimizing for harder content with an account that has lost nothing along the way.






