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Zero Company Builds

The campaign

What is the Den in Zero Company?

Zero Company's base — a defunct bulk freighter on the Ring of Kafrene, explored in third person between missions.

Preview-reported
Confidence
Strongly supported
Verified
15 August 2026
Version
pre-release (no retail build)

The short answer

Zero Company's base — a defunct bulk freighter on the Ring of Kafrene, explored in third person between missions.

In full

What that means when you are planning

It is a place you walk around rather than a menu. Talking to squad members is the part that matters mechanically: conversations unlock side missions and leads that never appear otherwise, some missions are tied to specific squad members, and dialogue choices move Bonds.

The rest of the routine, roughly in the order that wastes least: check the Medbay, spend Focus Points, read what is expiring at the HoloTable, and pick your next mission last — because picking it is what advances the cycle.

Recruitment offers a new selection of Operators each cycle, bought with Credits, and the Armory is where weapons and mods are changed.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • The full list of facilities and what each one upgrades.
  • Whether the Den changes over the campaign.

Next

Related questions

What are cycles in Zero Company?
The campaign clock. Completing a tactical mission advances the cycle, and missions and Operations expire after a limited number of them.
Who are the non-combat characters at the Den?
Bennic Halloren, Neesh Renark, Runa Blask and M-3VO — none of them deployable.
What are Operations in Zero Company?
The non-combat half of the campaign — intelligence work and political manoeuvring, run from the HoloTable at the Den between missions.

Where this is covered properly

Sources

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • Star Wars Zero Company preview — after 15 hours

    Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash

  • I played Star Wars Zero Company — my honest thoughts

    EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only

  • Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts

    IGN · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover

  • I played 54 hours of Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage