Cycles
Overview
The entire campaign of Star Wars Zero Company runs in Cycles: a structure similar to the daily rhythm in Marvel’s Midnight Suns. Each Cycle has three phases:
- Base phase: explore the Den, interact with characters, spend skill points, manage upgrades
- Operations phase: choose and execute non-combat operations on the holo-map
- Tactical mission: deploy on a combat mission; once complete, the next Cycle begins
Timers
Every mission and operation on the holo-map has a Cycle timer: a countdown showing how many Cycles remain before it expires:
- Standard missions: expire when the timer runs out, and the rewards are lost permanently
- Story missions: do not expire, but become critical (mandatory) once the timer runs out; story progression cannot be delayed indefinitely

Consequence of Timers
It is not possible to complete all missions in a single playthrough. Players must choose which missions to prioritise, making those decisions a meaningful part of the game’s replayability.
See Missions for mission types and objectives, and Base Management for what happens during the base phase.
References
| # | Source | Date |
|---|---|---|
| 1 | pcgames.de: Exclusive preview | Mar 2026 |
| 2 | PC Gamer: Hands-on preview | 26 Mar 2026 |
If information is missing, it has not been confirmed by an official or press source.
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