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Star Wars Zero Company launches 27 August 2026 — pre-orders are open →
MechanicsCycles

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:

  1. Base phase — explore the Den, interact with characters, spend skill points, manage upgrades
  2. Operations phase — choose and execute non-combat operations on the holo-map
  3. 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
The HoloTable missions map showing a Crisis Mission on Vandor expiring in 1 Cycle

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

#SourceDate
1pcgames.de — Exclusive preview Mar 2026
2PC 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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