Zero Company Beginner's Guide — Getting Started
A clean first route through squad setup, turn-based combat, the Den and the evidence you should verify at launch.
Start with the decision loop
Zero Company is a single-player, turn-based tactics game built around an authored squad, custom operators and a strategic layer between deployments. Your first goal is not to discover a perfect build. It is to understand the loop: prepare at the Den, choose a mission, spend actions carefully, then bring the survivors home.
Five rules for a first campaign
- Read the objective before moving the first operative.
- Treat cover and line of sight as resources, not decoration.
- Keep a support option in the squad while you learn the combat economy.
- Do not spend shared resources simply because they are available.
- Re-check every pre-release number against the shipped build.
What this guide can confirm
The official material confirms the game's single-player turn-based format, a customizable squad, the Den hub and a Clone Wars setting. Exact class values, mission rewards and some progression limits should remain launch-day verification targets until the game ships.
First stop
Read Action Points & Cover, then The Advantage System. Those two files explain the combat language that every later build guide assumes.