Company archive

Campaign systems

These systems connect one tactical mission to the next. Use the archive to plan facilities, relationships, equipment, campaign time, and threat priorities.

Zero Company headquarters and holographic operations table
01 / Campaign system

The Den headquarters guide

The Den is the campaign decision point. Resolve work inside the current Cycle, then start a Tactical Mission only after treatment, upgrades, equipment, and expiring opportunities are checked.

02 / Progression system

Bonds and Cross Training

Bonds reward repeated cooperation and campaign choices. Each level can grant permanent benefits to both Operators, so squad rotation becomes a progression decision.

03 / Equipment system

Weapons, mods, and Utilities

A weapon's AP cost determines how often an Operator can move, attack, or use support tools. Mods change its stats and effects, while Utilities add limited-use options such as grenades and Medkits.

04 / Company system

Operator customization guide

Customization covers both identity and battlefield role. Hawks has extensive visual and mechanical options, while Custom Operators let the roster fill specific gaps.

05 / Campaign structure

Missions, Operations, and Cycles

Spend Intel on Operations inside the current Cycle, then complete one Tactical Mission to advance time. Both types can expire, so every Cycle needs a clear priority.

06 / Threat archive

Enemies and factions

The three announced hostile groups require different responses: Ion equipment helps against droids, Infinite Coil abilities affect kill order, and Outlaws threaten the squad with numbers.

07 / Technical intel

Controller support and input options

PC supports Xbox Series and PlayStation 5 controllers, while PC and both console versions support button remapping. Some PC text entry still requires a keyboard.