Pre-release
Gameplay and Systems
The current evidence describes a turn-based tactical layer connected to a base, strategic Operations, Cycles, squad Bonds, and high-risk character progression.
§How combat works#
Tactical Missions place a selected squad on a battlefield with objectives that can include combat, sabotage, rescue, retrieval, and narrative missions centered on one hero.
- The game is turn-based tactics at its core.
- Different objective types are intended to encourage different tactical patterns.
- Official examples contrast defending a point with sabotage, rescue, and extraction objectives.
- The official Q&A describes a small third-person exploration phase before some story battles.

§Action Points#
Media previews repeatedly describe each Operator as having three AP in a turn. Movement, attacks, and abilities consume AP according to the action.
- Three AP per Operator per turn is recorded by IGN and GameSpot previews.
- AP is separate from the shared Advantage resource.
- Exact action costs belong to the ability or weapon and should be checked against launch UI.
§Advantage#
Advantage is a shared squad resource used to choose when and in what order to trigger special abilities across Operators.
- The official Q&A confirms a shared Advantage System resource pool.
- Advantage Abilities can be used to recover from a difficult situation or increase offensive pressure.
- Media previews connect Advantage to successful attacks and powerful abilities.
§Cover, positioning, and Overwatch#
Preview footage and articles show cover, line of sight, flanking, directional Overwatch, and environmental positioning as central combat considerations.
- Cover and positioning affect how Operators approach enemy fire.
- Overwatch appears as a directional area in preview footage and descriptions.
- Objectives such as rescue and extraction can make a static Overwatch approach less useful.
§Bonds and squad synergies#
Operators grow closer through combat experiences. Bonds can unlock support abilities and cross-training benefits that shape squad composition.
- The official game page confirms Bonds and squad synergies.
- The official Q&A describes cross-training benefits that can share skills and stats between bonded units.
- Choices and squad membership can affect Bonds and some story moments.
§The Den and base management#
The Den is the base layer for crew interaction, recovery, training, equipment, recruitment, and upgrades in the current preview material.
- The Den supports the strategic and character-management side of Zero Company.
- Preview sources mention Medbay, Black Market, Armory, Personnel, training, recruitment, and base upgrades.
- The official Q&A identifies several support crew roles connected to The Den.

§Cycles and campaign structure#
The strategic loop is organized around Cycles that connect Operations and Tactical Mission selection.
- The official Q&A says Operations and Tactical Missions are selected from the holotable during a Cycle.
- Both Operations and some missions can expire, while story-critical missions become obligatory after a period of time.
- Each Cycle ends with a Tactical Mission selection that deploys the selected squad.
- Preview sources describe time pressure and choices between available activities.
§Operations#
Operations take place on the strategic map and can add narrative context, rewards, additional actions, and choices before the next Tactical Mission.
- The official Q&A places Operations on the Galaxy Map.
- Operations can yield instant rewards and unlock additional Operations or Missions.
- Some Operations present dilemmas whose choices can affect Bonds and side missions.
- Tactical Missions can provide Intel and Advantage ahead of combat through their exploration phase.

§Operator progression#
Preview sources connect Operators with Specializations, abilities, Talents, equipment, weapons, Bonds, and a Focus Tree or related growth systems.
- The official game page confirms customization of Specialization, appearance, loadouts, and abilities.
- Media and community sources describe Talents and multiple layers of Operator growth.
- Exact Talent values, rank ceilings, and second Specialization timing remain under review.
§Injuries and Permadeath#
The official Q&A says Permadeath is enabled by default and can be toggled off. The exact Injury counting rules still conflict across preview sources.
- Permadeath is enabled by default according to the official Q&A.
- Players can toggle Permadeath off according to the official Q&A.
- Media previews describe downed Operators, Rally, Medbay, and the possibility of permanent loss.
- Do not publish a definitive Injury threshold until the launch build confirms whether counting is per battle or cumulative.
§Difficulty and replayability#
The official Q&A frames replayability around different squads, battles, difficulty levels, Bonds, and some changing story moments. The overall story conclusion is described as largely the same.
- The official Q&A mentions different squads, battles, and difficulty levels as ways the campaign can play out differently.
- Squad membership can change some story moments and Bonds.
- The official Q&A says the story conclusion is largely the same for everyone.
- Community discussions raise questions about the depth of the Den loop and repeat play value.