Is Zero Company hard for beginners?
It is a turn-based tactics game, so the difficulty comes from decisions rather than from reflexes. The systems that catch new players out are resource timing, positioning and the fact that deploying advances the cycle — all of which are learnable inside a first run.
What should I do first in Zero Company?
Decide the settings you cannot change later, then learn the basic combat mechanics before you touch a build. Nearly everything else on this page can be corrected later; those two cannot be unspent.
What is the best starting Specialization?
There is no single best pick. Choose the direction that matches the problem you want your first Operator to solve, because a specialization that fits your play is stronger than one that tops an abstract ranking.
What is the best first squad?
A squad that covers the most roles, not four Operators who each do the same job. Fielding four independent damage profiles leaves the recovery and control jobs unclaimed.
Should I enable Permadeath?
Only if you want the run in which losing an Operator is permanent. The setting cannot be changed after the campaign begins, and under it a regular Operator who accumulates three Injuries is killed in action.
Can you change difficulty later?
Difficulty and Permadeath are separate settings. The difficulty rating can be adjusted outside of combat, while the Permadeath setting is locked in once the campaign starts.
What should I spend Credits on first?
Progression and recovery come before optional gear. Treat discretionary purchases as the last claim on your Credits instead of the first one.
What should I spend Intel on?
Operations. Intel is a campaign planning resource rather than a wallet, so an unspent balance means leaving part of the cycle unused.
Do missions advance time?
Yes. Deploying advances you to the next cycle, which is exactly why Den conversations, injuries, upgrades and Operations should be handled before you launch.
Can missions expire?
Some Operations and Tactical Missions expire. Check the game’s own expiration information rather than assuming a deadline exists.
Should I do Operations before Missions?
Do whatever the cycle needs before you deploy, because launching a mission is what moves time forward. Whether that is an Operation, a conversation or a Den upgrade depends on what is currently waiting.
How do Injuries work?
Going down leaves an Injury once the Operator has been rallied and the mission continues. Injuries are handled back in the Den, and under Permadeath they accumulate toward a permanent loss.
Can Operators permanently die?
With Permadeath enabled, yes. A regular Operator who accumulates three Injuries is killed in action, and losing a key Operator can fail the mission outright.
Should I talk to everyone in the Den?
Yes. Crew conversations are how their stories progress and how character-related missions get unlocked, and they cost you nothing but the time between missions.
Can you respec later?
A respec system exists, so a first specialization is a starting point rather than a permanent commitment. It is still worth picking something you intend to actually use.
Do I need to kill every enemy?
Not unless the objective says so. A mission is won by completing its objective, and clearing the whole map is a choice with a cost in turns and risk.
What should I upgrade first in the Den?
Whatever unblocks what you are about to do — recovery when the roster is hurt, preparation when it is not. The Den competes with gear for the same Credits, so it is a progression decision rather than a luxury one.
Rules quoted above are current official descriptions of how the game works; everything tagged as a recommendation or a community tip is strategy advice rather than a rule. See how we label information.