Gaming

How many cycles are there in Star Wars Zero Company?

How many cycles are there in Star Wars Zero Company?
(وێنەکە لە EA وەرگیراوە)
(وێنەکە لە EA وەرگیراوە)

Cycles in Star Wars Zero Company are the game's unit of time, each one representing a day, and a single completed mission. As they begin to tick down, you might begin to wonder how many cycles are in Zero Company from beginning to end, and if there's a built-in timer for the whole game, similar to the ticking clock built in to pay the debt in Star Wars Zero Company in the game's early acts. If you want to know more, I'll explain the details below and how Cycles in the game work, in a guide that's completely spoiler free.

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(وێنەکە لە EA وەرگیراوە)

From beginning to end of Star Wars Zero Company will take roughly forty cycles, with a little variation in either direction depending on choices. Zero Company is full of in-game mission timers that force you to make constant progress, so it's hard to deviate too significantly from the game's intended plan. Nobody is likely to have a game shorter than thirty-eight cycles, and nobody is likely to exceed forty-five.

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(وێنەکە لە EA وەرگیراوە)

In real life terms, this probably means 35-45 hours total, with each cycle usually taking a little less than an hour (assuming you don't die on missions and spend some time back at the Den playing with loadouts and character builds).Still learning the basics of life as a starfaring merc? Find out how to recruit a Jedi in Star Wars Zero Company, or check out if you should hire Cly in Star Wars Zero Company when the Mandalorion comes knocking.

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Joel Franey
Joel Franey

Joel Franey is a writer, journalist, podcaster and Very Tired Man with a BA from Brunel University, a Masters from Sussex University and a decade working in games journalism, often focused on guides coverage but also in reviews, features and news. His love of games is strongest when it comes to groundbreaking narratives like Disco Elysium, UnderTale and Baldur's Gate 3, as well as innovative or refined gameplay experiences like XCOM, Sifu, Arkham Asylum or Slay the Spire. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at Eurogamer, Gfinity, USgamer, SFX Magazine, RPS, Dicebreaker, VG247, and more.

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