Star Wars Zero Company:
Star Wars Zero Company packs a dense story into a turn-based tactics format, so its length depends heavily on how much you want to see. You play as Hawks, a former Republic captain running a mercenary outfit through the galactic underworld during the final stretch of the Clone Wars, working to clear a debt to the Hutt Cartel. Between the main campaign, optional missions, and achievement targets, the playtime range is wide.
Quick answer: Expect 30 to 40 hours to finish the main story on Normal, 45 to 55 hours with side content, and over 60 hours for full completion, which requires a second run on Beskar mode.

Star Wars Zero Company completion times
The three completion tiers below cover a first playthrough on Normal difficulty, then scale up as you add optional activities and repeat content. Your pace shifts with difficulty, your familiarity with tactics games, and how carefully you plan each battle.
| Goal | Estimated time |
|---|---|
| Main campaign only | 30 to 40 hours |
| Main story plus side content | 45 to 55 hours |
| Full completion (Beskar Mode achievements, Operator Bonds, cycle-based missions) | Over 60 hours |
A first Normal-mode run typically finishes under 40 hours. Newcomers to turn-based tactics tend to sit at the higher end because cover, positioning, Action Points, and squad composition all slow individual missions down. Higher difficulty settings raise the cost of mistakes and push the total time up further.
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Why 100% completion needs two playthroughs
Finishing the story and completing everything are separate goals. A completionist run climbs past 60 hours because you must play the campaign twice, once on Normal and once on Beskar mode. Beskar mode is the requirement for unlocking the Legend achievement, so you cannot reach full completion on a single difficulty.
The game has 53 trophies and achievements. Several are not handed out for simply reaching the ending. Some require specific combat setups, particular choices, or character development, which means you may need to plan certain missions deliberately rather than clear them naturally.
The Cycle system is the other reason a full clear takes so long. Some missions are only available during certain parts of the campaign. Miss the window and you cannot return to that content in the same run, which makes a second playthrough useful for anyone chasing everything.

Mission types and how they affect your time
Check your Holotable regularly and handle the different mission categories in a sensible order to avoid wasted cycles. Each type serves a different purpose.
| Mission type | What it does |
|---|---|
| Crisis missions | Clear these early to stop the enemy coil from growing stronger. |
| Crewmate missions | Team-focused stories that unlock additional achievements. |
| Critical missions | Mandatory quests that can be finished within a few cycles. |
Optional missions do more than pad the runtime. Many tie into Operator Bonds, giving you a reason to keep specific characters together across battles. Bonds unlock combat synergies, so building them across the full roster naturally lengthens a completion-focused run compared with just picking the strongest available squad each time.
All 14 chapters
Regular missions are spread across 14 chapters that carry the campaign from the opening through the finale.
- Prologue
- Business As Usual
- In Debt to the Hutts
- Republic Intelligence
- Smugglers and Slugrats
- Enter Fathom
- Jedi Undercover
- The Umbaran Connection
- The Fathom Menace
- Liberate Luunata
- Tighten the Noose
- Back to Business
- Fathom’s Grand Designs
- Epilogue

Permadeath and difficulty change your total
Permadeath is one of the biggest variables in your final time. Losing an Operator for good is far more costly than restarting a failed encounter. If a character you invested in is gone, you may have to develop a replacement and rebuild your squad plan, which stretches out the campaign, especially if you take several losses.
You can switch permadeath off for a less punishing first run, cutting down the time spent recovering from major setbacks. Difficulty works the same way. On tougher settings, a fight that lasted a few minutes on a lower difficulty can demand much longer planning because enemies hit harder and errors are difficult to undo.
Is there New Game Plus?
There is no traditional New Game Plus at launch, so you cannot carry full character progression and equipment into a fresh run. Replay value instead comes from different squad builds, different Bonds, higher difficulty, and content you missed during an earlier Cycle. For completionists, that missed content and the achievement requirements are the main reasons a second campaign is worth the extra hours.
Note: A story-first player who skips optional content will land near the lower 30-hour mark, while anyone targeting every trophy and Bond should budget well beyond 60 hours across two playthroughs.





