Star Wars Zero Company is a turn-based tactics game in the mold of XCOM, and its combat is the part most players keep coming back to. The problem is that there is nowhere to take it once the credits roll. The campaign runs on cycles with time limits; you cannot fit every mission into a single run, and beating the final mission ends the fighting for good. That combination is exactly why the community is pushing for some kind of endless or infinite mode.
Quick answer: Zero Company has no infinite or endless mode. The story runs on cycles with turn and time limits, you cannot complete every mission in one playthrough, and combat stops after the final mission. Finishing the campaign once unlocks everything, but there is no post-game to keep playing into.
How timers and cycles limit a single run
The campaign is built around a fixed structure. You alternate between a hub called The Den and tactical missions, but the game caps how much you can do before it pushes you forward. Missions can time out, and you are eventually forced into the final mission whether or not you cleared everything else along the way.
Because of this, no single playthrough lets you tackle every mission. Some content is locked out simply because the clock ran down or the story advanced. That is the root of the replayability complaint. Players who want to see everything have to start over, and even then the main story beats play out the same way.

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Once you beat the campaign, there is no endgame loop to drop into. Completing the story a single time unlocks everything, and that is where progression stops. There is no continued save, no free-play sandbox, and no way to keep running missions after the ending.
The story itself leaves an obvious opening. The ending has Hawks talking about Zero Company heading out to earn credits, which is a natural setup for post-game missions. Right now, though, that thread is not something you can play. You can replay the campaign with different squad compositions to see how new teams handle the scripted fights, but the scripted encounters do not change.

What players want added
The requests cluster around a few clear ideas, all aimed at removing the caps that end a run early or letting the combat continue past the credits.
| Requested feature | What it would do |
|---|---|
| Timer-free playthrough | A mode that removes all mission timers so you can complete every mission in one run |
| Epilogue mission select | Access to all missions after the ending from a post-credits save, outside the main story |
| Roguelike or endless mode | A repeatable mode to keep playing missions indefinitely without worrying about missing content |
| New post-game missions | Future updates that follow Hawks’ “go make credits” ending with fresh content |
Not everyone agrees the game needs it. Some players see two runs as a fair amount for a story-driven tactics game and are content to move on. Others point out that Zero Company is not built like the more sandbox-heavy XCOM titles, so an endless mode would be a genuine addition rather than a natural extension of what is already there.

Infinite reinforcements are not the same as an endless mode
There is a separate use of the word “infinite” that trips people up. On certain evacuation missions, enemy reinforcements keep arriving while you push toward the objective and the extraction point. This is a mission mechanic, not an endless mode, and it works differently from how it first appears.
- Reinforcements are tied to evacuation-style missions, not every map.
- You get a warning showing where they will spawn, with about two turns to react.
- There is no bonus for wiping out enemies, so the goal is to reach the objective and evac.
- Astromech units, force pull and push, and grenades help clear a path when spawns pile up.
Note: If you want the fighting to keep going after the campaign, this mechanic does not provide it. It only makes specific missions feel relentless while you are inside them.

Whether Bit Reactor can add an infinite mode
Post-launch support is not confirmed. When asked directly about DLC and further content, the team said it was focused on making the best game it could at launch and had nothing to announce. Studio founder and game director Greg Foertsch has spoken more about future projects than about expanding Zero Company, saying the studio is looking to work with existing IP and would love to keep making Star Wars games.
The bigger obstacle is the studio itself. Bit Reactor furloughed as much as 80 percent of its staff shortly before the August 27, 2026 launch after running out of money, leaving only a small crew to handle post-launch bugs. The studio has said it hopes to restore pay and bring those workers back, but has not committed publicly, and it is also tied up in a legal dispute between its co-founders that is not set to reach trial until early 2027.
The demand is real, and the game has done well, launching with one of the highest concurrent peaks in the franchise’s history and sitting at an 85 on Metacritic. But an infinite mode, an epilogue mission select, or timer-free runs would all require ongoing development that is not currently guaranteed. Until Bit Reactor is fully staffed again and commits to post-launch content, the practical answer is unchanged. There is no endless mode, and the fastest way to see everything remains starting a fresh run with a different squad.






