STAR WARS Zero Company mode table
| Mode or feature | Status | What it means |
|---|---|---|
| Single-player campaign | Confirmed | One player controls Hawks and the deployed Operators. |
| Online PvP | Not included | There is no competitive matchmaking or player-versus-player tactics mode. |
| Online co-op | Not included | The campaign and missions cannot be shared online. |
| Local or split-screen co-op | Not included | There is no official two-player couch mode. |
| Difficulty options | Confirmed | Story, Normal, Hard, and Expert settings are available, with separate permadeath choices. |
| PC controllers | Partial support | Xbox Series and PS5 controllers handle most play; certain text entry needs a keyboard. |
How the single-player campaign works
Zero Company is designed around one commander making every tactical and strategic decision. You play as Hawks, recruit a mixture of authored and custom Operators, choose a squad for each deployment, and direct each member’s movement, positioning, abilities, and attacks. Between battles, The Den serves as the base for outfitting the team, building relationships, and choosing operations from the galaxy map.
That solo structure matters because squad Bonds and campaign consequences stay under one player’s control. Sending particular Operators together can improve their relationship and unlock combat synergies, while permadeath can make a poor mission outcome permanent. There is no second player taking control of one soldier while the host manages the rest. The pause-and-plan rhythm belongs entirely to the campaign owner.
Can two people play on the same system?
No official two-player mode is included. EA’s platform guide specifically rules out local co-op and split-screen co-op, so connecting a second controller does not divide the squad or open a companion slot. Steam’s controller labels describe input compatibility, not the number of people who can participate. DualShock and DualSense support should therefore not be read as a local multiplayer feature.
Two people can still discuss moves or pass a controller informally, but the game records one campaign and accepts one active set of commands. That kind of shared decision-making can be enjoyable for a tactics fan and a spectator, yet it is not a supported co-op system: there are no separate profiles, simultaneous turns, independent inventories, or official drop-in play.
There is no online PvP or co-op campaign
The absence of online play is broader than a missing competitive playlist. EA lists no online or competitive multiplayer, no online co-op, and no other online social features. Players should not expect matchmaking, shared tactical missions, leaderboards built around head-to-head battles, or a social hub. Steam also categorizes the game as single-player rather than co-op or multiplayer.
An internet connection may still be used to download the game, install patches, synchronize a platform cloud save, or access storefront services. Those functions do not turn Zero Company into an online game. EA’s PC requirements do not include an online connection for the single-player campaign, which is the relevant distinction when deciding whether the game fits a solo library or a weekly group session.
Difficulty and controls shape the solo experience
Players can choose among Story, Normal, Hard, and Expert difficulty levels. Permadeath is a separate setting, enabled by default but available to turn off when creating a campaign. This lets a newcomer preserve the consequences of tactical mistakes without permanently losing squad members, or lets an experienced player combine a higher challenge with lasting casualties. EA notes that campaign difficulty choices cannot simply be changed after the campaign begins.
On PC, Xbox Series X|S and PlayStation 5 controllers can handle most of the game, and controls can be remapped. EA warns that some text fields still require keyboard input, which is why Steam describes the support as partial rather than fully controller-only. Mouse and keyboard remain natural for selecting units and reading a tactical map, but a controller is a supported way to handle battles and base navigation once names and other text have been entered.
Who the solo format suits
Zero Company fits players who want to stop over a turn, inspect cover and ability ranges, and own the consequences of the whole plan. The campaign offers variety through squad composition, custom Operators, Bonds, difficulty, and narrative choices rather than through human opponents. A new run can feel different because the player changes the team and decisions, not because matchmaking supplies a different rival.
If the main goal is to play beside a friend, the official mode list should be a decisive purchasing filter. If the appeal is a self-paced Star Wars tactics campaign with a persistent crew, the absence of multiplayer is part of the design rather than a missing setup step. No future PvP or co-op mode has been officially confirmed.
Official sources
- EA platforms and PC requirements guideOfficial single-player and excluded multiplayer modes.
- EA Zero Company FAQController, campaign, permadeath, and settings details.
- STAR WARS Zero Company on SteamCurrent single-player and controller feature labels.
