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The Den
June 16, 2026 at 12:19 AM
Added the squad transport ship the Caisson and its droid pilot M-3VO
The Den is the home base for Zero Company and the hub you return to between missions. It is where the squad lives, plans, and prepares. The developers have described it as the largest and most interactive base ever built for a Star Wars game.
The Den sits on the Ring of Kafrene, a deep-space mining colony and trading post in the Kafrene asteroid belt. From this fixed home base the squad stages every operation across the galaxy map, traveling aboard their transport ship, the Caisson, which is flown by a droid pilot named M-3VO.

Two resources drive that economy: Credits, the squad’s spending money for hiring and equipment, and Intel, gathered from missions and informants and used to learn enemy plans and unlock options. Balancing what you buy against what you scout is part of every visit.
From the Den you recruit new Operators, progress their skills, upgrade facilities, and buy new equipment. You also socialize with your squad here, which feeds the relationship system. When you are ready to move, you pick your next destination from the holotable, a galaxy map that lays out available missions. The galaxy map spans more than 150 planets, and the choices you make across them change how the campaign unfolds.
Time at the Den runs on cycles. Each cycle you choose how to spend limited time across two kinds of activity. Tactical strikes are the turn-based combat missions. Operations are text-driven intelligence jobs with choices, rewards, and risks, and many of them are time-limited, so you cannot do everything in a single cycle.
Activity | Description |
|---|---|
Tactical strikes | Turn-based combat missions launched from the galaxy map |
Operations | Text-based intelligence jobs with branching choices and timers |
Research and upgrades | Improve gear and unlock new equipment and facilities |
Recruitment | Hire and develop new Operators for the squad |

The Den layer also pressures you. Each cycle the enemy factions grow stronger, gaining one of two possible power-ups, and you choose which upgrade to deny them. That choice turns base management into a strategic tug of war: every cycle you spend preparing is a cycle the adversary uses to dig in.