Campaign Walkthrough

Mission-by-mission ZeroSpace campaign walkthrough: objectives, branching choices, hero tips, optional side goals, and links to prologue and faction guides.

Campaign structure and progression tips

The ZeroSpace Early Access campaign ships with 13 missions blending RTS battles and narrative choices reminiscent of Mass Effect-style branching. Your hero commander persists between missions—levels, gear, and mercenary unlocks carry into skirmish and Galactic War. Start with the campaign prologue guide if you are on your first hours; this walkthrough continues through the full act with mission-specific tactics.

General rules: prioritize primary objectives when timers appear, clear optional side goals when they grant XP or gear before difficulty spikes, and maintain anti-air production whenever a mission introduces flyers. Dialogue choices affect allies and sometimes unit availability—note branches if you plan replay for lore completeness.

Keep keybindings and QoL settings updated as missions add abilities. Co-op partners can join applicable missions via co-op mode for shared progression.

Early missions and economy tutorials

Missions one through four reinforce economy, hero combat, and basic control tower captures introduced in the prologue. Expect Protectorate-leaning allies with occasional mercenary introductions from the mercenaries overview. Expand only when the mission marks safe expansion zones—scripted attacks target greedy third bases.

Nero dialogue branches appear frequently here—pragmatic choices often unlock flexible support units, while aggressive choices grant combat bonuses at potential diplomatic cost later. Document choices on first playthrough if you care about alternate story states.

Recommended hero: Nero for narrative synergy or Grace for players practicing infantry micro transferable to multiplayer. Equip gear modules rewarded by side objectives before mission four’s difficulty bump.

Mid-campaign forks and faction showcases

Missions five through nine showcase enemy factionsGrell swarms, Xol fusion lines, and Legion sieges—forcing adaptive counters from main faction unit guides. Scout new enemy buildings immediately and add counters before their power spikes.

Mercenary slots should be filled by mission six—test Marran defense versus Valkaru aggression to see which matches your playstyle before multiplayer. Use the loadout builder to preview endgame pairings with hero abilities you have unlocked.

Branching missions may lock optional allies—complete side objectives in mission seven and eight when walkthrough notes flag unique rewards. These rewards accelerate hero levels for Galactic War Season Zero if you transition immediately after campaign sessions.

Late campaign, finale prep, and post-game

Missions ten through thirteen escalate combined-arms assaults with multiple objective timers. Tower fights cluster mercenary abilities—spread units before Void Mage or cultist rituals unless you bring interrupts from mercenary unit pages. Save hero cooldowns for finale waves marked by mission UI banners.

Finale dialogue may reflect accumulated choices—replay missions if you want alternate ending states. After credits, run skirmish warm-ups on skirmish maps matching your intended multiplayer faction, then consult best loadouts for Season Zero.

This walkthrough updates as Early Access patches adjust mission scripts—report changes on community channels if objective markers shift. Pair campaign completion with the how to play guide for a seamless jump into competitive playlists.

Speedrunners can skip optional dialogue on repeat arcs, but first-time players should experience branches—Nero political choices flavor later missions even if they do not lock multiplayer factions.

Optional content and replay checklist

Side missions often hide gear modules that accelerate hero power before mission ten difficulty spikes. When the walkthrough flags a optional objective with a gear icon, prioritize it unless a main timer forces otherwise. Gear transfers to skirmish and Galactic War—treat campaign as structured progression, not isolated story content.

Replay checklist for alternate endings: note mission numbers where dialogue locked allies, compare mercenary recruitment order, and verify which hero abilities you unlocked on each path. Wiki updates branch tables as players confirm outcomes in Early Access builds.

Between missions, run one skirmish match practicing the last mission’s counter unit—campaign teaches scripted comps; skirmish teaches player creativity.

Keep a mission log with dialogue choices and gear drops—replay planning is painless when branches are documented during your first playthrough rather than guessed from memory.

Frequently Asked Questions

How many missions are in the ZeroSpace Early Access campaign?
Early Access includes 13 campaign missions plus prologue content. Mission count may expand in post-launch updates per the release roadmap.
Do campaign choices affect multiplayer factions?
Dialogue branches primarily affect story missions, allies, and narrative outcomes. Multiplayer faction selection remains independent, though hero XP and gear earned in campaign carry over.
Can I replay missions for different outcomes?
Yes. Replay missions to pursue alternate dialogue branches, optional objectives, and faster hero leveling before Galactic War.
Which wiki guide covers the prologue specifically?
See the campaign prologue guide for tutorial missions, early Nero choices, and mercenary introductions before the full walkthrough missions.
Is co-op supported in campaign missions?
Co-op support applies to applicable missions per co-op mode rules. Check the co-op page for playlist details during Early Access.