During the final year of the Clone Wars, Hawks, a disgraced former captain of the Galactic Republic who took responsibility for a devastating defeat against the Separatists, leads Zero Company, a unit made up of mercenaries and fighters from diverse backgrounds. Operating from a hideout known as the Den on the Ring of Kafrene, the crew survives by taking dangerous contracts while accumulating debts to the Hutts. When a mission brings them into contact with the Infinite Coil, a Separatist-aligned cult whose members are affected by a mysterious disease known as the Shadow Plague, Republic Intelligence recruits Zero Company to hunt the organization across the galaxy and stop its enigmatic leader before the plague can spread.
Star Wars Zero Company
- Bit Reactor Developer
- Electronic Arts Publisher
Lead a squad of mercenaries into a secret war in the shadows of the Republic and the Separatists.
Details
- Type
- Video game
- Release
- 2026-08-27
- Genres
- Science fiction, Strategy, Tactical
- Platforms
- PlayStation 5, Xbox Series, PC
- Engine
- Unreal Engine 5
- Game modes
- Single player
Synopsis
Star Wars Zero Company
Trailer
Watch the trailer
Overview
Presentation
Star Wars Zero Company is a turn-based tactical strategy game developed by Bit Reactor and published by Electronic Arts, in collaboration with Lucasfilm Games. Set in the Star Wars universe during the final stages of the Clone Wars, it features a single-player campaign combining military operations, squad management and narrative progression.
The story follows Hawks, a former captain of the Galactic Republic who becomes the leader of Zero Company, an independent unit bringing together mercenaries, soldiers and individuals from different factions. Deeply indebted to the Hutts, the crew takes on dangerous contracts from its hideout on the Ring of Kafrene. Its encounter with the Infinite Coil, an organization linked to the Separatists and a mysterious plague, draws the company into a conflict far beyond its usual activities.
Players command a squad during turn-based tactical missions, presented primarily from an isometric perspective. Each fighter has three action points per turn, which can be spent on movement, attacks, abilities or preparing reactions to enemy movements. Encounters revolve around positioning, cover management, hit probabilities and coordination between units.
Lines of sight, flanking opportunities and elevation differences directly influence tactical decisions. Soldiers can watch an area to fire during the enemy's turn, use explosives or destroy certain defensive structures. A shared resource called Advantage also allows players to activate special abilities, such as support attacks or temporary enhancements for squad members.
Zero Company's composition is another central feature. Players can assemble a squad consisting of story-driven characters, each with their own background, alongside customizable operatives recruited throughout the adventure. Clone troopers, mercenaries, Mandalorian warriors, astromech droids and Force users bring distinct abilities to the team. Specializations, weapons and equipment allow each fighter to be adapted to different tactical roles.
Relationships between companions play an important role through the Bonds system. By participating in missions together and strengthening their connections, operatives can unlock permanent advantages and new combat synergies. These relationships also evolve according to certain narrative decisions, connecting character management with the consequences of military operations.
Between missions, players return to the Den, Zero Company's headquarters. Explored from a third-person perspective, this location allows players to recruit operatives, modify their equipment, treat injuries and upgrade facilities. A galactic map provides access to combat missions and strategic operations involving intelligence gathering, resource acquisition and relations with different organizations.
The campaign progresses through operation cycles, during which decisions influence available resources, accessible missions and certain relationships. Injuries sustained in combat must be treated, while the permanent death of companions can alter the squad's composition. This structure connects the consequences of tactical encounters with the long-term management of Zero Company.
The overall experience combines tactical strategy, character customization and cinematic storytelling. Turn-based battles alternate with exploration and decisions made at headquarters, in an adventure centered on an independent unit operating amid the conflicts of the Clone Wars.
Key points
- A turn-based tactical strategy game set in the Star Wars universe.
- An original story taking place during the final year of the Clone Wars.
- Hawks, a former Republic captain, leads an independent unit called Zero Company.
- A single-player campaign combining military missions, exploration and squad management.
- Tactical encounters based on three action points per fighter per turn.
- Management of cover, lines of sight and elevated positions.
- An Advantage system providing access to shared abilities.
- A squad consisting of story-driven characters and customizable operatives.
- Multiple specializations and options for customizing weapons and abilities.
- The Bonds system, strengthening relationships and combat synergies between companions.
- The Den, a headquarters used to recruit, equip and heal operatives.
- A galactic map providing access to tactical missions and strategic operations.
- Decisions that can influence relationships, resources and the campaign's progression.
- An injury and permadeath system affecting squad members.
Conclusion
Star Wars Zero Company brings the conflicts of the Clone Wars into a strategy game in which players command an independent unit rather than the traditional armies of the Republic or the Separatists.
Turn-based combat relies on complementary operative abilities, positional management and the use of shared skills. Character relationships, injuries and customization options extend these tactical decisions beyond individual missions.
Managing the Den and conducting operations on the galactic map connect battles to a broader narrative campaign. The game combines military planning, squad development and strategic decisions, while exploring a clandestine side of the Star Wars universe.
Good to know
Star Wars Zero Company was developed by Bit Reactor and published by Electronic Arts, in collaboration with Lucasfilm Games.
The game was released on August 27, 2026, for PlayStation 5, Xbox Series X|S and PC.
It uses the Unreal Engine 5 game engine.
The adventure takes place during the final year of the Clone Wars, a period in the Star Wars universe marked by the conflict between the Galactic Republic and the Separatist Alliance.
Players can customize Hawks, including their appearance, species, identity and combat specialization. They can also recruit original story characters or create their own operatives.
Zero Company's story-driven members notably include Trick, a former clone trooper; Tel-Rea Vokoss, a Jedi Padawan; Cly Kullervo, a Mandalorian warrior; and Luco Bronc, a sniper from Umbara.
Tactical missions generally use squads of four operatives, with certain configurations allowing players to control additional characters during specific sequences.
Fighters have specializations defining their roles, such as Assault, Medic, Scout or Sniper. Each specialization includes active and passive abilities that can be upgraded through progression.
The Bonds system allows operatives to develop relationships by participating in missions together. These connections unlock combat advantages and cross-specialization training opportunities known as Cross Training.
On standard difficulty, an operative who accumulates three injuries can die permanently. Injured companions can receive treatment at headquarters, particularly through the infirmary and available medical facilities.
The Den, located on the Ring of Kafrene, brings together the main management facilities: recruitment, armory, medical treatment, headquarters upgrades and mission preparation. Interactions with squad members also allow players to deepen their relationships.
The campaign distinguishes between tactical missions, involving combat encounters in the field, and strategic operations, conducted from the galactic map. The latter can provide intelligence, credits, equipment or advantages connected to different regions.
Certain operations remain available for only a limited number of cycles. Player decisions therefore determine which activities are completed before the campaign progresses.
Missions take place on different planets from the Star Wars universe, notably Bespin, Dantooine, Lothal and Ryloth. The galactic map also allows players to conduct intelligence operations across numerous other worlds.
Character progression notably relies on Focus points, used to develop talents and abilities, alongside modifications to weapons, equipment and specializations.
The main campaign represents approximately 30 to 40 hours of gameplay according to Bit Reactor's estimate, although its length may vary depending on difficulty and player decisions.
The title is designed as an exclusively single-player experience, without competitive multiplayer or cooperative modes. On PC, the Steam version requires an EA account linked to the Steam account and an Internet connection to access the game.