Star Wars Zero Company is a single-player turn-based tactics game set in the twilight of the Clone Wars. Players take command of Hawks, a former Republic officer leading the mercenary outfit Zero Company, as the squad investigates an emerging threat that could engulf the galaxy.
Gameplay
The core loop centers on assembling and directing a squad of four operatives in isometric turn-based combat. Each character receives three action points per turn to move across the battlefield, fire weapons, activate abilities, or enter overwatch positions. Cover systems and positioning play a central role, while abilities range from standard attacks to specialized powers tied to archetypes such as scoundrels, snipers, medics, or Jedi.
Outside missions, management occurs at the Den, the squad's base of operations. Here players customize appearances, loadouts, and specializations for Hawks and recruited operatives. Squad members gain experience through repeated deployments, unlocking combat synergies and new abilities as bonds form between them. Decisions made during investigations and operations carry forward, altering mission outcomes and available options on subsequent playthroughs.
Character creation supports a variety of species and cosmetic options, allowing players to tailor both authored heroes and custom recruits. Archetypes include astromechs alongside organic operatives, each contributing distinct tactical roles that reward careful team composition.
Game Modes
The game operates entirely within a single-player campaign structure. Story missions advance the central narrative against the Infinite Coil cult, while interspersed operations include tactical combat encounters and non-combat espionage tasks handled through base management interfaces.
Players select from available missions each cycle, balancing story progression with side objectives that influence resources and squad development. Combat focuses on objective-based scenarios such as extractions or eliminations, with the battlefield layout shifting based on prior choices and squad composition.
Difficulty settings and optional toggles for permadeath or ironman-style restrictions allow adjustment of challenge level without altering the single-player focus.
Story and Setting
Zero Company operates in the shadows of the Clone Wars, recruited by Republic Intelligence to confront the Infinite Coil and its leader, Kundri Fathom. The narrative follows Hawks and a roster of misfit operatives drawn from across the galaxy, including clone veterans, Mandalorians, and Jedi Padawans.
Character interactions at the Den and during missions develop personal arcs that intersect with the larger conflict. Outcomes depend on squad performance and earlier decisions, producing varied paths through the campaign.
Is It Worth Playing?
Star Wars Zero Company delivers a focused single-player experience built around tactical squad combat and narrative choices. Reviews describe the gameplay as satisfying and accessible for newcomers while offering depth through customization and synergies for experienced players.
Reception has been generally favorable, with critics highlighting the integration of Star Wars atmosphere into turn-based mechanics and the strength of the original story. User reviews on major platforms sit in the mostly positive range shortly after launch.
The title suits fans of tactics games who want a self-contained campaign with meaningful squad progression and Star Wars fans seeking a grounded perspective on the Clone Wars era. Its emphasis on replayability through decision branches and team building supports multiple playthroughs for those who enjoy experimenting with different operative combinations.