Star Wars Zero Company is a single-player turn-based tactics game set in the twilight of the Clone Wars. Players take on the role of Hawks, a former Republic officer who leads the mercenary outfit Zero Company in operations against an emerging galactic threat. The experience centers on commanding a customizable squad through a cinematic story that unfolds across handcrafted missions with branching outcomes based on player choices.
Gameplay
The core loop revolves around managing the Den, Zero Company's base on the Ring of Kafrene, where players handle research, upgrades, and squad development between missions. Time advances in cycles, and many objectives carry timers that force prioritization across the campaign. Combat occurs from an isometric perspective, with each squad member receiving three action points per turn to move, attack, use abilities, or interact with the environment. Squad composition draws from archetypes such as scoundrels, astromechs, and Jedi, each bringing distinct tactical options. Bonds form between operatives who deploy together frequently, unlocking combat synergies that improve effectiveness in later encounters. Players customize Hawks' appearance, species, voice, and combat specialization at the start, then expand the roster with both story characters and fully original recruits whose loadouts, classes, and abilities can be tailored. Between missions, non-combat operations on the holo-map present narrative choices that carry consequences across multiple cycles.
Game Modes
The game delivers its content through a single-player campaign structured around cycles that alternate between base management, optional operations, and tactical missions. Story missions advance the main narrative and often combine combat with third-person exploration segments for gathering intel. Companion missions tie into individual squad members and unlock through conversations at the Den. Skirmish missions provide optional combat encounters for resources and experience. Operations function as text-based scenarios that emphasize decision-making without direct combat. Each playthrough varies due to time-limited objectives, squad mortality risks, and the outcomes of choices made both on and off the battlefield, though the overall story reaches a consistent endpoint.
Story and Setting
Zero Company operates in the shadows of the Clone Wars around 20 BBY, investigating the Infinite Coil, a cult aligned with Separatist interests that spreads the Shadow Plague. Hawks assembles a team of misfits and professionals, including a clone trooper named Trick and other recruits drawn from across the galaxy. The narrative emphasizes gritty, grounded operations rather than large-scale battles, with character backstories and relationships developing through dialogue and shared missions. Customization extends to squad members' appearances, outfits, and abilities, allowing players to shape the team's identity while preserving core story beats.
Is It Worth Playing?
Star Wars Zero Company appeals to fans of turn-based tactics who value deep squad management and meaningful decisions alongside Star Wars storytelling. The game launched on August 27, 2026, for Xbox Series X|S and other platforms, with critics noting strong tactical systems, character customization, and atmospheric presentation. Aggregate scores place it in the generally favorable range, and user reviews on major platforms describe it as mostly positive. It suits players who enjoy managing limited time and resources across a campaign with replayability through different mission selections and squad builds. Those seeking multiplayer or large-scale action may find the focused single-player structure less ideal, but the emphasis on tactical depth and narrative consequences delivers a cohesive experience for the target audience.