Star Wars Zero Company is a single-player turn-based tactics game set in the Clone Wars era. Players take on the role of Hawks, a former Republic officer who leads a mercenary outfit called Zero Company through a story-driven campaign against an emerging Separatist-aligned threat known as the Infinite Coil.
Gameplay
Combat unfolds from a top-down perspective where each squad member receives three action points per turn. These points cover movement, attacks, item use, and special abilities. Positioning matters as units seek cover, flank enemies, and coordinate strikes against droids and other foes. The system encourages careful planning because enemy groups like those tied to the Coil can empower one another, creating chain reactions that punish poor positioning.
Outside of missions, players manage operations from a central base called The Den. This hub supports recruitment of new operatives, facility upgrades, equipment purchases, and mission selection via a holotable. A galaxy map displays more than 150 planets, and choices made during investigations or operations alter available paths and outcomes across playthroughs. Squad bonds develop through repeated deployments, unlocking combat synergies and cross-training benefits that improve stats and abilities.
Customization begins with Hawks, whose gender, appearance, voice, species, and combat specialization can be adjusted at the start. The roster expands with both authored characters and player-created mercenaries drawn from several Star Wars species. Loadouts and abilities receive further tailoring to match preferred tactics, while story characters bring their own backstories and skill progressions.
Game Modes
The experience revolves around a single-player campaign structured around tactical operations and investigations. Missions take place in varied locations such as docks and landing pads, where objectives range from direct confrontations to more investigative tasks. Each deployment draws from the growing roster and benefits from prior upgrades and bond development.
Progression ties directly to the campaign structure. Players return to the base between missions to prepare, then select the next assignment from the holotable. Decisions during these operations influence later events, producing different sequences and results on subsequent playthroughs without altering the core single-player focus.
Story and Setting
The narrative places Zero Company in the twilight of the Clone Wars, roughly twenty years before the Battle of Yavin. Hawks and the crew start in debt to the Hutt crime family and accept a contract that draws them into conflict with the Infinite Coil cult. The story expands to involve larger galactic stakes while remaining grounded in the mercenary perspective of the main cast.
Character interactions and mission outcomes shape relationships within the squad. Authored members carry distinct personalities and arcs that intersect with the central plot, while custom operatives integrate through shared deployments. The setting incorporates familiar Clone Wars elements alongside new factions and locations that expand the era without relying on prior game assumptions.
Is It Worth Playing?
Star Wars Zero Company launched on August 27, 2026, for PlayStation 5 and other platforms. Early player reception has been positive, with a 4.66 out of 5 rating from over 1,200 reviews on the PlayStation Store and a Mostly Positive rating on Steam reflecting 77 percent approval from thousands of reviews. Reviewers highlight the tactical depth, character writing, and atmospheric presentation as strengths, while noting occasional repetition in mission objectives and minor technical issues at launch.
The game suits players who enjoy turn-based tactics with strong narrative integration and squad management. Those seeking a focused single-player experience built around meaningful choices and Star Wars atmosphere will find the campaign rewarding. Continued support details remain limited in the immediate post-launch period, though the core content stands on its own for the target audience.