Game Avant

Review

Star Wars Zero Company

A single-player turn-based tactics game in the Star Wars universe. You lead a squad, customize your characters and fight from an isometric view, with the story told in a cinematic way. It is a long game with a fair amount of planning. Is it your kind of game?

Turn-based tacticsStar WarsSquadXboxPCPlayStation
9/10

Game Avant verdict

A tightly built turn-based tactics game with a genuinely strong cast, held back only by a formula it never quite dares to break and a campaign that runs longer than its enemy roster can support.

By GameAvant · Published Sep 27, 2026 · Updated Oct 9, 2026 · 15 min read

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IGDB

88%

10 ratings

Steam:

83%

20,888 reviews

Fits you if

you like turn-based squad tactics and want a Star Wars story.

Skip it if

you want fast action or do not care for turn-based combat.

Availability

Where to play

Steam

$49.99

Buy

Facts

Platforms
Xbox · PC · PlayStation
Release date
August 27, 2026
Length
About 40 hours
Difficulty
3/5 (estimated)
Genres
Strategy · Turn-based strategy (TBS) · Tactical
Themes
Science fiction
Perspective
Bird view / Isometric
Modes
Solo only
Languages
3 languages
Text in your language
Yes
Steam Deck
Unsupported
Microtransactions
None

More about Star Wars Zero Company

Star Wars Zero Company is a turn-based tactics game set during the Clone Wars, developed by Bit Reactor in collaboration with Respawn Entertainment and published by Electronic Arts. It released on 27 August 2026 for PlayStation 5, Xbox Series X|S and PC. Its premise deliberately sidesteps the franchise's usual center of gravity entirely: there are no lightsabers anywhere on the player's roster, no Jedi Council deliberation scenes, and no Chosen One prophecy driving the plot forward. Instead, the game hands players Tesh Hawks, a disgraced Republic captain stripped of rank and reputation, and Zero Company, a mercenary outfit assembled from the literal wreckage of a destroyed clone unit, and asks them to hold a series of turn-based battlefields against a Force cult actively trying to infect the entire galaxy with a living, spreading parasite. It is a considerably smaller, stranger story than the marketing around a Star Wars tactics game might suggest, and the final product is genuinely stronger for having committed to that smaller scope rather than chasing franchise-scale stakes from the opening mission. That narrative restraint pays off most clearly in how the game handles its cast. Because Tesh Hawks and Zero Company exist entirely outside the Jedi and Sith power structures that usually define Star Wars storytelling, Bit Reactor had genuine freedom to build character arcs around disgrace, loyalty, and the specific grief of surviving a unit that was supposed to die together, rather than reaching for the mysticism and prophecy the franchise's bigger stories typically lean on. The result is a roster of squad members whose personal stakes feel grounded and earned rather than cosmically predetermined, and losing a specific soldier in a difficult mission carries real emotional weight precisely because that soldier was never destined for anything larger than surviving the war in front of them. Mechanically, the turn-based combat itself is tightly built and genuinely demanding, built around the kind of positioning, ability sequencing, and squad synergy the genre's best entries have always rewarded, without leaning on gimmicks specific to the Star Wars setting beyond flavor and aesthetic. Each member of Zero Company brings a distinct enough kit that squad composition going into any given mission is a real decision rather than a formality, and the game trusts players to work out those combinations rather than pushing an obviously optimal loadout. Where the campaign shows real strain is length against content variety. The roster of enemy types the Force cult actually fields does not expand quickly enough to match how long the full campaign runs, and by the later missions, encounters start to feel like recombinations of threats players have already solved rather than genuinely new tactical problems. That mismatch between campaign length and enemy variety is a real structural issue, not a minor nitpick, and it is specifically why this lands at a 9 rather than a flawless score, even though the core tactics system and the cast built around it represent the strongest Star Wars strategy game made to date.

The thing you'll love. Or hate.

A linear, no-New-Game+ campaign

You may love it because

Every Cycle moves the story forward without ever asking you to replay a Tactical Mission you have already won.

It may frustrate you because

There is no way to revisit an early mission with a stronger squad, and once the credits roll there is nothing left to loop back into.

Permadeath on by default

You may love it because

Losing an Operator for good after three Injuries makes every Rally and every retreat decision carry real weight.

It may frustrate you because

A single misjudged turn against Kundri Fathom's Coil forces can cost you an Authored Operator you have spent 20 hours growing attached to.

Bonds that can turn on you

You may love it because

Cross Training rewards pairing Operators who fight well together with permanent combat bonuses.

It may frustrate you because

A Dilemma answered the wrong way can sour a Bond instead of strengthening it, and in the worst case drive an Operator out of Zero Company entirely.

· By Game Avant

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Frequently asked questions

How long is Star Wars Zero Company?
About 40 hours to finish the main story.
Which platforms is Star Wars Zero Company on?
Star Wars Zero Company is available on Xbox · PC · PlayStation.
Does Star Wars Zero Company have co-op?
No, Star Wars Zero Company is single-player only.
Does Star Wars Zero Company run on Steam Deck?
Unsupported
What does Star Wars Zero Company cost?
$49.99 on Steam.

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