
Battle Brothers
Turn-Based Tactics · Grid-Based Movement · Turn-Based Strategy · Turn-Based Combat · Strategy RPG
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Review
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?
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
Steam
$49.99
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.
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.
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.
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.
15 min read
· By Game Avant
Three alternatives, one line each on why.

Turn-Based Tactics · Grid-Based Movement · Turn-Based Strategy · Turn-Based Combat · Strategy RPG
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Turn-Based Tactics · Turn-Based Combat · Turn-Based Strategy · Turn-Based · Tactical
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Turn-Based Tactics · Turn-Based Combat · Turn-Based Strategy · Strategy RPG · Tactical
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Turn-Based Tactics · Turn-Based Strategy · Turn-Based Combat · Tactical · Turn-based strategy (TBS)
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Turn-Based Tactics · Tactical · Turn-Based Combat · Isometric · Turn-Based
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Turn-Based Tactics · Grid-Based Movement · Turn-Based Combat · Turn-Based Strategy · PvE
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