Star Wars Zero Company will launch on 27 August 2026 for PC, PlayStation 5 and Xbox Series X|S. Developed by Bit Reactor in collaboration with Lucasfilm Games, the new single-player title moves away from large battlefield action and places players in command of a small tactical squad.
The release takes Star Wars into a genre where every movement matters. Missions use turn-based combat, so players can study the battlefield, position their operators and choose their actions before the enemy responds.
This slower style sits at one end of a broad gaming market. Players can move between a detailed tactical campaign, a short mobile game or something familiar such as Eye of Horus depending on how much time they have. Zero Company is aimed at those who want to plan their decisions and develop a squad over an extended story.

Who are Zero Company?
The story takes place during the Clone Wars, but it follows a new group rather than the Jedi generals and clone armies usually placed at the centre of this period.
Players control Hawks, a former officer of the Galactic Republic who now leads Zero Company. The squad operates independently and accepts dangerous assignments across the galaxy. Its members include a clone trooper, a Jedi Padawan and a Mandalorian connected to Clan Verminoth.
Their main opponent is Kundri Fathom, the leader of a Separatist-linked group called the Infinite Coil. Zero Company must track the organisation across several planets and stop its plans before the conflict spreads.
This setup allows the game to use familiar parts of Star Wars without retelling an existing film or television storyline. Recognisable factions and characters can appear, but the main campaign follows a team created specifically for the game.
Turn-based battles reward careful positioning
Combat is divided into turns. Each member of the squad has a limited number of actions, which can be used to move, attack, take cover or activate a special ability.
Players need to consider more than the nearest enemy. A character left in an exposed position may become an easy target during the opposing turn. Moving too slowly could allow reinforcements to arrive or give an enemy time to complete an objective.
The environments also affect how a mission unfolds. Elevated positions may provide a better line of sight, while walls and other objects can protect a character from incoming fire. Some abilities work best when two squad members are placed close enough to support each other.
Bit Reactor includes developers who previously worked on tactical games such as XCOM. That experience can be seen in Zero Company’s focus on squad composition, battlefield movement and decisions that carry consequences beyond a single encounter.
Relationships can improve squad abilities
Zero Company links its combat system to the relationships between its operators. Characters who complete missions together can form stronger bonds and unlock support abilities.
This means squad selection is not limited to choosing the most powerful individual fighters. Two operators with complementary skills may work better together than characters with stronger separate attacks. Cross-training can also improve their statistics and give them access to additional options.
Injuries and failed objectives may influence later missions, although the full consequences will become clearer after release. Players will need to decide when to use their strongest operators and when to give other members of the company more experience.
The system could make each squad feel more personal. An operator who initially appears less useful may become an important part of the team after several successful assignments.
Players can create their own operators
Hawks and other recruitable operators can be customised. Eight Star Wars species are available, including Humans, Twi’leks, Togruta, Zabraks, Devaronians, Neimoidians, Weequay and Ovissians.
Players can select voices, outfits and other appearance details. Specialisations and talents provide further control over how each operator performs during a mission.
The option to create characters is particularly useful in a squad-based game. Players can build a balanced team with different roles or experiment with a group designed around one tactical approach. A heavily armed unit may deal more direct damage, while a mixed squad could have better movement, healing and support options.
Authored characters will appear alongside these custom operators. This gives the developers room to tell a structured story while allowing players to add their own recruits to the company.
The Den acts as the team’s base
Between missions, Zero Company returns to a base called the Den. Here, players can recruit operators, improve facilities and purchase equipment.
The holotable is used to select assignments and monitor activity across the galaxy. More than 150 planets appear on the campaign map, although this does not mean every planet will contain a complete playable location. Some may form part of mission choices, intelligence reports or wider strategic decisions.
Choosing one operation could affect what happens elsewhere. Responding to an immediate threat may allow another enemy group to make progress, while delaying a difficult mission could provide time to improve the squad.
The base also gives the story a fixed location where players can speak to characters and prepare for the next assignment. Changes to the Den should provide a visible record of the company’s progress through the campaign.
Zero Company explores a less familiar side of the war
Most Clone Wars games focus on large armies, lightsaber battles or direct action. Zero Company looks at smaller operations carried out away from the main front lines.
That perspective suits turn-based strategy. A mission involving infiltration, sabotage or the recovery of intelligence can create tactical problems without requiring hundreds of characters on screen.
The developers have also created a new ship for the company and introduced original enemies alongside established Separatist droids. Returning Clone Wars characters are expected to appear, although the story remains centred on Hawks and the squad.
What editions will be available?
Star Wars Zero Company will have Standard and Deluxe editions. The Deluxe Edition adds two cosmetic packs and five painted weapon designs inspired by the Clone Wars period.
Pre-orders include the Crystalline Astromech Cosmetic Pack. Its contents include an R3 droid, crystalline head options for R4 and R5 units and the BR-1 droid from the game.
These items are cosmetic and are separate from the main tactical systems. Players who only want the complete campaign can choose the Standard Edition without losing access to the central story or combat mechanics.
An original score by composer Gordy Haab will also be released through Walt Disney Records on the same day as the game.
A different type of Star Wars game
Zero Company arrives at a time when Star Wars games cover several genres, including action adventures, multiplayer shooters and open-world releases. Its turn-based structure gives it a clear identity within that group.
The most interesting part may be the connection between battlefield choices and squad development. A decision made during one mission could affect which operators are available, how their relationships develop and what options appear later on the galactic map.
Star Wars Zero Company launches on 27 August 2026. It will be available on PC, PlayStation 5 and Xbox Series X|S.


