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Companions
March 29, 2026 at 05:20 AM
Updated companion roster to confirmed 7 companions from March 2026 reveal; added Teo, Regina, Aleesha, Polly; replaced Larry with confirmed roster; added Exploit System section
During missions, the player selects two companions to bring into the field. The remaining crew members are not idle. Companions who are not in the active squad receive alternative roles: leading secondary squads on parallel objectives, providing strategic analysis from the Gemini, temporarily meeting the player at specific mission points, or supporting the team remotely from the ship. In some scenarios, non-active companions will appear at designated locations to assist with story events or provide fire support.
Name | Role | Exploit Category | Voice Actor |
|---|---|---|---|
Executive Officer | N/A | ||
Doctor / Combat Medic | N/A | ||
Liaison Officer / Sniper | Nola Klop | ||
Electronic Warfare Specialist | N/A | ||
Shipgirl / Support | N/A | ||
Gunner | Will de Renzy-Martin | ||
Mechanic | Kerem Erdinc |
The full companion roster was confirmed at the Xbox Partner Preview on March 26, 2026. All seven companions are available over the course of the game, recruited from various locations across the solar system. Each companion has a distinct personality, personal questline, unique ability set, and an associated Exploit category.
Four companions were revealed for the first time at the March 2026 Xbox Partner Preview, rounding out the full roster of seven.
Teo serves as the crew's doctor and combat medic. His Exploit category is Malfunction, meaning he specializes in disrupting enemy equipment and systems during combat. Teo's medical background makes him a critical asset for keeping the squad alive through extended firefights.
Regina is a liaison officer and sniper, voiced by Nola Klop. Her Exploit category is Precision, which focuses on targeting specific enemy weak points and high-value targets. Regina's background as a liaison officer gives her connections across factional lines that influence dialogue and quest options.
Aleesha is an electronic warfare specialist whose Exploit category is Cyber-attack. She can compromise enemy electronics, disable turrets, and create openings by shutting down defensive systems. Aleesha's expertise in electronic warfare makes her particularly valuable in missions involving Protogen technology.
Polly is the shipgirl and support specialist, operating in the Demolition Exploit category. Polly provides logistical and explosive support, rounding out the crew's capability to handle heavily fortified enemy positions.
During missions, the player selects two companions to bring into the field. The remaining crew members are not idle. They lead secondary squads, provide ship-based analysis, hack into systems remotely, or contact the player via radio with intelligence updates. In some missions, non-active companions temporarily appear at specific locations to provide support or participate in story events.
Choosing the right pair of companions for a mission is a tactical decision. Some missions favor a balanced squad with one ranged specialist and one close-range fighter, while others might benefit from two drone-focused companions who can lock down a large area. The player can swap their active companions between missions but cannot change the lineup mid-mission.
One of the most significant companion mechanics is permadeath. Companions can die permanently based on the player's decisions throughout the game. This is not limited to a single climactic choice at the end. Decisions made hours earlier, including how well the player has maintained their relationships and how they handle story-critical moments, determine who lives and who dies.
Rastorguev has explicitly cited Mass Effect 2's suicide mission as the inspiration. In that game, the survival of each squadmate depended on a web of choices made across the entire playthrough: loyalty missions, ship upgrades, and squad assignments during the final mission. Osiris Reborn applies a similar philosophy where long-term investment in companions through dialogue, side quests, and mission choices directly affects their survival odds.
When a companion dies, they are gone for the rest of the playthrough. Their gear, abilities, and unique dialogue are lost, and the story adjusts to reflect their absence. This gives weight to every major decision and creates meaningful consequences that persist through the rest of the game.
Each companion is associated with one of three Exploit categories: Precision, Malfunction, or Demolition. The Exploit System is a unique combat mechanic where companions can eliminate entire enemy groups at once by interacting with environmental elements. When the player identifies an Exploit opportunity during combat, they direct a companion to trigger it, and the result depends on the companion's category and the environmental setup.
Precision Exploits involve targeting specific structural weak points. Malfunction Exploits disrupt enemy equipment and electronics. Demolition Exploits use explosive force to reshape the battlefield. See the Exploit System article for full mechanical details.
Romance options are confirmed for Osiris Reborn. Not every companion is romanceable, and the developers have stated they will not specify which ones are before launch. Romance develops organically through dialogue choices, time spent together during ship downtime, and personal quest progression. The developers have described the romance system as driven by the intimate setting: a small crew on a small ship, spending long stretches of travel time together between missions.
As of the March 2026 reveal, romance options are confirmed but the specific romanceable companions have not been disclosed. The developers have intentionally kept this information under wraps to preserve the discovery experience.
Romance ties into the companion permadeath system. Losing a romanced companion carries additional emotional and narrative weight, and the game's writing accounts for this. There is no mechanical "relationship meter" displayed on screen. Instead, companion reactions are organic: they respond to the player's choices, challenge decisions they disagree with, and remember past conversations.
Companions level up alongside the player. As they gain experience, the player can invest points in each companion's skill tree to unlock new abilities and passive upgrades. Equipment can also be changed, with companions able to use different weapons, armor pieces, and tech devices. Companions are less versatile than the player character; they have narrower skill trees that specialize in their particular combat role.
The way a player builds their companions should complement their own character build. A player who focuses on gunplay might want to invest in companions with strong tech abilities. A commander build that buffs companions benefits from investing in each companion's damage output and durability.
Companions are not passive tools. They argue with each other, challenge the player's choices, and have opinions about every major story development. Walking into the Gemini's common area after a contentious mission might reveal two companions in a heated disagreement. These dynamic reactions are not scripted cutscenes triggered at fixed points; they emerge from the combination of which companions are alive, what the player has done, and how the companions feel about each other.
Between missions, companions are available aboard the Gemini for conversations, side quests, and personal interactions. These moments are where much of the character development happens. Walking around the ship and checking in with each crew member after a major story event reveals new dialogue, personal reactions, and sometimes new quest hooks. The Gemini functions as a social hub in the same way the Normandy did in Mass Effect or the Ebon Hawk in Knights of the Old Republic. The quieter moments between missions are where the emotional stakes of the permadeath system are built.