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STAR WARS Zero Company is a single-player, turn-based tactics game set in the twilight of the Clone Wars. You play as Hawks, a former Galactic Republic officer who builds and leads Zero Company, an unconventional outfit of professionals for hire drawn from across the galaxy. The team is recruited for one operation against an emerging adversary that threatens to consume the galaxy if left unchecked.
Premise

This is a story about the war beneath the war, the fights that happen in the shadows while the main Clone Wars rages elsewhere. Hawks answers to no army. The squad mixes story-driven companions with custom-created mercenaries, all of them flawed, expendable, and motivated by their own reasons for taking the job. The adversary is the Infinite Coil, a Separatist-aligned cult led by Kundri Fathom.
How It Plays
Combat is turn-based and viewed from an isometric camera. You deploy a small squad, spend Action Points to move and act, use cover to survive, and try to keep everyone alive through permadeath, which can take a squad member out of the story for good. Outside of fights, the camera shifts to third-person exploration. Between missions you run the Den, the squad's home base, where you research upgrades, buy gear, recruit new Operators, and pick your next target from a galaxy map that changes over time. Bonds form between characters who fight together, feeding a relationship system that affects both the battlefield and the narrative.
Key Facts
Detail | Information |
|---|---|
Genre | Single-player turn-based tactics |
Setting | Twilight of the Clone Wars |
Protagonist | Hawks, leader of Zero Company |
Platforms | PC, PlayStation 5, Xbox Series X|S |
Release date | August 27, 2026 |
Developer | Bit Reactor with Respawn Entertainment and Lucasfilm Games |
Publisher | Electronic Arts |
Galaxy map | More than 150 planets |
Scope and Structure
The main story runs roughly 30 to 40 hours for an average player. It is a linear campaign rather than a branching one: squad composition changes which story moments you see and how bonds develop, but the conclusion lands in broadly the same place for everyone, and there are no romance options. Gordy Haab composes the score.
Most cutscenes render in real time so that a customized Hawks shows up in story scenes, with a small number of pre-rendered exceptions.