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Development
August 18, 2026 at 03:51 AM
Added the August 17, 2026 final trailer to the reveal timeline
STAR WARS Zero Company is developed by Bit Reactor in collaboration with Respawn Entertainment and Lucasfilm Games, and published by Electronic Arts. Bit Reactor leads the project, with Respawn and Lucasfilm Games working alongside the studio.
Bit Reactor was founded by Greg Foertsch, who spent years as an art director at the studio behind the modern XCOM games before starting the company. Many of the team came from that same turn-based-strategy background, and that pedigree is visible throughout the design. Foertsch leads the studio and directs the project, while Aaron Contreras serves as narrative and cinematic director. The team's experience in the genre is part of why the game leans so heavily on cover, action points, and permadeath.
By the studio's own account, roughly twenty of the developers came from turn-based-strategy backgrounds, joined by others whose credits range from God of War to Elder Scrolls Online. Greg Foertsch was an original member of the XCOM studio's art department, and lead designer James Brawley spent eight years there as a level and technical designer before the two reunited at Bit Reactor.
Role | Person |
|---|---|
Game Director (Bit Reactor) | Greg Foertsch |
Narrative and Cinematic Director | Aaron Contreras |
Senior Producer (Respawn) | Jim Vessella |
Executive Producer (Lucasfilm Games) | Orion Kellogg |
Art Director | Daanish Syed |
Technical Director | Ryan McFall |
Composer | Gordy Haab |
Creature Design | Terryl Whitlatch |
Electronic Arts first announced an untitled Star Wars strategy game from the studio in early 2022. The game was unveiled as STAR WARS Zero Company in April 2025 at Star Wars Celebration in Japan, shown as a turn-based tactics title set during the Clone Wars. A gameplay trailer arrived during Summer Game Fest in June 2026, pulling back the curtain on combat, the Den, and the squad, and revealing a confirmed appearance by Jedi General Anakin Skywalker.
On July 25, 2026, Electronic Arts and Lucasfilm Games held a cast and developer panel for Star Wars Zero Company at San Diego Comic-Con. Narrative director Aaron Contreras and Lucasfilm's Kelsey Sharpe appeared with cast members Dee Bradley Baker, Jonathan Freeman, Rekha Sharma, and Vic Michaelis. The session named the full voice cast, opened pre-orders for the Collector's Edition, and premiered the first track from the soundtrack.
A final trailer followed on August 17, 2026, ten days ahead of release. It leads with the story rather than the systems, giving the clearest look so far at Kundri Fathom, the Infinite Coil, and the shadow plague the cult means to spread.
The developers have framed Zero Company as a gritty, grounded war story told from the perspective of expendable professionals rather than heroes of legend. The team has cited the political intrigue of Andor and Rogue One alongside the varied arcs of the Clone Wars as tonal touchstones. High production values and cinematic presentation sit on top of the tactics foundation, with the aim of a game that feels authentically Star Wars while telling a story the saga has not told before.
The original score is composed by Gordy Haab, a Grammy-winning composer. The soundtrack is set to release on August 27, 2026 through Walt Disney Records, the same day as the game.
Walt Disney Records released the title track, "Zero Company," on July 25, 2026 as the first piece of that score to go public, with the complete album following on launch day.
Bit Reactor named the full cast at the same panel. Dee Bradley Baker voices Trick and the clone troopers, Jonathan Freeman and Erica Luttrell split the two voice options for Hawks, Rekha Sharma voices Kundri Fathom, and Matt Lanter voices Anakin Skywalker. All fifteen credited roles are listed on Voice Cast.
Decision | Detail |
|---|---|
Cutscenes | Mostly rendered in real time so player customization carries into story scenes, with a few pre-rendered exceptions |
Mod support | None planned |
Monetization | No microtransactions planned |
Post-launch content | Nothing announced |
The team has framed the real-time cutscene choice as a customization decision rather than a technical one: it mattered to them that the character a player builds is the character they see.