Star Wars Zero Company is out now on PC, PlayStation 5, and Xbox Series X|S. Bit Reactor’s first game launched on August 27 as a single-player tactics campaign set near the end of the Clone Wars.

You play as Hawks, a former Republic officer who leads a crew of mercenaries, droids, and other specialists. Their job starts as a paid operation for Republic Intelligence and turns into a fight against the Infinite Coil, a Separatist-aligned cult connected to the Shadow Plague.

This is a new Star Wars story, not another movie retelling

Zero Company takes place around 20 BBY, when the Clone Wars are approaching their final stretch. That puts the campaign in a familiar era without asking players to replay the films or follow another version of Anakin Skywalker’s journey.

The cast is built around Hawks and the people who join the company. The roster can include mercenaries, former nobles, ex-cons, droids, a Jedi, and other characters who have their own reasons for taking dangerous work. Captain Rex appears in the final trailer, but his exact role is smaller than the main campaign setup; our Captain Rex trailer coverage explains what the footage actually confirms.

Every mission asks you to think before you shoot

Combat is turn-based, with each Operator moving, attacking, using an ability, or taking cover before the enemy gets its turn. The structure will feel familiar to XCOM players, but lightsabers, Force abilities, jetpacks, droids, and blasters give the battles their own Star Wars flavor.

The game also uses optional permadeath. An Operator can be revived after a first or second serious injury, but a third wound can remove that character from the campaign. That makes an extraction mission more than a checklist: the squad may have to decide whether a completed objective is worth one more dangerous turn.

A Zero Company Operator fires at battle droids during an official tactical mission.
A tactical battle from Star Wars Zero Company. Image: Electronic Arts / Bit Reactor.

The Den is where the campaign changes shape

Between missions, Hawks returns to the Den, the company’s base of operations. Players can talk with squadmates, recruit Operators, adjust loadouts, buy equipment, heal injuries, and improve the facilities as the campaign continues.

The base is not just a menu. You can walk around it, investigate areas, and make decisions that affect bonds between Operators. Those relationships can unlock support abilities and change how certain characters work together in combat. The galaxy map also includes non-combat operations, so not every choice is settled with a blaster.

Zero Company Operators advance across an industrial battlefield while battle droids attack.
A squad battles battle droids during a Zero Company mission. Image: Electronic Arts / Bit Reactor.

How much can you customize?

Hawks can be customized before joining the squad in the field. Players choose the character’s appearance, species options, voice, clothing, combat specialization, and talents. Other Operators have their own roles, weapons, and upgrade paths, while custom-made characters let players shape the wider company around a preferred style.

That flexibility matters because the game is not built around one unbeatable team. A Jedi can control space with the Force, a heavy Operator can absorb pressure, a sniper can own a long sightline, and an astromech can keep allies moving. The best roster depends on the mission and on which relationships the player has developed.

What the early reviews agree on

The first reviews are broadly positive about the game’s foundation. PC Gamer praised the campaign’s squad storytelling and cinematic presentation, while GamesRadar highlighted the familiar XCOM-style structure, the pressure of permadeath, and the way Star Wars details make the systems feel distinct.

The reviews do not describe a radical reinvention of turn-based tactics. That is the main point of disagreement: some critics see the familiar structure as a strength because it gives the Star Wars setting a reliable framework, while others note that the game plays it safer than the genre’s most experimental entries. GamesRadar also reported animation and camera issues during its review period, so launch patches may matter for the final level of polish.

Platforms, stores, and editions

Zero Company is available on PC through the EA app, Steam, and the Epic Games Store, as well as on PlayStation 5 and Xbox Series X|S. There is no multiplayer or co-op campaign; the game is designed for one player managing the squad and its choices.

The Standard and Digital Deluxe Editions both include the campaign. Deluxe adds Clone Wars-inspired cosmetic packs and painted weapon themes, while the Collector’s Edition adds physical items such as a Black Series thermal detonator and a Steelbook. Our Zero Company release guide has the regional launch time, prices, editions, and PC requirements.

Is Zero Company worth playing?

If you want a new Star Wars story and enjoy planning a fight one turn at a time, Zero Company has a clear pitch. It combines a focused campaign with a squad you can customize, a base that gives the characters room to breathe, and enough risk to make a rescue or extraction feel personal.

It is also a good fit for players who have been waiting for a Star Wars game that treats strategy as the main event. The launch version may still need technical polish, but the campaign is finally available—and the Clone Wars have a new group of operators to worry about.