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Star Wars Zero Company is a single-player, turn-based tactics game set during the twilight of the Clone Wars. You lead former Republic officer Hawks, assemble a flexible team of original and customizable operators, fight tactical missions, and return to The Den to recruit, equip, train, and develop the squad. The central appeal is the connection between deliberate battlefield decisions and the way your team grows between operations.
What Star Wars Zero Company is
Zero Company follows Hawks, a former Republic officer who commands an unconventional group during the final phase of the Clone Wars. The campaign combines cinematic investigations and story decisions with turn-based squad operations. You are not controlling a lone Jedi through an action game; you are directing a team whose different roles and abilities must work together.
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Every mission sits inside a larger management loop. You choose operators, prepare their equipment and abilities, deploy them to an evolving galaxy map, make decisions during operations, and then return to The Den to improve the organization. Electronic Arts describes the game as a single-player experience in which choices can lead to different playthrough outcomes, so the campaign is built around both tactical planning and command decisions.
That makes the game easiest to understand as three connected activities:
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- Command an elite squad through a gritty and authentic Star Wars story set in the twilight of the Clone Wars. Step into the role of Hawks, a former Republic officer leading Zero Company against an emerging threat that could consume the galaxy.
- Combat: plan turns, position a mixed squad, and use tactical abilities to outmaneuver enemies.
- Customization: shape Hawks and tailor operators’ appearances, equipment, abilities, voices, specializations, and talents.
- Progression: recruit and develop the roster at The Den, improve facilities, buy equipment, and build squadmate bonds that unlock additional support options.
How combat works
Turn-based decisions instead of real-time reactions
Combat is presented as turn-based squad tactics. You assess the battlefield, select operators, choose abilities, and decide how the team should approach the immediate threat. The official descriptions emphasize strategy and adaptation rather than a fixed sequence of attacks: the right answer can change with the enemy position, the operators you brought, and the abilities available to them.
The game’s operator archetypes include scoundrels, astromechs, and Jedi. Those categories imply different battlefield jobs, but the published material does not provide a complete rules manual. It does not establish a specific action-point economy, hit-probability model, cover rules, mission timer, or standard mission length. Treat the official information as a description of the tactical philosophy, not as confirmation of those unannounced systems.
Build a team around complementary abilities
Before deployment, you decide which operators should go together and which weapons and abilities they should carry. EA’s final-trailer announcement specifically points to decisions about team members, weapons, and abilities. In practice, that means squad construction is part of the puzzle: a group with different archetypes can answer more situations than a roster chosen only for its strongest individual character.
During an operation, the goal is to use those differences deliberately. A specialist may create an opening, a durable operator may hold an exposed position, and a support ability may let another squadmate exploit the opening. The sources confirm the importance of tactical abilities and adaptation, but they do not name every ability or guarantee a particular combo, status effect, or enemy behavior.
Choices can alter the campaign
Official descriptions say that decisions can produce different playthrough outcomes. That statement applies to more than a single combat turn: decisions about personnel and abilities are part of the way you shape your version of the campaign. The game therefore rewards players who are comfortable weighing risk, changing a plan when the battlefield shifts, and accepting that a choice may have consequences later.
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Is it closer to a strategy game or an action game?
If you are deciding whether the format fits your tastes, use these supported distinctions rather than expecting a direct review comparison:
| Question | What Zero Company’s official features indicate |
|---|---|
| Do you prefer planning or reflexes? | Turn-based play puts emphasis on planning, sequencing abilities, and responding to the battlefield rather than continuous real-time reactions. |
| Do you like building a team? | Operators have varied archetypes and tactical abilities, and you choose who deploys and how they are equipped. |
| Do you enjoy management between missions? | The Den handles recruiting, operator development, equipment, facility upgrades, and dispatch through a changing galaxy map. |
| Do decisions matter beyond one fight? | EA and Lucasfilm Games describe choices that can create different playthrough outcomes, although the published pages do not enumerate every branch. |
Squad customization: Hawks and the operators
Hawks is your player character
Hawks is the former Republic officer leading the company. You can customize Hawks’s appearance and combat specialization, allowing the commander to reflect both your preferred look and the role you want that character to fill. The available descriptions do not list every appearance option or specialization, so the precise menu contents should be confirmed in the game itself.
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Operators combine authored identities with player-created detail
The roster is not described as a set of entirely blank mercenaries. The game includes original Star Wars characters as well as custom-made characters, and the official pages refer to Hawks and hired operators together. That means the campaign has authored personalities and story context while still giving you meaningful control over the team’s presentation and combat setup. The sources do not state that every authored squadmate can be edited in exactly the same way.
What you can customize
For operators, the announced customization categories include:
- Appearance and species
- Loadouts and equipment
- Combat abilities
- Voice
- Attire
- Specialization
- Talents
StarWars.com identifies eight species available for Hawks and hired operators: Devaronian, Human, Neimoidian, Ovissian, Togruta, Twi’lek, Weequay, and Zabrak. Species availability is an announced creation option; the published article does not say that species changes a character’s statistics or restricts a particular class.
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Customization is tactical, not only cosmetic
Appearance, voice, and attire let you give the company a distinct identity, while loadouts, abilities, specializations, and talents affect how an operator contributes to a mission. Because team composition is part of combat preparation, customization supports two decisions at once: who you want the characters to be and what you need them to do on the next deployment.
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The Den and the progression loop
The Den is the between-mission headquarters
The Den serves as the company’s base of operations. Between missions, you recruit operators, progress the people already in the roster, upgrade facilities, and purchase equipment. This creates a management phase in which you prepare the squad rather than immediately launching into another fight.
The Den is also where the strategic map connects to the tactical missions. You dispatch operators through an ever-changing galaxy map, so the next operation is part of a broader campaign route instead of an isolated encounter. The official descriptions do not state how many operators can deploy at once, how the map changes mathematically, or what each facility costs.
Experience, equipment, and facilities improve capability
Progression has several linked inputs. Operators develop through experience, while purchased equipment changes what they bring into the field. Facility upgrades improve the organization’s capabilities from the base side. Because these systems interact, a useful preparation routine is to assess the next operation, decide which roles are missing, improve the relevant operators or gear, and then select the deployment.
Exact experience rates, level thresholds, upgrade prices, named skill trees, and equipment statistics have not been published in the cited official pages. Do not assume that the game uses a familiar level cap, a particular rarity system, or a specific respec rule until an official guide or in-game documentation confirms it.
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Battlefield bonds unlock team support
Operators can develop bonds with their squadmates while on missions. Those relationships unlock support abilities, including cross-training benefits that improve operator abilities and stats. This is a distinct progression layer from personal equipment: the value comes from repeatedly using people together and developing how they cooperate.
The result is a two-part growth model:
- Base progression: recruit operators, develop them, buy equipment, and upgrade The Den.
- Deployment progression: use squadmates in the field so bonds can unlock support and cross-training benefits.
That structure gives you a reason to think about continuity between missions. A newly recruited specialist may fill an immediate gap, while an established pairing may offer support benefits that are worth preserving. The sources confirm the existence and purpose of bonds, but they do not specify the exact relationship thresholds or the full list of unlocked abilities.
What a typical campaign decision looks like
The official feature set supports a clear decision sequence even though it does not publish a complete mission walkthrough:
- Review the strategic situation: use the changing galaxy map to identify the next operation and its place in the campaign.
- Assemble the team: choose operators whose archetypes and abilities complement the task.
- Prepare the roster: adjust loadouts, abilities, specializations, and talents; purchase equipment if needed.
- Deploy and adapt: make turn-based decisions and use tactical abilities as the battlefield develops.
- Return to The Den: recruit or progress operators, upgrade facilities, and decide which relationships and capabilities to develop next.
This loop is why Zero Company is more than a sequence of combat maps. A strong turn may solve the immediate problem, but the broader campaign asks whether you are investing in the right people, equipment, facilities, and partnerships for the operations that follow.
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In an August 28, 2026 launch announcement, Electronic Arts listed Zero Company for PC through the EA app, Steam, and Epic Games Store, and for PlayStation 5 and Xbox Series consoles. EA also described availability through retail and digital storefronts. Edition names and prices below are the suggested retail figures in that announcement, not a guarantee of what a particular shop or region charges today.
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| Edition or platform | Published availability or price | Qualification |
|---|---|---|
| PC | EA app, Steam, and Epic Games Store | Platform availability stated by EA on August 28, 2026; storefront listings can vary by region. |
| PlayStation 5 | Digital Deluxe Edition suggested retail price: $69.99 | EA’s launch-announcement figure for consoles; current price, taxes, stock, and edition should be checked locally. |
| Xbox Series | Digital Deluxe Edition suggested retail price: $69.99 | EA’s launch-announcement figure for consoles; regional pricing may differ. |
| PC Digital Deluxe Edition | $59.99 suggested retail price | EA’s August 28, 2026 launch figure; it can change by date, region, and retailer. |
| Collector’s Edition | $299.99 suggested retail price | Launch-announcement figure; availability and inventory are time-sensitive. |
EA says the Collector’s Edition includes a themed Hasbro Black Series Thermal Detonator, a Steelbook, a desk mat, and additional items, and links that edition to Limited Run Games. Confirm the current stock, shipping region, edition contents, and seller before purchasing. For a retail PlayStation copy, the search phrase “Star Wars Zero Company PS5 game” identifies the product category, but the exact listing and edition still need verification.
Who this gameplay is for
- Good fit: players who enjoy turn-based planning, varied squad roles, character customization, and a headquarters layer between missions.
- Good fit: Star Wars fans who want an original Clone Wars-era story with Jedi, astromechs, scoundrels, Separatist droids, and a new squad rather than a retelling of an existing film plot.
- Potential mismatch: players seeking continuous real-time lightsaber combat or a purely linear action campaign.
- Potential mismatch: players who dislike managing equipment, facilities, recruitment, or relationships outside missions.
Lucasfilm Games vice president and general manager Douglas Reilly described the project as pairing cinematic storytelling with strategic gameplay, while Bit Reactor CEO and creative director Greg Foertsch said the team built an authentic Clone Wars story with new characters, customization, a new ship, and Separatist droids. Those statements align with the game’s central proposition: a story-driven Star Wars campaign in which your tactical and management choices shape the company you lead.
What has not been officially detailed
The available official pages establish the game’s format, customization categories, headquarters loop, and bond-based progression. They do not provide a complete technical ruleset. Before relying on a specific claim, look for confirmation in an official gameplay guide or in-game documentation for:
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- action-point or turn-economy rules;
- cover, hit chance, damage, and status-effect systems;
- mission length, difficulty settings, or failure conditions;
- permadeath or permanent injury rules;
- experience rates, level caps, skill-tree structure, and respec options;
- facility costs, equipment statistics, and bond thresholds.
Keeping those boundaries clear prevents a broad feature description from being mistaken for a confirmed rule. What is established is the loop: assemble and customize a squad, make turn-based tactical decisions, return to The Den, and develop operators and their relationships for the next operation.
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Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

