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Star Wars Zero Company is out, and its squad is more than a collection of units behind cover
Star Wars is back in turn-based tactics. Zero Company has now launched, and Bit Reactor's more interesting idea is not simply putting blasters and Jedi into tactical combat. The squad itself is designed to evolve through the relationships between its members.
Star Wars Zero Company launched on August 27 for PC, PlayStation 5 and Xbox Series X|S. It is developed by Bit Reactor in collaboration with Lucasfilm Games and published by Electronic Arts.
Hawks leads a squad built from two different kinds of characters
The single-player campaign takes place during the twilight of the Clone Wars. Players control Hawks, a former Republic officer now leading an unconventional group of hired operatives.
Some squad members are authored characters, including a Clone Trooper, a Mandalorian from Clan Verminoth and a Jedi Padawan. Others are player-created Operators whose species, appearance, specialization and talents can be customized.

Those Operators are not meant to progress entirely in isolation. Sending characters into missions together develops bonds that unlock new support abilities and cross-training bonuses.
For a tactics game, that makes squad composition a longer-term decision. The question is not only which unit has the correct weapon for the next encounter, but which relationships and combinations have been developed across the campaign.
The strategy layer extends across more than 150 planets
Zero Company's headquarters, The Den, handles recruitment, facility upgrades, new equipment and mission selection. From there, players operate through an evolving galaxy map containing more than 150 planets.
EA says campaign decisions can alter how a playthrough unfolds. The useful part of that system will depend on how much those choices actually reshape later missions rather than merely changing which icon is selected next.
The Clone Wars story stays away from the obvious front lines
Zero Company is hunting the Infinite Coil, a Separatist-aligned paramilitary cult led by Kundri Fathom. The group threatens to spread a deadly plague across the galaxy.
That gives Bit Reactor room to use recognizable Clone Wars machinery without retelling one of its best-known campaigns. Zero Company operates in the shadows while larger armies are fighting elsewhere.
The final trailer leaned into the cinematic side of that premise, including a sequence in which the squad flies its ship directly into a volcano. Tactical games are apparently still allowed to be ridiculous when Star Wars requires it.
Bit Reactor has strategy veterans behind the controls
The studio was founded by developers with experience on strategy games including XCOM and Civilization. Zero Company is Bit Reactor's first released title.
Its stated goal is to make turn-based tactics approachable while retaining meaningful squad construction, battlefield positioning and strategic choices between missions.
With the game now available, the interesting test is no longer the pitch. It is whether those bonds, campaign decisions and 150-plus planets create enough meaningful variation to justify another deployment.