Why the XCOM Comparison Is Hard to Ignore
Anyone who's spent time with XCOM will recognize the shape of Zero Company immediately: turn-based squad combat, cover and positioning, distinct character classes, a roster you choose from mission to mission, and a strategic layer for developing your team between engagements. That resemblance isn't a coincidence. Bit Reactor was founded by Greg Foertsch, who spent two decades at Firaxis as art director on the modern XCOM series, and the studio is stocked with veterans of XCOM and Civilization.
That doesn't make Zero Company a Star Wars-skinned clone, though. The more interesting question isn't whether it resembles XCOM — it's what happens when that style of tactical design gets access to Jedi, clone troopers, Mandalorians, and Separatist droids on Clone Wars battlefields nobody has fought on before.
The Clone Wars Is Almost Perfect for a Strategy Game
The setting fits the genre unusually well. The Clone Wars is a story about coordinated military campaigns stretched across dozens of planets, fought by specialized squads rather than lone heroes. Clone troopers fill distinct battlefield roles by design. Jedi function less like unstoppable forces and more like powerful, situational assets. Droids supply an enormous range of enemy archetypes to plan around, and factions like Mandalorians and independent mercenaries open the door to team compositions action games rarely bother with. A strategy game can put players in the position of a commander moving pieces through this war, rather than one more hero cutting a path through it.
Meet Zero Company
Players take on the role of Hawks, a disgraced former Republic officer and a fully customizable protagonist, who leads Zero Company — an unconventional group of mercenaries and specialists operating well outside the war's major battlefields. The roster draws from across the galaxy: clone troopers, a Jedi Padawan, a Mandalorian from Clan Verminoth, scoundrels, astromechs, and other archetypes, all of whom can be built out alongside Hawks himself. Rather than centering the game on a handful of famous names, Bit Reactor is handing players their own corner of the Star Wars universe to shape.
A Different Side of the Clone Wars
The campaign is set during the twilight of the Clone Wars and follows Zero Company as they're pulled into an operation against the Infinite Coil, a Separatist-aligned cult led by Kundri Fathom — a conflict happening in the shadows of the larger war rather than at its center. That smaller scale gives the story room for original characters, less familiar locations, and covert operations instead of retreading events audiences already know from film and television. Bit Reactor and Lucasfilm have pointed to the grittier, more grounded corners of the franchise — the tone of Rogue One and Andor — as reference points, which suggests Zero Company is aiming for atmosphere over spectacle in its storytelling, even as familiar faces like Anakin Skywalker make appearances.
Your Squad Matters Beyond Their Weapons
One of the game's more distinctive systems is relational rather than mechanical on its surface: squad members form bonds while completing missions together, and those bonds unlock combat synergies. Choosing who goes on a mission isn't just a question of raw stats — it's a question of which relationships you want to develop. It's a natural fit for Star Wars, a franchise whose stories are so often built around groups that grow closer through shared conflict, from clone units to rebel cells to smuggler crews.
Strategy Could Make Familiar Star Wars Elements Feel New — and That's Part of a Bigger Pattern
Turn-based structure changes how familiar franchise tools function. A lightsaber stops being something you swing instinctively and becomes a specialized unit's positioning problem. Blasters demand attention to cover, range, and loadout rather than reflexes. Clone specialties translate directly into battlefield roles, and different droid types can force a change in approach mid-fight. Where action games let players use these tools on instinct, tactics forces them to actually think about them.
That's really an extension of something the franchise has proven before: its universe is big enough to support more than third-person action. Knights of the Old Republic was an RPG. Republic Commando was a squad shooter. Empire at War was real-time strategy. The Old Republic was an MMO. Squadrons was a flight sim. None of those needed a lightsaber-wielding hero at the center to feel like Star Wars, and Zero Company is making the same bet with tactics.
Your Choices Change How the Campaign Plays Out
Beyond individual battles, Zero Company gives players choices over squad composition, relationships, missions, difficulty, and tactical approach. Those decisions can alter character Bonds and some story elements, though Bit Reactor has clarified that the campaign's overall conclusion will remain largely the same regardless of the choices made along the way. That makes replayability less about discovering radically different endings and more about seeing how different squads, relationships, and battlefield decisions reshape the journey toward them.
The Biggest Risk
Tactics games ask more of players than most franchise entries have in years — patience and planning chief among them. And for players who leave the default permadeath setting enabled, mistakes can mean losing squad members permanently. Battles need enough variety to stay interesting across a full campaign, the base and relationship systems need to feel substantial rather than decorative, and the original cast needs to hold its own even when Anakin Skywalker shows up. The real challenge is whether Zero Company can keep the cinematic weight Star Wars is known for while asking players to stop and think through every move.
Maybe Star Wars Doesn't Need Another Action Game
It's too early to call Zero Company a success — no reviews exist yet, and systems that sound good on paper don't always hold up over a full campaign. But regardless of how it lands, the game represents something worth paying attention to: a willingness to let the Star Wars universe carry a genre that treats its battles completely differently.
For years, Star Wars games have mostly asked players how well they can swing a lightsaber, fire a blaster, or fly a ship. Zero Company asks something else: can you command the people carrying them? If Bit Reactor can pair the tactical depth its team built its reputation on with the characters and battlefields of the Clone Wars, strategy might end up being a much smaller departure for Star Wars than it first appears.