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Star Wars Zero Company Preview: XCOM's Team Built a Clone Wars Tactics Game

By Parth··9 min read
Star Wars Zero Company Preview: XCOM's Team Built a Clone Wars Tactics Game

Star Wars games built around turn-based tactics are rare enough that when one shows up with a pedigree like this, it's worth paying attention before launch day rather than after. Star Wars Zero Company comes out August 27, 2026 on PC, PS5, and Xbox Series X|S, rated Teen, and it's not being made by a studio dabbling in the genre for the first time. It's being made by Bit Reactor, a studio founded by people who spent years building the genre's modern template at Firaxis.

Who's actually making this

Bit Reactor was founded in 2021 by former Firaxis staff, including co-founder Greg Foertsch, who spent 22 years at Firaxis before starting the new studio, according to Game Informer. Several team members have credits on XCOM: Enemy Unknown, XCOM 2, and Marvel's Midnight Suns — which matters here because Zero Company isn't hiding its influences. It's leaning into them. The pitch of "the people who made modern XCOM, but Star Wars" is close to literal.

The Star Wars connection didn't come from nowhere, either. Game Informer reports that Respawn Entertainment's Vince Zampella championed bringing the project into the Star Wars fold, which is notable given Respawn's own track record with Jedi: Fallen Order and its sequel. The game is published by EA in partnership with Lucasfilm Games, putting it under the same publishing umbrella that's overseen most recent big-budget Star Wars games.

Setting: the dying days of the Clone Wars

Zero Company is set during the twilight of the Clone Wars, a period that's been mined plenty by Star Wars media but rarely from this specific angle — mercenaries operating in the margins of a war that's already grinding toward its inevitable, grim conclusion. You lead a mercenary squad called Zero Company, and according to the game's setup, the story starts small and personal before escalating into something bigger.

The inciting hook is a debt owed to the Hutt crime syndicate — about as Star Wars an opening as it gets, tangling your crew up with organized crime before the galaxy-scale stakes kick in. From there, the plot evolves into an investigation of a cult, led by an antagonist named Kundri Fathom, that's spreading a plague which enhances physical strength. It's worth flagging that outlets vary slightly on the cult's exact name — some reporting calls it "the Coil," other coverage refers to it as "The Infinite Coil" — so treat the precise name as still settling rather than fixed. What is consistent across coverage is that this cult is allied with the Separatists and their battle droid forces, which gives Zero Company a reason to keep colliding with the larger Clone Wars conflict even though you're not playing as a Jedi or a clone commander leading armies.

As for who you actually play as: a general web summary describes the protagonist as a customizable former Republic officer reportedly named Hawks, but that detail wasn't directly verified in either of the two primary previews referenced for this piece, so it's worth treating as a likely-but-unconfirmed detail rather than settled fact until launch-day coverage nails it down.

A Separatist super battle droid readies its wrist blaster amid crates and barrels in a dim industrial outpost

The squad you're actually commanding

Where Zero Company gets its personality is the roster. The core named squad includes Trick, a discharged clone trooper; Kabb Uppercut, an ex-convict boxer; and Jae Mordant, a displaced noble — three very different entry points into the same war, none of them a Jedi or a general. Beyond the named characters, the roster fills out with procedurally generated operatives drawn from a pool that includes snipers, astromech units, a Jedi Padawan, a Mandalorian bounty hunter, and a Rodian, among others. That procedural layer is a meaningful departure from XCOM's typical approach, where most of your soldiers are anonymous and interchangeable until you name them yourself — here the pool is pre-populated with archetypes that already carry Star Wars flavor built in.

Combat: XCOM's bones, Star Wars muscle

The tactical layer will feel immediately familiar to anyone who's put time into XCOM, and that's clearly by design. Combat is turn-based, and according to Xbox Wire, each unit gets 3 Action Points per turn to spend on movement, attacks, and abilities. Layered on top of that is a shared resource called Advantage, capped at 10, which builds as your squad deals damage and fuels ultimate abilities once it's stacked high enough. That shared-resource design is a deliberate departure from XCOM's per-unit cooldown model — it pushes the tactical decision-making toward squad-wide sequencing rather than managing each soldier's abilities in isolation.

An isometric tactics view showing a Mandalorian and clone trooper flanking battle droids clustered behind cover, with a red attack arc telegraphing an incoming grenade throw

Astromechs as a genuinely viable squad archetype

One of the more unusual design choices Xbox Wire highlights is that astromech units have no basic attack at all. Instead, they carry utility items like grenades, meaning their entire contribution to a fight comes from support and battlefield manipulation rather than direct damage. Bit Reactor has apparently balanced this to the point that an all-astromech squad is a viable way to play, which is a fairly aggressive design bet — it suggests the developers wanted utility-focused play to be a real strategic identity rather than a novelty run.

Mission variety

Mission types described by Xbox Wire include holding positions, rescuing hostages, reaching an extraction point, and espionage-focused objectives. That's a fairly standard tactics-genre spread, but it does confirm the game isn't leaning entirely on "eliminate all enemies" as its default mission shape, which matters for how repetitive a longer campaign will or won't feel.

A tactical ability wheel opens around a squad member crouched behind cover on a rooftop, with battle droids patrolling the yard below

Permadeath, wounds, and Beskar mode

For players who want XCOM's signature tension, Zero Company has an optional permadeath system built around a wound mechanic: a unit that racks up three wounds without getting proper rest between missions dies permanently. That's a meaningfully different structure from XCOM's binary permadeath, where a downed soldier in Ironman mode is just gone — here there's a buffer, and managing your roster's recovery time becomes its own strategic layer.

The game ships with four difficulty levels, and the hardest of them, called Beskar mode, is being compared directly to XCOM's Ironman difficulty — no manual saves, consequences that stick, and presumably the full wound-to-permadeath pipeline running at its least forgiving. For a studio built on ex-Firaxis talent, including a hardcore mode explicitly evoking Ironman feels less like a coincidence and more like a statement of intent about who this game is ultimately for.

A clone trooper in weathered armor fires a blaster rifle while a rocket launcher is slung across his back, industrial towers glowing in the background

The Den: your hub between missions

Between missions, you're not just staring at a menu screen. The Den is a third-person exploration hub located on the Ring of Kafrene, and it's been described as Mass Effect-inspired — a comparison that tracks given how much of that series' identity comes from wandering a home base, talking to crew, and picking up side content between story beats. Staff you'll interact with in the Den include Runa Blask, a Togruta advisor and former Separatist partisan finance expert, and an android doctor. Runa Blask in particular sounds like she's meant to be a source of tension given her Separatist past sitting inside a mercenary crew that's actively fighting Separatist-aligned forces.

Progression: customization, bonds, and focus points

Character customization in Zero Company isn't a one-time character-creation step. Appearance, specialization, and personality can reportedly be adjusted at any time, which is a more flexible approach than most tactics games allow once a unit's build is locked in. Layered on top of that is a bond system that tracks relationships between squad members, providing stat boosts as those relationships deepen — a mechanic that gives the game's Advantage-and-Action-Point tactical layer a reason to care about squad composition beyond pure stats. Focus points round out the progression system, letting you upgrade individual abilities as characters level.

What the previews are actually saying

It's important to be precise about what's been reported so far, since Zero Company hasn't launched yet as of this writing. Game Informer, HardcoreGamer, VGC, and Turn Based Lovers have all published hands-on previews based on 10-plus hour play sessions, not final review verdicts. Within that framing, the reported impressions have been consistently positive — outlets have described the game as "polished, charming and fun," and the general throughline across previews is praise for how the XCOM-derived tactical depth fuses with Star Wars-flavored storytelling rather than feeling bolted together.

That's meaningfully encouraging for a new IP from a young studio, but it's still preview coverage of a 10-hour slice, not a scored assessment of a full campaign. Tactics games in particular tend to live or die on whether their systems hold up over 20-plus hours rather than the opening stretch, so the enthusiasm from these previews should be read as a strong early signal rather than a verdict.

Why this one is worth watching

Star Wars has had strong action games and strong narrative adventures in recent years, but a genuinely ambitious tactics entry from a studio built specifically around that genre's modern conventions is a different proposition. Bit Reactor isn't a AAA action studio bolting turn-based combat onto a license — it's a team of people who spent years defining what modern XCOM plays like, now applying that specific expertise to a setting with obvious tactical-combat potential that's gone mostly untapped. Whether that pedigree translates into a campaign that sustains its Coil-plague plot and its permadeath tension across a full playthrough is the real open question, and it's one full reviews will answer within days of the August 27 launch.

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What Happens Next

Zero Company launches August 27 on PC, PS5, and Xbox Series X|S — full reviews will likely hinge on whether the campaign's back half sustains the Coil/Infinite Coil plot and whether the permadeath modes hold up over a full 20-30 hour run, not just a 10-hour preview slice.