Star Wars: Zero Company lands in 2026 as the first serious strategy game the franchise has seen since Empire at War. Developed by Bit Reactor with Respawn Entertainment and Lucasfilm Games, it’s a turn-based tactics title that trades lightsabre duels for calculated positioning and permanent consequences.
The setup is straightforward: you command Hawks, a former Republic officer running a mercenary company during the Clone Wars’ final phase. Your squad draws from across the galaxy – Jedi, Clone Troopers, Mandalorians, astromechs, smugglers. The tactical layer emphasizes permadeath, meaning lost characters stay dead. Squad bonds develop through combat, creating synergies that make battlefield partnerships meaningful and their potential loss painful.

Between missions, you manage a base, recruit operatives, and gather intelligence that shapes future scenarios. The campaign structure mirrors XCOM’s rhythm but applies it to established Star Wars canon. The developers cite Andor’s political complexity, Rogue One’s battlefield attrition, and the original trilogy’s mythic scope as tonal influences. Whether that combination creates narrative depth or tonal confusion remains to be seen.
Filling the Strategy Gap
Star Wars gaming has covered most genres recently except strategy. Action-adventure exists through the Jedi series. Shooters have Battlefront. Flight combat had Squadrons. MMO players get The Old Republic. Strategy players have been waiting since 2006.
Zero Company addresses this absence by applying proven XCOM tactical mechanics to Star Wars lore. The permadeath system creates stakes that most Star Wars games avoid. When a character dies in Battlefront, you respawn in seconds. When a squad member falls in Zero Company, they’re gone from your campaign. This shifts the emotional weight from spectacular moments to careful planning and the dread of irreversible mistakes.
The bond system adds another layer of consideration. Characters who fight together develop combat synergies, making established partnerships tactically superior to fresh recruits. This creates tension between preserving your best teams and risking them in dangerous missions. The mechanic forces you to think beyond individual battles toward long-term squad composition and story progression.
Design Pedigree and Expectations
Bit Reactor’s involvement signals serious tactical design intent. The studio includes former Firaxis developers who worked on XCOM and Civilization, franchises known for systems depth and consequence management. Respawn brings recent Star Wars production experience from the Jedi series, providing polish and accessibility considerations that pure strategy developers might overlook.

This partnership suggests Zero Company won’t be a simplified mobile strategy game or a reskinned existing title. The announced mechanics – permadeath, squad bonds, base management, intel gathering – form a coherent tactical framework that respects both genre conventions and Star Wars storytelling requirements.
Audience and Market Position
Zero Company targets an underserved intersection: strategy players who want Star Wars content and Star Wars fans curious about deeper tactical gameplay. The first group has been largely ignored by franchise gaming. The second group may find the slower pace and higher difficulty curve challenging after years of action-focused titles.
The permadeath feature will split opinions. Strategy veterans understand the tension it creates and how it makes victories feel earned. Casual players may find the permanent losses frustrating, especially if attached to recognizable Star Wars characters. Optional difficulty settings address this concern but risk diluting the intended experience.
Canon Integration and Narrative Scope
Zero Company operates within Clone Wars canon, placing it alongside established events rather than creating isolated storylines. This positioning offers narrative flexibility while maintaining franchise consistency. The mercenary company structure allows for diverse squad composition without violating established character limitations or faction boundaries.

The game’s timeline, set in the late Clone Wars, provides rich material for political intrigue and moral ambiguity. This period saw Republic ideals strained by wartime necessity, Jedi questioning their role, and individuals caught between competing loyalties. Zero Company’s mercenary perspective offers a ground-level view of these larger conflicts without requiring resolution of franchise-wide plot threads.
Risk Assessment
Zero Company faces several challenges. Strategy games have smaller audiences than action titles, limiting commercial reach. Permadeath mechanics can frustrate players accustomed to forgiving Star Wars gaming. The tonal balance between gritty tactics and Star Wars optimism requires careful execution.
The development timeline allows for iteration and refinement. 2026 provides sufficient time to test systems, balance difficulty curves, and ensure the tactical mechanics serve the narrative goals. The risk lies in whether the final product justifies the strategic complexity or whether it feels overwrought compared to more accessible Star Wars titles.

Zero Company represents an experiment in expanding Star Wars gaming beyond established genres. If executed well, it could demonstrate that the franchise supports diverse gameplay approaches beyond action and spectacle. If it fails, it will join a list of ambitious Star Wars projects that couldn’t balance franchise expectations with genre requirements.
The game’s success will depend on how effectively it integrates tactical depth with Star Wars storytelling, creating an experience that satisfies both strategy gaming standards and franchise narrative expectations. For a galaxy that has room for smugglers, Jedi, and Imperial officers, Zero Company tests whether it also has space for careful planning and permanent consequences.