Star Wars strategy games represent one of gaming’s most inconsistent genres. For a franchise that spawned dozens of action games, racing simulators, and RPGs, the strategic side of galactic warfare received surprisingly sparse treatment. Only four major titles attempted to capture the large-scale military campaigns that defined the movies: Rebellion, Force Commander, Galactic Battlegrounds, and Empire at War. Each struggled with execution despite solid concepts.
The Foundation: Rebellion (1998)

LucasArts’ first serious attempt at Star Wars strategy came with Star Wars: Rebellion (released as Star Wars: Supremacy in the UK). This real-time strategy game covered the entire original trilogy period, letting players command either the Rebel Alliance or the Galactic Empire across multiple star systems.
Rebellion attempted something ambitious for 1998: a galaxy-spanning 4X strategy game that combined resource management, fleet combat, espionage, and hero units. Players recruited iconic characters like Luke Skywalker and Darth Vader, sent them on missions, and built everything from Death Stars to Mon Calamari cruisers.
The game’s scope exceeded its execution. Complex mechanics buried under clunky interfaces made simple tasks frustrating. Combat lacked tactical depth despite impressive ship rosters. The AI struggled with the game’s complexity, often making bizarre strategic decisions. Still, Rebellion established the template for Star Wars strategy: large-scale galactic conquest with recognizable ships and characters.
The Ground War Experiment: Force Commander (2000)

Star Wars: Force Commander represented LucasArts’ attempt at tactical ground combat. Unlike other Star Wars strategy games that mixed space and planetary battles, Force Commander focused exclusively on surface warfare during the Galactic Civil War.
The game introduced several innovative mechanics for its time. Destructible terrain could be reshaped by explosions and heavy weapons, creating dynamic battlefields that changed during combat. Players commanded squads rather than individual units, creating more realistic military formations. A dynamic camera system attempted to provide cinematic battle views, though it often hindered tactical awareness.
Force Commander’s campaign covered Imperial and Rebel perspectives across various planets, showcasing combined-arms warfare with AT-ATs, snowspeeders, speeder bikes, and infantry squads. Combat felt weighty and destructive, with buildings crumbling under sustained fire and vehicles leaving permanent impact craters.
However, Force Commander suffered from crippling technical problems. The 3D engine ran poorly on most contemporary hardware. Unit pathfinding was unreliable, especially around the destructible terrain that was supposed to be the game’s main selling point. The interface felt clunky compared to other RTS games of the era. These issues overshadowed its innovative features and led to poor sales and quick abandonment.
Force Commander represented an evolutionary dead end. Its focus on tactical ground combat and environmental destruction would later appear in successful games like Company of Heroes, but the execution couldn’t match the ambition in 2000.
The Golden Age: Galactic Battlegrounds (2001-2002)

Star Wars: Galactic Battlegrounds marked the genre’s peak. Developed by Ensemble Studios using their Age of Empires II engine, this real-time strategy game finally delivered what fans wanted: competent tactical combat in the Star Wars universe.
Galactic Battlegrounds covered six civilizations across two campaigns: the Trade Federation, Republic, Rebel Alliance, Empire, Gungans, and Royal Naboo. Each faction felt distinct without breaking game balance. The Trade Federation deployed droid armies and massive transport ships. The Empire focused on superior technology and powerful late-game units. Rebels excelled at hit-and-run tactics with cheaper, more mobile forces.
The base game’s prequel-era focus disappointed some fans, but 2002’s Clone Campaigns expansion added content spanning the Clone Wars. Combat felt weighty and tactical. Base building provided meaningful economic decisions. Air, land, and sea units (including submarines on water maps) created varied tactical scenarios.
Galactic Battlegrounds succeeded where Rebellion and Force Commander failed by keeping complexity manageable. Players could focus on strategy rather than wrestling with obtuse interfaces or technical problems. The Age of Empires II foundation provided proven mechanics that translated perfectly to Star Wars’ combined-arms warfare.
The Ambitious Successor: Empire at War (2006)

After Galactic Battlegrounds, LucasArts waited five years before attempting another strategy game. Star Wars: Empire at War represented their most ambitious project yet: a hybrid combining galactic conquest with tactical battles.
Empire at War split gameplay between two modes. The galactic map showed star systems connected by hyperspace routes where players managed fleets, constructed buildings, and researched technology. When fleets met, combat shifted to detailed tactical battlefields with full unit control.
This two-layer approach created interesting strategic depth. Players had to balance fleet composition, choose which planets to fortify, and decide when to engage in costly battles versus strategic retreats. Space combat featured capital ships exchanging broadsides while starfighters swarmed around them. Ground battles included infantry, vehicles, and massive walkers in combined-arms engagements.
The game’s campaign followed the Rebel Alliance’s rise from scattered cells to galactic threat. Later, the Forces of Corruption expansion added Tyber Zann’s criminal syndicate as a third faction with unique mechanics like corruption and black market dealings.
Empire at War’s execution had significant flaws. Ground combat felt sluggish compared to space battles. The AI made questionable tactical decisions, especially with hero units. Some missions devolved into repetitive siege warfare. Despite these issues, Empire at War captured the strategic essence of the Galactic Civil War better than any previous game.
The Long Drought
After Empire at War, Star Wars strategy games effectively disappeared. LucasArts shifted focus to action titles like The Force Unleashed series. The 2012 Disney acquisition of Lucasfilm shut down LucasArts entirely, ending their internal development.
EA’s exclusive Star Wars license focused on multiplayer shooters and single-player action games. Strategy games, with their longer development cycles and niche audiences, didn’t fit EA’s live-service model. Independent developers couldn’t access the license, leaving the genre dormant.
The Revival: Star Wars Zero Company (2026)

The eighteen-year drought is finally ending. Star Wars: Zero Company, scheduled for 2026 on Windows, PlayStation 5, and Xbox Series X/S, represents the first major Star Wars strategy game since Empire at War. Developed by Bit Reactor, a studio formed by XCOM and Civilization veterans, in collaboration with Respawn Entertainment and Lucasfilm Games, Zero Company signals a serious commitment to reviving the genre.
Zero Company breaks from the large-scale galactic warfare that defined previous entries. This is turn-based tactical strategy focused on squad-level combat during the final days of the Clone Wars. Players control Hawks, a former Republic officer leading Zero Company, a misfit tactical unit operating from a hidden base called The Den on the Ring of Kafrene mining station.
The squad includes Trick, a Phase II clone trooper; Tel-Rea Vokoss, a Tognath Jedi Padawan; Cly Kullervo, a Mandalorian gunslinger; Luco Bronc, an Umbaran sniper; and M-3VO, a utility droid who pilots their transport ship, the Caisson. Each character has distinct abilities, backgrounds, and motivations that affect both combat and narrative decisions.
Combat takes place on grid-based tactical maps with turn-based movement, positioning, and ability usage. The system emphasizes squad synergy, where characters fighting together unlock combination abilities. Between missions, players return to The Den to upgrade equipment, recruit new members, and plan future operations using a large holomap.
The story explores a rarely covered period when the Republic is cracking and the galaxy slides toward chaos. Zero Company operates independently, answering to no fixed command structure. They face familiar Separatist forces like battle droids, but the developers have confirmed a mysterious emerging threat capable of consuming the galaxy if left unchecked.
Zero Company’s approach differs dramatically from previous Star Wars strategy games. Instead of commanding fleets or armies, players manage a small team of specialists. The focus shifts from large-scale conquest to tactical combat and character development. This mirrors the evolution of strategy gaming itself, where titles like XCOM proved that smaller-scale tactical games could succeed alongside traditional RTS titles.
The game’s setting on the Ring of Kafrene, first seen in Rogue One, reinforces this grounded approach. The Den serves as neutral ground in a galaxy running out of safe spaces. It’s not a Republic base or Jedi temple, but a hidden outpost where deserters, information brokers, and war profiteers operate alongside Zero Company.
Visual design leans into the gritty side of the Clone Wars era, trading cinematic gloss for industrial realism. Character designs emphasize function over form. Armour looks worn, weapons appear practical, and environments feel lived-in rather than polished. The aesthetic draws more from The Clone Wars animated series and Andor than the prequel films’ cleaner presentation.
Zero Company’s development team brings significant strategy gaming experience. Bit Reactor’s founders worked on XCOM: Enemy Unknown, XCOM 2, and various Civilization titles. Their track record suggests they understand both the tactical depth required for engaging strategy gameplay and the narrative systems needed to make individual characters matter in larger conflicts.
Modern Attempts and Mobile Diversions

The smartphone era brought several strategy-adjacent Star Wars games, though none matched the depth of PC predecessors. Star Wars: Commander (2014) offered base-building gameplay similar to Clash of Clans but with Star Wars units and factions. Star Wars: Galaxy of Heroes combined turn-based combat with character collection mechanics.
These mobile titles prioritized monetization over strategic depth. Combat systems were simplified to accommodate touch controls and shorter play sessions. While financially successful, they didn’t advance the genre’s evolution or satisfy players seeking complex galactic warfare.
The Genre’s Fundamental Challenge
Star Wars strategy games face a unique problem: the source material’s asymmetric conflicts don’t translate naturally to balanced competitive gameplay. The Empire’s overwhelming technological and numerical advantages make sense narratively but create boring strategy games. Most titles solve this by either ignoring the power imbalance (Galactic Battlegrounds) or focusing on specific time periods where forces were more evenly matched.
The Rebel Alliance’s guerrilla warfare tactics also clash with traditional RTS base-building mechanics. Real insurgencies don’t construct massive military installations; they operate from hidden bases and captured equipment. Only Empire at War attempted to model this asymmetry, letting Rebels deploy from concealed bases while the Empire built massive military complexes.
Zero Company sidesteps these problems by focusing on small-unit tactics rather than factional warfare. A squad of specialists can engage various enemies without worrying about strategic balance between galactic powers. The game’s emphasis on original characters also avoids the power-scaling issues that arise when players control Jedi Masters or Sith Lords alongside regular soldiers.
What Went Wrong
Several factors killed Star Wars strategy games’ momentum after Empire at War. First, the genre’s complexity made development expensive and risky compared to action games with broader appeal. Second, real-time strategy peaked in the early 2000s before declining as MOBAs and other genres captured player attention. Third, LucasArts’ closure eliminated the main developer willing to experiment with Star Wars strategy.
The prequel trilogy’s focus on large-scale battles should have inspired more strategy games, but timing worked against the genre. By the time the prequels arrived, LucasArts was pursuing other directions, and third-party developers couldn’t access the license easily.
Force Commander’s technical failures also likely scared LucasArts away from risky strategy experiments. When your ground-combat-focused RTS can’t handle its own destructible terrain feature, it creates internal scepticism about the genre’s viability.
EA’s exclusive license period from 2013-2023 focused entirely on multiplayer shooters and single-player action games. Strategy games, with their longer development cycles and smaller audiences, didn’t fit EA’s live-service revenue model. The license exclusivity also prevented independent developers from experimenting with strategic Star Wars content.
The Current State and Future Prospects

Today, Star Wars strategy exists mainly in mods for existing games. The Empire at War modding community continues creating ambitious total conversions covering different eras and conflicts. Games like Stellaris and Sins of a Solar Empire host popular Star Wars overhauls that often exceed official games’ quality and scope.
Zero Company represents the first major Star Wars strategy game announcement in nearly twenty years. Its development by proven strategy veterans suggests renewed seriousness about the genre’s potential. The game’s multi-platform release and collaboration between multiple studios indicates significant investment in its success.
The timing feels right for Star Wars strategy’s return. Turn-based tactical games like XCOM, Phoenix Point, and Battletech have proven there’s still audience demand for complex strategic gameplay. The success of single-player Star Wars titles like Jedi: Fallen Order demonstrates that not every Star Wars game needs multiplayer focus or live-service monetization.
Zero Company’s approach also reflects broader industry trends toward smaller-scale, character-focused strategy experiences. Games like Gears Tactics and Marvel’s Midnight Suns have shown how established franchises can successfully adapt tactical gameplay without requiring massive army management or base construction.
The end of EA’s exclusive license has opened Star Wars gaming to multiple developers again. This creates opportunities for strategy-focused studios to access the license and experiment with different approaches to Star Wars tactical gameplay.
The Complete Record
The full Star Wars strategy catalog tells a story of missed opportunities and abandoned potential:
- Rebellion (1998): Ambitious galactic 4X strategy undermined by interface problems and AI issues
- Force Commander (2000): Ground-focused tactical RTS with innovative destructible terrain, killed by technical problems
- Galactic Battlegrounds (2001): The genre’s peak, using proven Age of Empires mechanics with Star Wars factions
- Empire at War (2006): Innovative galactic/tactical hybrid with flawed execution but lasting appeal
- Zero Company (2026): Turn-based tactical strategy focusing on squad-level combat during the Clone Wars
Four games across eight years, then eighteen years of silence broken only by Zero Company’s announcement. The smartphone era produced simplified base-builders and character collectors, but nothing approaching the complexity or ambition of the PC strategy games.
Lessons for the Future
Zero Company’s development offers several insights for future Star Wars strategy games. First, smaller-scale tactical gameplay can work within the Star Wars universe without requiring massive galactic warfare. Second, original characters and stories can succeed without relying on established heroes and villains. Third, turn-based systems may suit Star Wars strategy better than real-time gameplay, allowing for more deliberate tactical decision-making.
The game’s emphasis on squad synergy and character development also suggests that strategy games can incorporate RPG elements without losing tactical focus. This hybrid approach could appeal to broader audiences while maintaining the strategic depth that core strategy fans expect.
Zero Company’s setting during the Clone Wars’ final days also demonstrates how unexplored time periods can provide fresh strategic scenarios. Rather than retreading the Galactic Civil War or sequel trilogy conflicts, the game explores a period of institutional collapse that creates interesting tactical and narrative opportunities.
The Unfulfilled Promise
Star Wars strategy games represent gaming’s great unfulfilled promise. The ingredients exist for compelling strategic gameplay: iconic factions, varied units, galaxy-spanning conflicts, and passionate fans. What’s been missing is developer commitment to creating deep, complex strategy experiences rather than simplified mobile diversions or action game alternatives.
The genre’s brief golden age produced memorable experiences that players still enjoy years later. Galactic Battlegrounds remains playable and balanced decades after release. Empire at War’s modding community demonstrates continued demand for Star Wars strategy content. Even Force Commander’s innovative ideas influenced later strategy games despite its technical failures.
Zero Company’s announcement suggests this unfulfilled promise may finally be realized. With proven strategy developers, modern technology, and renewed industry interest in tactical gameplay, the conditions exist for Star Wars strategy’s true renaissance. Whether Zero Company succeeds will likely determine if other developers follow with their own strategic interpretations of the Star Wars universe.
The galaxy’s strategic future remains uncertain, but for the first time in nearly two decades, it’s not completely empty. Zero Company represents hope that Star Wars strategy gaming can evolve beyond its early limitations and realize the potential that’s been dormant since Empire at War. The question isn’t whether there’s an audience for complex Star Wars strategy games, the modding communities and continued discussion prove that demand exists. The question is whether developers will commit to meeting that demand with the depth and quality it deserves.