Star Wars: Zero Company has caught a lot of attention. Some of it not so positive. While there’s plenty of excitement around a turn-based strategy game set in the Clone Wars, early reactions from Reddit and Steam suggest the game could struggle to live up to expectations. Here’s a breakdown of the most common concerns.
It’s Turn-Based, and That’s Divisive
For every fan of turn-based tactics, there’s someone who wanted Zero Company to play more like Empire at War, Battlefront, or even Jedi Survivor. The decision to go fully turn-based has left parts of the Star Wars audience scratching their heads. The usual complaint is that Star Wars is all about energy and movement. Blaster bolts flying, lightsabres flashing, everything fast and chaotic. In that context, stop-start gameplay can feel like a mismatch.
Some fans were hoping for a hybrid system or at least the option to speed things up. That’s not on offer, at least not from what we’ve seen, and it’s already turned a few people away.
But here’s the counterpoint: turn-based tactics is a genre with deep roots and serious pedigree. Games like XCOM, Fire Emblem, and Advance Wars have shown how strategy and narrative can blend into something more methodical and meaningful. And Bit Reactor, the team behind Zero Company, includes veterans from Firaxis, the same studio that rebooted XCOM and helped define modern turn-based strategy. That experience matters.
If the squad mechanics are tight, the enemy AI is challenging, and the missions are well designed, the slower pace could actually enhance the Star Wars experience. Instead of spamming blaster fire and dodging roll cooldowns, you’ll be thinking about flanks, suppression, cover, and positioning. Done right, that can feel just as cinematic albeit in a different way.
This shift won’t please everyone. But if you’re into tactical games or just want a more thoughtful take on Star Wars combat, there’s a lot of potential here.

No Multiplayer, No Coop
Zero Company is single-player only. That’s confirmed. Some players were hoping for online co-op or PvP skirmishes, especially given the squad setup. In a Star Wars game, the absence of multiplayer feels like a missed opportunity to some.
But this isn’t a multiplayer-first game. It’s a focused tactical campaign, built around narrative progression, squad management, and tough decisions. That’s common for this genre: XCOM, Gears Tactics, and others have shown that a strong single-player structure can carry an entire game.
The campaign in Zero Company is non-linear. You’ll make choices that change the direction of the story, the missions you take, and the fate of your squad. Characters can die permanently. That adds pressure to every decision and gives weight to your actions.
The Star Wars universe suits this approach. It’s full of small-scale conflicts, personal sacrifices, and shifting alliances. A tight, tactical campaign set during the Clone Wars has room to explore that without needing online features.
So while some will miss the option to play with others, the focus here is on story, strategy, and consequence. If the writing and mission design hold up, this structure could work in the game’s favour.
Clone Wars Fatigue
The Clone Wars have been mined to death. That’s the mood from parts of the fanbase. After multiple seasons of The Clone Wars TV series, The Bad Batch, novels, comics, and a wave of mobile spin-offs, some players are tired of the setting. They’ve seen enough Republic gunships, droid armies, and Jedi politics to last a lifetime. A chunk of the audience was hoping for something different. Maybe the Old Republic, the High Republic, or a gritty post-Return of the Jedi conflict.
So the initial reaction from some corners has been lukewarm. Not hostile, just indifferent. They feel like they’ve seen all this before.
But here’s the thing. Clone Wars fatigue comes mostly from film and TV. When it comes to games, the era has barely been explored properly. Outside of Republic Commando and the Battlefront II campaigns, few titles have dug deep into the war itself, especially from the perspective of regular clone troopers making tactical decisions on the ground. And none of them have done it in a modern turn-based strategy format.
Zero Company is filling a gap. This is the first time we’re getting a structured, story-driven tactics game set during the Clone Wars that emphasises ground-level decision-making and squad tactics, even with Jedi involved in the wider story. That’s new. The Clone Wars are full of moral grey areas, shifting loyalties, and battlefield-level storytelling. For a slower, strategic format, it’s a perfect fit.
So yes, the setting might feel tired to some. But in this genre, with this structure, it’s largely untouched. If Zero Company can use the setting to explore the tactical realities and personal stakes of squad-level combat – beyond the typical Jedi focus – it could give the Clone Wars era a fresh perspective in gaming.

Where Are the Clone Commandos?
Republic Commando set a high bar. The gritty tone, tactical squad play, and distinct personalities of Delta Squad made it a fan favourite. Naturally, a lot of those fans were hoping Zero Company would carry that same edge and same vibe, but in a new format.
So far, it doesn’t look like that’s the direction Bit Reactor is taking. The squad mates shown in early footage seem more grounded and less stylised. They’re not bad characters, but they don’t have the same punch as Sev or Fixer. That’s led to some early disappointment from fans who wanted that hard-edged commando feel.
But there’s more flexibility here than it first seems. Zero Company offers character customisation. Not just gear and appearance, but also specialisations, traits, and upgrades. If you want a tight-knit squad of elite clone commandos, you can build one. You’re not locked into a pre-set cast. You can shape your squad to reflect your own tactical preferences, including running heavy weapon specialists, tech support, or stealth recon setups.
That might not satisfy every Republic Commando die-hard, but it opens the door to something more personal. Instead of stepping into Delta Squad’s boots, you’re creating your own unit with their own look, skillsets, and survival story. For a turn-based tactics game, that freedom goes a long way.
It doesn’t follow Republic Commando in tone, but the customisation and squad mechanics could scratch a similar itch, especially if the systems go deep enough to let players craft squads that feel distinct and memorable.
Concerns About Technical Quality
EA’s history with game launches has been rocky. Jedi Survivor had significant PC performance issues at release, and Battlefront II faced backlash over aggressive microtransactions. Understandably, players are cautious about new titles under EA’s banner.
However, Star Wars: Zero Company is being developed by Bit Reactor, not EA directly. Bit Reactor is a studio formed by former Firaxis developers, known for their work on XCOM and Civilization. They’re leading the development of Zero Company, bringing their expertise in turn-based strategy to the Star Wars universe.
Respawn Entertainment, while owned by EA, operates with a degree of autonomy. They’ve successfully developed titles like Titanfall and Apex Legends, maintaining creative control over their projects. In the case of Zero Company, Respawn is overseeing the project, ensuring quality and consistency with the Star Wars brand.
This collaborative approach with Bit Reactor handling development, Respawn overseeing production, and EA publishing could mitigate some of the issues seen in past EA titles. While concerns about EA’s track record are valid, the structure of Zero Company’s development offers reasons for cautious optimism.
Performance concerns are still valid. Steam threads are already worried about bugs and optimisation. But if Bit Reactor are given the time and freedom to finish the game properly and if Respawn applies the same polish they’ve brought to previous projects Zero Company has a good shot at avoiding the usual launch disasters.

Language and Accessibility Gaps
Another recurring complaint is the lack of clarity on language support. Players have asked for Russian, Ukrainian, Turkish, and more, but there’s no confirmation yet. If Zero Company ships without solid localisation, it risks alienating a large chunk of the global audience right out of the gate. Given Star Wars’ universal appeal, this could be a problem.
However, there are reasons to be optimistic. EA and Respawn have a strong track record of supporting multiple languages in their games. For instance, Apex Legends offers full audio and subtitle support in 14 languages, including Russian, Polish, and Korean. Similarly, Star Wars Jedi: Fallen Order and Jedi: Survivor provide extensive localisation options.
On Zero Company’s Steam page, 10 languages are already listed, including English, French, German, Spanish, Japanese, Korean, Polish, Simplified Chinese, and Traditional Chinese. While Russian and Turkish aren’t currently listed, the inclusion of Polish and multiple Asian languages suggests a commitment to broad localisation.
Given EA’s history and the global appeal of the Star Wars franchise, it’s plausible that additional languages will be supported either at launch or through future updates. Players seeking specific language support should keep an eye on official announcements as the release date approaches.
Fixed Characters, Limited Customisation
Some early comments suggested the squad in Zero Company might be a fixed cast. That’s not the case. Bit Reactor have confirmed that you’ll be able to recruit new characters, customise their appearances, assign specialisations, and shape your squad across the campaign. It’s closer to the XCOM model than originally assumed.
You’ll be able to:
- Personalise how your squad members look
- Rename and equip them
- Assign roles and build out specialised loadouts
- Level them up with traits and abilities over time
There’s no word yet on how deep the visual customisation goes, but the systems are designed to give your squad a unique identity. If you want a classic commando-style fireteam, you can build it. Prefer a heavy support unit with medics and snipers? That’s on the table too.
So while it’s not the static, story-locked squad some feared, how far this customisation goes will matter. For now, the direction is promising and it’s a good sign that Bit Reactor are aiming for long-term investment in your squad, not just mechanical upgrades.

A Tough Crowd, But Not a Lost Cause
Star Wars: Zero Company isn’t doomed. But it is walking into a tough crowd and a fandom with no shortage of gatekeepers. The turn-based format, lack of multiplayer, and Clone Wars fatigue are all hurdles. Add concerns about technical polish, localisation gaps, and early doubts around squad control, and there’s a clear risk this one could flop or at least underperform.
Still, it’s not without strengths. Strategy fans are under-served right now, and a turn-based tactics game set in the Star Wars universe, backed by a team of former XCOM developers, has appeal. Respawn’s involvement also brings some reassurance. Despite being under EA, they’ve managed to ship quality games with a degree of independence. That structure could protect Zero Company from the worst of EA’s usual problems.
The customisation system looks deeper than first assumed. The single-player campaign offers non-linear progression and permadeath, which gives choices weight. And while the Clone Wars setting feels overused in TV, it’s rarely been explored this way in games.
Zero Company isn’t for everyone. But if Bit Reactor land the execution, it could quietly become one of the better Star Wars games in years.