In Part I, we covered the creation of Star Wars: Zero Company, the team behind it, and the design pillars guiding development. Part 2 explored the characters, squad dynamics, and customization systems. Now it’s time to get tactical.
This post covers gameplay mechanics, how missions are structured, how you’ll interact with the galaxy, and what makes this strategy game feel truly Star Wars.
Strategy at Scale: The Galaxy Map
The galaxy in Zero Company isn’t just a backdrop, it’s a dynamic, interactive space that reflects your decisions. Players access it via the Den’s central command room, planning both story missions and side objectives.
As Greg Foertsch put it: “This is the biggest, most immersive galaxy map we’ve ever seen in a Star Wars game.”
You’ll choose which planets to investigate, which missions to prioritize, and how to allocate your squad’s time. Your decisions shape how the galaxy responds, what threats emerge, and which factions rise or fall.
Orion Kellogg framed it this way: “Let’s give players a platform where their choices actually matter. Where you’re not just completing a checklist, but influencing a living, breathing war.”
Confirmed planets include:
- Saralonus – seen in The Clone Wars, appeared in Bad Batch Season 2
- Bandor – snowy world from Solo: A Star Wars Story
- Mapuzo – occupied mining world featured in Obi-Wan Kenobi
- Ring of Kafrene – your home base, from Rogue One and Andor
- Possible: Anaxes (teased with a wink)
Each planet has different mission types – raids, sabotage, infiltration, rescue – and different consequences depending on how you play.
The Den Evolves With You
As mentioned in Part II, your home base, the Den, is where you regroup, recruit, upgrade, and plan. But it also changes based on your playstyle.
Want to prioritize intelligence gathering? Upgrade your comms systems. Want to unlock better squad gear? Improve your workshops. Want to improve bond development? Add recreational and social areas.
The Den becomes a reflection of your leadership, and its resources impact what tools and missions you can access.
Tactical Gameplay: Deep But Accessible
Zero Company is a turn-based tactics game first and foremost. Each mission plays out on a grid-based map with cover systems, elevation, overwatch mechanics, and special abilities.
Combat features include:
- Jedi powers – e.g. Force push enemies out of cover
- Astromech utilities – healing stims, hacking terminals
- Synergy abilities – unlocked through the bond system
- Environmental hazards – turrets, destructible cover, alarms
The dev team stressed that combat will balance challenge and accessibility. For hardcore players, certain difficulty settings introduce permadeath and limited saves, increasing the stakes.
For newcomers, story-friendly difficulties will let you experience the narrative without being punished by tactical missteps.
Jim Vella explained: “Even if you’ve never played a strategy game, we want this to welcome you in. But if you have, we want to give you something that demands attention.”
Squad Synergy in Action
As bonds between characters grow, so do their combat abilities. Some examples teased:
- Teamwork shots – one character flushes, another finishes
- Linked defence – tank characters draw aggro to protect others
- Dynamic healing – support droids can react mid-turn to save allies
Greg described one scenario: “A tense battle. One operator’s about to die. Then your astromech rolls in and delivers a healing stim. That’s the kind of moment that feels pure Star Wars.”
These moments aren’t scripted, they emerge from the systems.
The Ship and Its Droid
Your team travels aboard the Caisson, a custom ship built for Zero Company. It’s not just a loading screen, it’s part of the story.
Kelsey Sharp: “We treat the ship as a character. It has history. It has a feel. We wanted something that could sit comfortably next to the Ghost or the Millennium Falcon.”
It’s piloted by M-3VO (Mevo), a droid created for the game. M-3VO is your constant companion, ferrying your team between operations and adding commentary along the way.
Greg joked, “We figured if we’re designing a ship, why not make a droid too? One of the few chances you get to make both from scratch in Star Wars.”
Permanent Consequences and Replayability
Every choice you make in Zero Company matters. Missions can be failed. Characters can die permanently (on higher difficulties). Relationships can fracture.
The result? A game built for replay. You can:
- Build different versions of Hawks
- Recruit different operators
- Take alternate paths through the map
- Experience different outcomes for key characters
Aaron Contreras summed it up: “No two playthroughs should be alike. This isn’t about watching a story unfold—it’s about living it, shaping it, surviving it.”
The Future and Final Teases
The panel wrapped with a few more hints:
- Expect surprise appearances from familiar characters.
- The story will intersect with canon, but never be beholden to it.
- More squadmates, planets, and missions will be revealed in future updates.
Jim teased: “We’re just getting started talking about Zero Company. And we’re really excited to show more when the time is right.”
The game launches in 2026 on PC, PlayStation 5, and Xbox Series X|S.
That concludes our three-part series covering the full Star Wars Celebration Japan panel on Star Wars: Zero Company. For lore, breakdowns, and ongoing coverage, stay tuned to swzerocompany.com.