Star Wars: Zero Company is being developed as a single-player game. You command a small unit that operates independently from the Republic’s formal military. The focus is on your decisions, your leadership, and the consequences that follow.
This direction lines up with what many players now prefer. Single-player games consistently lead global charts. Baldur’s Gate 3, Hogwarts Legacy, Spider-Man 2, and Starfield all launched without multiplayer support and sold millions. Larian Studios reported in 2024 that over 90% of Baldur’s Gate 3 players chose to play solo. For a large segment of the audience, the appeal lies in full control. Choosing when to play, how fast to move, and how the story unfolds, without interruptions or external pressure.
Zero Company is following that pattern. It’s designed for players who care about narrative structure, tactical planning, and character interaction. The gameplay centres around loyalty systems, trust dynamics, and decision-making under pressure. These are mechanics that become harder to deliver when control is split between players or when the pacing has to be adjusted to suit others.
Firaxis made similar choices with its modern XCOM titles. Enemy Unknown and XCOM 2 had basic multiplayer modes, but very few players used them. The focus was always on long campaigns where your squad lived or died by your decisions. Firaxis dropped multiplayer entirely with Midnight Suns. In interviews, creative director Jake Solomon said the team built the game around a single-player experience from the start, because that’s where their design strengths were. The structure supported deeper storytelling, better tactical flow, and a tighter connection between the player and the characters.

The history of Star Wars games supports this direction. Battlefront II leaned heavily into online multiplayer and suffered a rough launch, in part because the design prioritised progression systems over narrative. Jedi: Fallen Order and Jedi: Survivor, in contrast, delivered strong single-player campaigns that resonated with fans. EA confirmed Fallen Order reached over 20 million players by 2023. The success of those games shows that there’s a large, consistent demand for solo Star Wars stories built around characters, choices, and set-piece moments.
Zero Company is being built around those same principles. You’re not being asked to shoot faster than someone else or carry a team. You’re asked to lead, make hard decisions, and live with the outcomes. That creates pressure. That builds investment. And that’s hard to deliver in a shared environment where pacing, tone, and story control are split between players.
Multiplayer isn’t being ignored. It’s being left out because it doesn’t support the experience Zero Company is trying to create. The design needs to stay focused, and in this case, focus means giving the player full command of the story.