
Command an elite squad through a gritty and authentic story in STAR WARS Zero Company™, a single-player turn-based tactics game set in the twilight of the Clone Wars™.
Most likely between $38.6M and $109.4M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 83% | approximately $64.4M |
| PlayStation | $69.99 | 89% | #67 |
| Xbox | $59.99 | 86% | — |
| Epic | $49.99 | 92% | #13 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2055 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Way too much to explain, but i highly recommend.
Bon jeu, mais des manques pour etre parfait. Deja Techniquement un peu gourmand mais j atteind quand meme les 90/100 fps en detail elevé 1440p sur un laptop core ultra 7 / 48 Go de Ram / rtx 4070 8Go. VRAM Les gros manques pour moi : Un mode escarmouche avec une team qui nous suit pour la rejouabilite, Un mode multi bien sur, Et le detail le positionnement en debut de partie. Donc un 16/20 car il est assez fun. Mais pas au niveau d un xcom2 voir de midnight sun. A voir si des dlc ammeliorent le jeux encore
Incroyable, même si le style de gameplay ne plaira pas à certaines personnes, l'histoire principale et secondaire font que ce jeu est probablement un des meilleurs dans cette licence qu'est Star Wars. De plus je n'es eu aucun bug ce qui est un +.
Playing on Beskar + Hardest Difficulty; it's a nice enough challenge but not unfair or overly punishing. There's multiple different progression systems and you must make real choices throughout the game to best fit your squad's strengths. Having a lot of fun!
As some other reviewers have said, the game gets repetitive quickly, there is little meaningful unit customization/progression. It's essentially a dumbed-down xcom. It's fun for the first few hours and when you pull off some sick combos with your team, but the variety and reason to keep playing just isn't there for me.
its 8.5
yes
Game is great, but I've encountered at least 4-5 bugs that forcibly exiting me out while doing stuff. Think it needs a while before it'll be stable.
**Star Wars Zero Company** is the rare licensed game that treats the galaxy like a workplace instead of a theme park. Bit Reactor — a studio built by XCOM veterans, working with Respawn and Lucasfilm — has made a Clone Wars tactics game that is less “another Jedi origin story” and more *Rogue One* with a holotable. It launched August 27, 2026 on PC, PS5, and Xbox Series X|S. Critics have landed it around **85 on Metacritic** and **87 on OpenCritic**; IGN gave it a 9, PC Gamer a 90. Steam players are more mixed at about **78% positive**, mostly because the launch is still a little rough. That split is honest. The design is excellent. The first week is not always. You play as **Hawks**, a disgraced former Republic officer who now runs a mercenary outfit out of the Den, a hideout on the Ring of Kafrene. Customization is generous: species, look, voice, combat specialization. Hawks is the only operator who cannot permanently die; if they go down, the mission fails. Everyone else — including named story characters — can be lost. That is not marketing copy. It is how the campaign is built. The job starts small: debt to the Hutts, a contract from Republic Intelligence, a Separatist-aligned cult called the **Infinite Coil** and its leader, **Kundri Fathom**. The Coil is spreading something called the Shadow Plague. The war on the holonet is clones versus droids. The war you fight is in docks, slums, landing pads, and cult compounds the Republic would rather not put on a map. The squad is the real hook. Authored operators include Trick (a medically discharged clone), Tel-Rea (an AWOL Jedi padawan), Cly (a Mandalorian from Clan Verminoth), Jae, Luco, Kabb Uppercut (a new species), and an astromech. You also recruit custom operators from eight species and slot them into classes. Bonds form when people fight together; those bonds unlock synergies and cross-training. The writing is not trying to out-Andor *Andor*, but it has the same useful instinct: most of these people are not chosen ones. They are professionals who argue, bleed, and sometimes do not come home. ## Combat: XCOM’s grammar, a different sentence If you have played *XCOM 2* or *Midnight Suns*, the bones are familiar. Four operators. Three action points each. Cover, flanking, overwatch, grenades. Team turns rather than interleaving every unit. Then the game starts adding its own verbs. **Advantage** is the smartest one. The whole squad shares a pool that fills when you actually damage someone and caps at 10. You spend it independently of AP — extra action points, rocket strikes, accuracy buffs, Hawks refreshing a teammate. Misses generate nothing, so sloppy shooting is punished twice. **Call for Backup** is the other. Once per turn, for no AP, an operator can pull a teammate with line of sight into the same shot. It is free damage, it builds bonds, and it trains you to think in pairs instead of four isolated heroes. Maps are tighter than classic XCOM, which pushes a more aggressive, cinematic style: less “turtle in full cover for 20 turns,” more “set the crossfire and end the fight before the Coil buffs itself.” Coil enemies empower one another, so leaving a cluster alive is a tax you pay next turn. Permadeath is not instant. Downed operators take an **Injury**. Injuries persist between missions, cost credits or time to treat, and stack a −10% hit chance each. Three injuries and they are gone. On Hard/Expert the fast-heal Bacta Tank disappears, which is when the campaign actually starts making you choose who sits out a cycle. You can turn permadeath off at campaign start, but you cannot flip it later. Beskar Mode is the ironman overlay: one save, no take-backs. That system is why the story lands. A padawan or a clone you have been cross-training for ten hours is not a stat block. Losing them is a hole in the roster *and* in the Den conversations. ## The Den, the map, the grind Between fights you walk the Den in third person — closer to *Jedi: Survivor* than a menu board. Medbay, armory, recruitment, customization, memorial for the dead. The holotable is where you pick missions and off-screen operations across a galaxy map of 150-plus planets. Campaign time is measured in **Cycles**. You cannot do everything in one run. That is the point. Some mission types repeat. Extract, plant charges, survive, hunt the marked elite. The best maps hide verticality and backup angles; the weaker ones feel like the same crate yard with a different skybox. If you only play for the story, you will notice the loop. If you play for loadouts and bonds, the loop is the game. Presentation is where Respawn’s fingerprints show. Lighting, blaster physics, and Gordy Haab’s score do more work than another cameo from a prequel extra would. Force powers exist — Tel-Rea can shove people into overwatch cones — but they are a tool, not the thesis. Most of the campaign is blasters, jetpacks, and people who would rather not die for a Republic that already discarded them. ## What is actually wrong with it Launch week is not clean. Texture pop-in, animation glitches, occasional crashes, and PC performance that has some Steam reviews sitting at “great game, bad port.” Console UI and the cursor are clumsier than they should be. A few reviewers noted crashes that interact badly with permadeath — the worst possible pairing. Bit Reactor flagged a day-zero stability patch; whether that is enough will be clearer after you have lived with the game for a week, not an embargo weekend. Balance is uneven. Scout and stacked Advantage can make Normal feel generous. Some named character arcs (Cly comes up often) are thinner than the rest. Exploration between fights is linear enough that the quest marker feels like a leash. And no, this is not a Steam Deck game in any serious sense. Those are real limits. They are also the kind of limits a tactics game can survive if the core loop is this good — and it is. ## Verdict **8.5 / 10** *Zero Company* is not “XCOM with lightsabers.” It is a Clone Wars story about a company that should not work, told through systems that make cooperation more valuable than a hero unit. It is one of the best-reviewed *Star Wars* games in two decades because it remembered something the franchise keeps forgetting: the war is interesting when the people fighting it are specific. Play it if you like tactics, *Andor*-adjacent grit, or building a squad you are afraid to deploy. Wait a patch or two if you are allergic to launch bugs and you intend to run permadeath. Either way, this is the first time in a long while a *Star Wars* game felt like it was made by people who were curious about the setting instead of just licensed to occupy it.
Really solid game with gameplay, voice acting and story. It does run on Steam deck. Not as good as PC but I would say it is playable despite what others have reported.