
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™.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About






Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Epic, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 21.1Kreviews | 83% | #36 | $64.4M |
| $59.99 | 1.4Kratings | 86% | Top 100 | not modelled |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1975 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Super fun in the brief moments it's not crashing, stuttering, or freezing like an unoptimized piece of ♥♥♥♥.
The story is fun. Combat is xcom. Performance is atrocious. In combat I get roughly 60fps and I have strong rig. In shape I'm around 100. This is on high settings
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $64.5M | 129.9K | 96% | $24.99 | |
| $64.2M | 32K | 26% | $49.99 | |
| $64.1M | 32.6K | 91% | $63.99 | |
| $64.7M | 95.5K | 84% | $39.99 | |
| $63.7M | 117.2K | 93% | $39.99 | |
| $63.4M | 73.9K | 89% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.3K | 84 | 71% | $3.89 | |
| $45.6M | 109.6K | 85% | $19.99 | |
| $128.6K | 278 | 67% | $19.99 | |
| $46.6K | 58 | 59% | $24.99 | |
| $35.2K | 49 | 49% | $29.99 | |
| $3.7K | 8 | 75% | $15.99 |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 31: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best UK #32, worst BR #97 · 13 markets collected
US · last 30 days
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German*, Spanish - Spain, Japanese, Korean, Polish, Simplified Chinese, Traditional Chinese, Portuguese - Brazil*languages with full audio support
| $49.99 | — | — | #7 | not modelled |
| $59.99 | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]I like the game, but I can't recommend it in its current state. There's a lot of potential here, but it clearly doesn't feel finished. [/h2] After a little over 10 hours, there's actually a lot I really like. The story, voice acting, music, art direction and visuals are all great. The game can look amazing and the whole thing is genuinely immersive. The gameplay is decent too, but I was expecting a lot more depth and customization. We basically have four weapon types, no real armor stats and no melee weapons at all. For a universe as huge and varied as Star Wars, especially in a tactical game like this, I really expected more freedom when it comes to building your characters and deciding how you want them to play. And that's where some of my frustration comes from. This is a cult franchise, published by EA, with the budget and resources that come with it. So I honestly don't think it's acceptable for the game to release in this state. Performance is all over the place. On some missions I'll load into a new map and sit at around 30 FPS for 2 minutes, then suddenly everything goes back to normal. Meanwhile, on other maps I'm running at 150+ FPS. From what I've seen, I'm definitely not the only one having this issue either. Texture loading can also be pretty bad, although weirdly it's not consistent. Sometimes everything is perfectly fine, then out of nowhere you'll literally watch the textures load in front of you. I've had a planet go through what looked like three different levels of texture quality before finally reaching the proper final version. You can basically watch the game build the image in front of you. Going back to the base is another example. The loading/transition seems to skip or stutter almost every single time. None of this is game-breaking on its own, but when you add it to everything else, it really starts to feel like the game simply needed more time in development. [h3] My biggest issue though is probably how unresponsive and clunky combat can feel.[/h3] The camera regularly loses its mind. Some cinematics or little combat sequences trigger and the camera just ends up inside a wall. The same thing happens with certain enemy actions. You lose control of the camera for a few seconds and if it happened to be pointing somewhere useless when the sequence started... well, enjoy looking at a wall or literally nothing. The buff transfer mechanic when enemies die is particularly annoying because of this. I don't mind the mechanic itself at all, it actually reminds me of things you might see in XCOM. The problem is how it's handled. Every time an enemy dies, you have to wait several seconds for the buff to transfer, and during that time you can't really get on with the fight or properly control the camera. On maps with a lot of enemies, all these tiny interruptions add up and waste a surprising amount of time. Enemy reinforcements have the same problem. The game clearly wants to show you enemies arriving, but sometimes the camera simply decides not to follow them. The enemies are spawning, the little sequence is playing... and you're staring somewhere else. Or at nothing. Overwatch shots are also really inconsistent visually. I've had enemies move several meters before the overwatch shot actually appears. Sometimes it genuinely looks like the shot happens 3 to 5 meters after the enemy has already passed the point where it should have triggered. In a tactical game where movement and reactions need to be clear and readable, it just feels bad. Some abilities have the exact same issue. There's a cone attack, for example, where the animation happens and then I sometimes have to wait 2 or 3 seconds before the damage and negative effects actually appear on the enemies. None of these things individually ruin the game. The problem is when you put them all together. Combat regularly feels like the game is waiting for itself to catch up. And in a turn-based tactical game, that gets frustrating pretty quickly. Some transitions and loading screens also feel much longer than they should, with little skips and pauses that add even more to that general feeling that the game just isn't fully polished yet. I'm also not really sold on the third-person exploration side of the game. I can see what they were trying to do with it, but right now it barely adds anything. Outside the base it's extremely limited, very linear and heavily restricted, and movement itself feels pretty clunky. It feels more like an idea that never got fully developed than an actual meaningful part of the game. [h3]And then there's Rina.[/h3] On paper, she's supposed to be this brilliant strategist, but after 10+ hours, I honestly haven't seen much of that yet. Most of what I get from her are emotional reactions and snarky comments towards the main character, while she hasn't actually contributed that much to the story or the gameplay so far. The game keeps telling me she's this great strategist, but I'd like to actually see her being one, rather than mostly hearing her throw sarcastic comments around. And it's not like I don't enjoy the characters in general, quite the opposite. I absolutely love some of them like Bennic, Telrae, Trick and Jae are probably my favorites so far. The frustrating part is that there's a ton of potential here and a lot of things it does very well. That's exactly why the technical issues and lack of polish bother me so much. To me, this game easily needed another month or two of development to sort out the performance, camera, animations, loading, transitions and just make the whole experience feel smoother and more consistent. I'll probably keep playing because I'm invested in the universe, story and characters. But right now, despite everything I like about it, I can't recommend it in its current state unless you're already a Star Wars fan or really into XCOM-style tactical games. If you're neither of those, I'd honestly wait for a few patches before jumping in.
Takes the X-COM formula and adds a very good blend of herbs and spices to it!
Nice
JUEGAZO lo que todo fan de starwars quiere su propio team personalizable valio la pena
Immersive star wars story. Fun characters and missions. Also game is very reasonable price, no micro transactions, no launcher, great QoL features.
I have always liked X-Com and those style of games, especially Midnight Suns. I am am playing my first playthrough of Zero Company on Normal and there is a good story and fun tactical options. Also i think it is a fun Star Wars story so far. I have 10 hrs in and only had one crash. Considering it is on Unreal 5 that is pretty damned good. Look forward to continue my playthrough.
Star Wars slop wearing an XCOM skin. Gameplay is fine, yet quite shallow. Animations and camera movement are hot garbo, and the writing feels like it was AI generated in a corporate safe-space. Wait for a sale, unless you're a die hard lore junkie, then don't even bother.
is good
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.