News

Star Wars: Zero Company Preview — The XCOM Successor You Need on Your Wishlist

7 min read Editorial

For fans of tactical turn-based games, the collision of two massive franchises is a dream scenario. Star Wars: Zero Company is shaping up to be exactly that, blending the deep, squad-based strategy of XCOM with the rich lore of the Star Wars universe. Developed by Bit Reactor, a team built from XCOM and Firaxis veterans, this title is set to launch on Xbox and PC on August 27, 2026.

I recently had the chance to speak with the team and get hands-on time with the game. What I found was a title that respects the tactical genre’s roots while modernizing it with cinematic storytelling and a relationship system that feels right at home alongside Mass Effect. Here is everything you need to know about this upcoming GOTY contender.

From XCOM Veterans to the Star Wars Galaxy

Bit Reactor isn’t new to the tactical genre. The studio is comprised heavily of veterans from XCOM and Firaxis Games, bringing decades of experience in turn-based strategy to the table. The origin of Star Wars: Zero Company is as interesting as the game itself. According to art director Greg Foertsch, the project was originally pitched by the late Vince Zampella, known for his work on Titanfall and Call of Duty.

Advertisement

Foertsch was candid about his initial reaction: “Star Wars was not on my bingo card, to be quite honest, till Vince brought it up, and frankly, I was a little terrified at first, but I had to say yes.” That fear was understandable given the weight of the franchise, but from what we’ve seen, Bit Reactor has absolutely nailed the vision. The team felt that the turn-based tactics genre still had a massive story to tell, especially as other publishers like Take Two have wound down their XCOM efforts to focus on other IPs like Civilization.

Using one of the biggest franchises in the world to introduce the genre to a new audience is a smart move. But Bit Reactor has also been keen to modernize every aspect of it. We’re talking photorealistic art, a third-person camera, high-quality story writing, and a Mass Effect-like character bonding system that adds enormous depth to the tactical gameplay.

Close-up of a Mandalorian warrior and a Jedi Padawan sharing a quiet moment in a Star Wars camp, with a subtle glowing b
The Bond system in Zero Company lets characters grow stronger through relationships and shared experiences.

A Clone Wars Story in the Shadows

One of the most intriguing aspects of Star Wars: Zero Company is its setting. The game takes place during the Clone Wars, but not in the way you might expect. Instead of following the Jedi or the Grand Army of the Republic, you play as a “dirty dozen” style mercenary outfit. This immediately gave me Mass Effect 2 vibes, where a ragtag group of misfits comes together for a common goal.

You take on the role of Captain Hawks, a fully customizable humanoid and former Republic officer who has gone into business for himself. The Clone Wars are in full swing, and the Republic needs mercenaries willing to undertake missions that are perhaps beyond their remit—and missions that skirt the law, and perhaps even basic morality. You can fully tailor Hawks’ identity and pick from a variety of iconic Star Wars species to lead your crew.

As you progress, you’ll recruit other heroes who join for their own reasons. The cast is delightfully eclectic. There’s Tel-Rea, a former Jedi Padawan; Trick, a “forcibly retired” clone trooper; and Cly, a Mandalorian driven by vengeance. These characters aren’t just stat blocks; they have detailed backstories and motivations that tie into the larger narrative.

The events of Zero Company take place adjacent to the main Clone Wars timeline, in the shadows. This allows the developers to tell a Star Wars story that touches on canon without interfering with it. As the team noted, “The Clone Wars offered us a place to tell a Star Wars story that touched on canon, but didn’t interfere… it allows people to attach to new characters in a way that hasn’t been done before.”

Dynamic turn-based combat scene in Star Wars: Zero Company, featuring photorealistic clones and rebels using cover and F
Zero Company combines photorealistic visuals with deep tactical combat set during the Clone Wars.

The Bond System and Mass Effect Vibes

Bit Reactor has introduced a “Bond system” that has drawn comparisons to Mass Effect 2, and for good reason. As your crew collaborates in missions and during downtime at The Den (your base of operations), they build relationships and synergies. These bonds aren’t just narrative flourishes; they directly impact your tactical options.

Game director James Brawley explained the philosophy behind the system: “I wanted that to have a long arc of play over the course of the whole campaign… you’re not just learning to power your characters up, but you’re also having them develop relationships that’s evolving in your head.” He added that characters grow stronger as a result of these bonds, which is why they’re able to beat overwhelming threats—they know how to work together.

This system adds a layer of strategy that goes beyond positioning and cover. You’ll want to manage relationships carefully because they evolve based on your actions and decisions. The team emphasized that “This is your Star Wars game… how you get there, what you experience, the characters you build, the relationships and bonds you make — they’re all unique to your playthrough.”

For fans of character-driven RPGs, this is a huge draw. It means that two playthroughs of Zero Company could feel like entirely different games, depending on who you bond with and how those relationships develop. It’s a smart way to add replayability to a tactical game.

Visuals and Combat: More Than Just Tactics

Visually, Star Wars: Zero Company is pushing boundaries for the genre. Bit Reactor has opted for photorealistic art and a third-person camera, moving away from the stylized, isometric look common in many tactics games. This decision was made to accommodate a more cinematic delivery, making the game feel almost more like a CRPG such as Baldur’s Gate 3 or Wasteland 3.

The team explained their approach: “We should be better looking, not worse. We should be better frame rates, not worse. We should have more stories, more immersion. We’re just making a great game — it just happens to be turn-based.” The results speak for themselves. The game feels painstakingly authentic to the Star Wars universe, with great characters, a grand adventure across the galaxy, and big cinematic moments sprinkled throughout.

Disney was on hand to verify the Star Wars authenticity but was also incredibly open to Bit Reactor’s creative agency. The team praised Disney’s collaboration, noting it was a very productive working relationship. This balance of oversight and creative freedom is crucial for any Star Wars game, and it seems to be working well here.

Mysterious figure in dark robes surrounded by a swirling, eerie green space plague, standing in a shadowy Star Wars corr
The Infinite Coil cult poses a mysterious and dangerous threat in the Star Wars: Zero Company storyline.

The Infinite Coil and High Stakes

While the mercenary story is compelling, the game introduces a uniquely dangerous threat. As Hawks and his crew get caught up in a dangerous situation, the separatist-aligned cult known as the Infinite Coil rears its head. Its members seem infected with a mysterious space plague that potentially has dark side origins, adding a layer of horror and mystery to the narrative.

Permadeath remains a feature in Zero Company, keeping the stakes incredibly high. If you have two characters that synergize well and unlock powerful abilities as a result, having one of them die not only severs that bond but also deprives you of access to those powerful abilities. You’ll also lose the resolution of their stories and experiences, making every playthrough potentially unique.

For those who find permadeath too punishing, the game offers auto-saves-only Ironman modes for those who don’t want to be enticed into save-scumming. This respect for player choice is a hallmark of good game design and ensures that Zero Company can be enjoyed by both hardcore tactical fans and those who prefer a more narrative-focused experience.

What This Means for Star Wars Gaming

The success of Star Wars: Jedi — Fallen Order showed that EA and Disney are capable of delivering high-quality Star Wars experiences. Zero Company looks set to continue that legacy and maintain the quality bar established by the Jedi franchise. In a market where big publishers often chase service games and microtransactions, a focused, single-player tactical experience is a breath of fresh air.

Bit Reactor’s clear efforts on the cinematic and story-delivery side give Zero Company broad potential. Baldur’s Gate 3-style cinematics and character delivery, atop modern high-quality visuals and focused XCOM-style tactical play, means this game has everything I didn’t know I needed from this quarter’s very busy slate of games.

How to Get It

Star Wars: Zero Company is available for pre-order now on Xbox and PC via Steam. Mark your calendars for August 27, 2026, when the game launches. If you’re a fan of Star Wars, XCOM, or just great turn-based tactics, this is one title you should put on your wishlist immediately.

Source: Latest from Windows Central

Over to you: Are you more excited for the XCOM-style tactics or the Mass Effect-like Bond system in Star Wars: Zero Company?

Advertisement
Share:
Editorial
Written by
Editorial

Windows & Microsoft news editor at 9to5Windows. Covering everything from Windows 11 builds to enterprise updates.

Advertisement