
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 $38M and $107.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 83% | approximately $63.3M |
| PlayStation | $69.99 | 89% | #67 |
| Xbox | $59.99 | 86% | — |
| Epic | $49.99 | 92% | #18 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $29.47 on Steam · China (−41%). Compare 28 prices in 14 markets →
Reviews
Themes across 2105 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
Fun game, good story. Needs extended play. Never got to fill out my team with all the gear or abilities. Maybe that's the point. But overall a good game. does have some bugs still. Transitions can get stuck, or bypassing cuts scenes, that will screw things up on occasion.
I like turned base games like this ever since i bought the first XCOM. Great story, great characters, fun game. It would have been better if I could have played as a merc after i beat the game with random missions. Also would be cool if i could send out more than one team per day cycle. Or even have it where you have to send out more troops so you feel like you need to focus on them too. What's the point of having all those troops if you cant use them? I think i had to substitute once when tricks was out of commission. i look forward to the DLC
Banger of a game, if you like XCOM, Star Wars and Mass Effect this is a must and if you only like Star Wars and XCOM It's still a must. It's big issue is performance sadly, as it seems tradition with all Star Wars games made by EA, but if your PC can run the game and you like the genres, IP and/or the overall premise, this game is an easy buy.
A fantastic turn-based tactics game that I can easily recommend to anyone who enjoys XCOM or other games of its ilk. It's refreshing to see Star Wars in a more niche genre like this, but still generally delivering excellent production values, storytelling and voice acting. It's definitely not as punishing as XCOM can be, the squad member permadeath is pretty forgiving with them being able to be downed a couple of times before they're put in real danger so I think it's worth having on to bring that bit of tension. There are a couple of difficulties higher than normal available if you do want the game to push back more as well. I found normal to be plenty satisfying since I felt like I was always making the most of my characters' kits to get out of fights typically unscathed. Now that's not to say the game wasn't without its faults. The most common one being the camera fairly often not positioning itself in the best spots to show the action, frequently having a wall or some other obstacle obstructing visibility of the characters. There was also a couple of occasions on different missions where the game got soft-locked. Thankfully because of the game's regular autosaves these were not too big a deal and I was able to continue progressing without locking up again. My only hope is that the Bit Reactor staff who are currently furloughed get brought back in and given the salaries they deserve for what they've achieved here. I'd really love to see them take another stab at this with a sequel, but given EA is the one in charge, who can say what will happen.
Pretty fun, the mods make it go hard but the main game is awesome
great game with an awesome story I love star wars and with the third person mechanic really break up the turn-based and the animations between each of fight is amazing and makes the game flow as if its almost not a complete turn-based game 10/10 bananas would recommend the only thing I would like to see is more customization even though there's tons and 6-8 squad members with more enemies to make this feel like a company against an army.
10/10 honestly. as an overall star wars fan (and huge clone wars fan) this was wonderful! story was great and characters were amazing. as more of a newcomer to strategy games like this, the overall gameplay mechanics and progression felt pretty good to me. minor stuttering and audio issues occasionally, but nothing game breaking.
Barring the overwatch being buggy, I can't say another bad thing about this game. Defo worth it if you're a fan of XCOM, or looking for an actually good Star Wars story.
It’s a good game but lacking in depth and progression. It made me just want to go back and play XCOM.
Marvel’s Midnight Suns is one of my all-time favorite games, so when I learned that many of the people who worked on that game were releasing a new tactics game, I immediately put it on top of my to-play list for 2026. And Star Wars Zero Company delivered in spades. This is an incredibly fun game with stunning graphics, great characters and a good story, and that’s coming from someone who’s not a big Star Wars fan. The core gameplay loop of Zero Company is very similar to Midnight Suns: you move around your home base, The Den, interacting with the other characters and then you select a mission to go out on, where the game becomes similar to a Star Wars XCOM variant. Resources gathered on the missions are then funneled back into upgrading the Den and your team, and this makes for a very fun loop. The actual missions themselves are varied, and although there are basically only a small handful of enemy types, they never felt too repetitive to me. There’s some fun new mechanics in Zero Company, such as the assist system where your characters can take a second free shot at an enemy, and at the same time level up their bonds, which means you’re playing strategically with what pairs of characters should be assisting each other, and that was a lot of fun. Turns use the typical three action points system common to other XCOM-like games, but also an advantage system which lets you do additional powerful actions based upon how many advantage points your team has built up. In practice, this meant that each turn I was planning out which advantage actions I wanted to use, and figuring out the best path to build up enough advantage points to get there, which was a very fun twist on the XCOM formula. I did find myself wishing for an “undo” button during the tactics sequences. Playing with a controller, the action I thought I’d taken didn’t always match the action that registered with the game, and it would have been nice to be able to scout out a move’s options before committing to it. Some of the main story missions include third-person sections, where you’re walking your crew between combat arenas, which is an interesting idea, but didn’t add much to the game for me owing to how linear the world maps were and how little there was to do in them. I also ran into occasional camera issues, where it would suddenly change position away from the action before correcting itself, along with some extremely long pauses during turn transitions, both of which I hope Bit Reactor will be able to fix in a patch. I wound up sticking with a core group of companions for most of the combat sequences, because, unlike in Midnight Suns, you increase your bond with your teammates mostly through actions in combat rather than through interactions back at The Den. That seems to be an attempt at getting you to rotate through different companions in order to be able to max them all out, but since character upgrades are directly tied to the bond level between each pair of characters, I found that keeping the core group together made them strongest. In-universe it does seem a little odd that your characters bond more over an assist in combat, than they do in discussing what’s going on in their lives back at The Den. While using resources gathered during missions to upgrade The Den was a compelling gameplay hook, I wish The Den visually changed as the upgrades completed as well instead of staying fairly static throughout the game. Compared to the Abby in Midnight Suns, the Den here is thankfully much smaller, making it a lot quicker to do the rounds and talk to all your teammates between missions. The core cast of authored characters was well-written, and had some good character development as the game went along. You also can recruit other characters to bring on missions with you, although I never ended up using them, choosing instead to stay with the main characters of the story. In fact, I typically wound up doing all of my missions with Jae, Tel-Rea, and Cly. I did very much enjoy interacting with Kabb back at The Den, though, and did bring him along occasionally on missions, just because I found his in-combat quips entertaining: “What’s for supper? Cutty-upper!” “Fist in gutty, upper cutty!” I found the story the game was telling to be engaging, and it was often a driver of wanting to play one more cycle, despite me not being much of a Star Wars fan. The mystery of what The Coil and Fathom are unfolds well, with a couple of turns I didn’t see coming. The second half of the story, in particular, had several gut-punch moments, and the whole thing wrapped up in a satisfying conclusion. I went in with high hopes for Star Wars Zero Company based upon its pedigree, and it did not let me down. This was a game I did not want to put down at the end of the night, and I could easily see this being one of my favorites of the year when all is said and done.