
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 | 20.8Kreviews | 83% | #38 | $62.3M |
| $59.99 | 1.4Kratings | 86% | — | 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 1886 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Huge xcom fan and huge star wars fan. This game was MADE for me. So much fun throughout the whole time. This was really made with love for both franchises. Can't recommend this game enough. Only wish it was longer lol. Here's hoping for DLC in the future
I think Zero Company is a fun game, and it's especially a good game for anyone who has a turn-based tactics itch. On top of that, anyone who also really likes Star Wars will obviously enjoy this too. While I personally had fun while playing, my experience was definitely pushed down because of numerous technical problems. A lot of others including myself had constant framerate issues. One technical thing that just bothered me severely was during combat, sometimes the Camera would try to switch to a "cinematic" view, but 99% of the time the Camera would end up behind some geometry, or sometimes just framed against a wall while the actual action is off-screen. Other issues I encountered would be with units, particularly the Magna Guard, just completely bugging out and never doing any actions. In terms of design, the game's balancing can be bad at some points. I mean really bad. Now I'm not an "expert" when it comes to tactics games, but I've played XCOM, I've also upwards of thousands of hours in RTS and Grand Strategy, so hopefully I know a bit. Now this game isn't "hard" at all. I did play on Normal, and the game was a breeze for me. The main issue is the Coil units in the game. They are just not fun. Retaliation and the Resonance mechanics are meant to elevate your thought-process so you are more careful about your actions. In reality, they're really just annoying, and sometimes just feels downright stupid. Again, not "difficult", just really annoying to deal with. An example would be the Retaliation. A Coil unit could run from one side of the map to the other all on YOUR own turn because of Retaliation. It's pretty ridiculous. I personally think it's not a fun mechanic to play around. On the flip side to that, some units like the B2 droids actually offer that level of "depth" that I think the designers were going for. Just the sight of "Rocket Primed" and the B2 droid potentially doing damage to your own units makes you react, and possibly change up your whole gameplan. I think that's fun, and it's fair. But again, the Coil units are so unfun it made me almost stop playing at one point. One thing I think this game provides that something like XCOM doesn't would be a stronger connection to your units, as well as just good writing. I think the dialogue and voice acting in this game is a strong point for me. The story is okay, not mind-blowing by any means, but I did deeply enjoy getting to know these characters and helping them complete their stories. There's one critical moment in the game (no spoilers) really got me, and that was because of how invested I was emotionally to these characters. Overall, I would have to give this game (based off of my personal experience) a 7/10. It's a good fun experience. Great writing, fun gameplay, and I 100% enjoyed my time, but I was quite let down by the numerous technical problems as well as my own gripe with some of the game design choices that were made.
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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 #31, 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 |
| — |
| — |
| #6 |
| not modelled |
| $59.99 | 0ratings | 0% | #42 | 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 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's actually way more than zero companies
Big fan, love turn-based tactics and while the game has some issues. I think it does it well. What I like: The game does the atmosphere and feel of star wars very well. I like the destructible environments, and state hazards, though I do wish they could be more impactful. The gameplay is really addictive and the mechanics and specializations make it fun to try and new squads out. some gripes: I wish there was less of a focus on the preset initial team and perhaps has more dynamic story quests for new hires. That way each run would feel different. I also feel like melee is completely useless for the most part. Perhaps if you could hit people on the other side of cover or make the range you can move afterwards better. I would be more in cline to use it. Otherwise it just puts you in a bad position 9/10 times. also please let me skip the introductory missions, or perhaps just release a sandbox mode.
While the game I think noticeably needs A TON of optimizations and rebalancing, I can say I had a lot of fun with this game. If you can get past the frequent hangs/freezes (and the very infrequent potential crashes; YMMV depending on the hardware), you may find yourself really enjoying what I considered very positive/solid aspects of the game: * Gameplay (fights were super fun accompanied by good animations/models) * Soundtrack * Side characters with their own personalities/backstories/motivations * Immersive environments (I found the details back in the base especially nice) * Fun dialogs/good voice acting * Quite a few references to those that have seen other Star Wars media/stories * Useful/rewarding management of the team in between missions (I never once felt it was useless time) * Decisions you make ( [spoiler] primarily impacting the gameplay such as the Coil units' passives. This is fun and the game doesn't try to be a Mass Effect-light in this area so it felt well in the scope of what they were shooting for I think [/spoiler] ), and * What I considered an interesting story for a 40ish-hour game that felt very much comfortable in the Star Wars timeline this is in * Its current state might've been bad for a base $60-70 price point but at $50 for the base price was I think a necessary but good choice nonetheless. Right now its value was worth it for me. I've never played XCOM so I can't speak to the parallels drawn ever since its announcement and now release, but I have played a few tactics before and this one felt very rewarding in finding a good combination of skillsets/synergies across the team I built over time. Progression felt great in how you start expanding/improving what you start with and then start adding to it without feeling limited and that you cannot do anything when you first start. The game very much felt designed to encourage you to experiment and try new things without any sort of punishment/penalties for investing points on certain skills since you can refund them and relocate them differently. The one scenario I can think of "punishing" would be you trying something really risky in terms of your team combination with no synergy for a fight that's painted as difficult beforehand, setting yourself up for failure depending on your difficulty level. But even then, I think it's not something that'd happen easily. Overall, for me, this was a fantastic game that I beat after almost 60 hours and I'd be happy to maybe try some of the more difficult levels for a second playthrough (although not sure I'll finish it a second time). Given the news about the studio shortly after release, you can kind of notice how they just didn't have enough runway to polish it and had to release it in its current state. To me, the weak areas being: * Performance optimizations (e.g. I could not run it on a Steam Deck which was a big wish of mine), * Hangs/freezes (I had to redo 4 fights from the very start as it autosaves only once when a fight starts; save every few turns if you run into this) * UI/UX was a little all over the place in what worked with MKB vs gamepad and sometimes confusing (use the shoulders--LB/RB--for most of the targeting, it'll avoid accidental targeting) * Character customization for your main character does feel a little lacking in just some areas but overall it felt great (especially for your companions). * Limited up-close third-person navigation of worlds I think helped with the immersion but may feel somewhat unnecessary sometimes. It's helpful when there are cinematics but I wish you could've done a little more walking around to find intel/advantage rather than having them readily available in a very linear path. It felt it could've been fleshed out a little more. The only way to miss them I think it may be intentionally ignoring them. I may come around this later and feel that anything more would've gotten in the way of the fights and this might've been the best approach. * I could be wrong, but [spoiler] at times it felt like some of Meevo's and Runa's interactions with Hawks were going to be much deeper/longer beyond just pre-Mission banter or Story-required interactions. This may be due to lack of runway for the studio--who knows. Still fun! [/spoiler] * Connected to the lack-of-runway point, I think the base might've had like one or two corners that might've been reserved for future work and were never really used/fleshed out and that's a shame. I would be super happy if the publisher were to see this is as a great foundation to build upon and hopefully fund the studio with the staff that worked on this for a sequel. I'd be at a minimum very intrigued and would follow studio updates up to release to at least get a sense of a repeat. This was
Just play it.
Very enjoyable game. If you enjoy tactical squad turn based strategy games, there's a lot to love here. If you're not sure about the genre, it's a solid place to start. The combat was fun and provided me with plenty of tense moments. On the flip side, it is definitely one of the more forgiving games of the genre I've played. I was on Hard difficulty (2nd highest), and I VERY rarely felt like I was ever in any real danger. I can get into a horrible chainsaw accident and still count on one hand the number of operators who actually got injured in a battle. If things played out right, I could single or double-turn big bosses, including the final bosses. Overall, the game hits a nice sweet spot. Like I said, the missions and combat were fun. The combat found a nice middle ground between the hyper-defensive missions of XCOM and something more aggressive like Chaosgate: Daemonhunters. Cover and overwatch were still big parts of the strategy. But the game rewarded you for pushing forward into enemy lines, and there were mechanics that actively pushed you to keep moving forward (timers for some objectives, endless reinforcements, etc). I enjoyed going back to base and having a Mass Effect-esque area where I could run around and converse with all of my operators and allies. It added a nice degree of personality that a lot of other games of the genre lack. There are definitely some technical issues that still need to get worked out. The first 3/4 of the game was pretty stable for me with only 1 or 2 crashes total. But the last quarter was going down hard and often. I actually had 4 or 5 crashes right after the final mission and almost couldn't do the epilogue until I repaired the Microsoft Visual C++ v14 redistributables on my computer. I also had one weird softlock during the final mission that required a reload of my last save. Throughout the game, the camera would sometimes do weird stuff, distant enemy or character animations would get weird and jerky, and overwatch would not behave properly (either teleporting through your overwatch or the game would sometimes just not display anything happening for some or all of overwatch, and random amounts of damage would just occur). Hopefully some of this is stuff that can get sorted pretty easy. At the end of the day, I say this game is well worth checking out. For Bit Reactor's first game, I think they hit a home run that I enjoyed thoroughly and I do intend to revisit the game after some patches and after getting through the gauntlet of new games currently releasing. I know BR ran out of money just before release and had to furlough almost all of their staff (not fired, more or less on unpaid leave), but they had hopes the game did well enough they could bring everybody back. At a minimum, here's hoping that ZCOM did well enough that these guys can come back and keep making great strategy games. In an ideal world, I'd LOVE to see it have done so well that we see some DLC/expansions in the future for this game
outstanding
GOTY
CLONE squad 10/10
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Where this game's players are, estimated from review languages.
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