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Star Wars Zero Company is released with a turn-based Clone Wars campaign

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Star Wars Zero Company is released with a turn-based Clone Wars campaign - Image 1
Star Wars Zero Company is released with a turn-based Clone Wars campaign - Image 2
7 hours ago vpesports

Star Wars Zero Company has launched on PC, PlayStation 5 and Xbox Series X and S. The single-player game uses turn-based battles instead of real-time action.

Players control Hawks, a former Republic officer, and build a squad to oppose the Infinite Coil during the final period of the Clone Wars.

Each squad member fills a different tactical role

Zero Company can include authored characters and custom recruits. The available archetypes include clone troopers, scoundrels, astromech droids, a Mandalorian and a Jedi. Movement, line of sight and ability timing decide whether a unit can attack safely. A powerful character cannot cover every objective alone.

The player chooses a smaller team for each mission. That selection should match the terrain and goal rather than simply use the same highest-level characters every time.

The Den connects missions and character development

Between operations, the squad returns to a base called the Den.

Players recruit operators, change equipment and improve the facility there. Relationships between characters can unlock new combat combinations. Sending the same operators together may create stronger cooperation, but it can also leave other recruits less prepared.

The galaxy map shows available operations and the effect of earlier choices. The campaign uses that layer to connect individual battles with the wider story.

Hawks and custom operators support different builds

Hawks can receive a chosen combat specialisation and a customised appearance. Recruited operators also offer options for species, voice, clothing, equipment and abilities. Customisation changes the tools available to the squad without removing authored characters from the narrative. Players can combine a personal recruit with fixed characters whose history already belongs to the campaign.

The system gives later playthroughs a different starting point. A squad built around long-range control should approach the same space differently from one based on armour and close attacks.

A Zero Company operative holds a blaster
The squad combines fixed heroes with a player-created commander.

The campaign is designed only for one player

EA confirms that Zero Company does not include online competitive play, online cooperation or split-screen cooperation. The tactical campaign is the complete focus. This information prevents confusion with squad games that use a live multiplayer service. Operators are managed by one player and the story responds to that player’s decisions.

An internet storefront can still require account or download services, but that does not turn the campaign into a competitive online mode.

Game Feature Confirmed Facts
Combat System Turn-Based Squad Tactics
Campaign Single Player
Story Period Final Years Of The Clone Wars
Player’s Character HAWKS Callsign
Campaign Enemy Infinite Coil Faction
Platforms PC, PlayStation 5 And Xbox Series

The launch covers current PC and console systems

The game is available worldwide from 27 August on the EA App, Steam, Epic Games Store, PlayStation 5 and Xbox Series X and S. Players should compare the official PC requirements with their hardware before downloading. Console users should also check available storage and install the current launch update.

Zero Company launched on 27 August. Players can now access the campaign on the listed PC and console stores.

Squad roles matter more than one powerful character

Zero Company asks the player to build a group for different tactical jobs. A durable unit can hold a route, a mobile unit can reach an exposed target and a support unit can keep the group active. Bringing only damage dealers can leave the squad without a safe answer when a mission changes. Turn order makes positioning part of every attack. Moving into cover may produce less immediate damage but protect the unit through the enemy phase. High ground and sight lines can also change which targets are available.

The Clone Wars setting gives the campaign familiar military pressure without limiting the squad to clone soldiers. The player-created commander works beside fixed characters, so progression must balance personal choices with the abilities that define each companion.

Which Zero Company system interests you most?

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