Developed by Bit Reactor, Star Wars Zero Company brings squad-based tactical combat, character bonds, and deep base management to the Clone Wars era ahead of its August 27 release. Ahead of its official launch on August 27 for PC, PlayStation 5, and Xbox Series X, extended hands-on previews for Star Wars Zero Company have revealed a deep, squad-based tactical RPG developed by Bit Reactor—a studio populated by former Firaxis Games veterans behind XCOM and Marvel's Midnight Suns. Premise and Character-Driven Narrative Set amid the Clone Wars, players assume the role of Hawks, a former Republic officer who forms Zero Company, a ragtag mercenary outfit operating on the galactic periphery. The squad accepts covert operations for the Galactic Republic to dismantle the Infinite Coil, a mysterious cult-like Separatist faction. Unlike purely procedurally generated tactics games, Zero Company features a linear story campaign with voiced narrative cutscenes, a customizable main protagonist, and a prominent core cast including a loyal clone trooper, a Separatist-leaning squad manager, an astromech droid support unit, and guest appearances from iconic figures like Anakin Skywalker. Tactical Grid Combat and Assist Mechanics Combat takes place on grid-based tactical maps with multi-level verticality, destructible cover, and line-of-sight mechanics. Operatives receive three action points per turn, with movement, weapon attacks, and special abilities consuming varying amounts of points depending on the character class. Key combat systems include: Class Roles and Synergies: Scout, Scoundrel, Sharpshooter, Astromech, and Jedi classes feature distinct skill trees, weapon modifications, and passive role perks. Assist Attacks: Operatives within range can set up assist stances to deliver free follow-up shots when an ally attacks an targeted enemy. Advantage Resource: Powerful special skills consume Advantage, a shared party resource built up during battle. Permadeath and Backup Operatives: While main narrative characters feature dedicated storylines, randomly generated backup recruits can be hired to replace fallen or injured teammates. Base Management, Bonds, and Operations Between tactical engagements, players navigate Zero Company's headquarters in a third-person perspective to upgrade facilities such as the medbay, armory, and droid bay. Interacting with crew members builds 'bonds' between squad mates, unlocking cross-training skill points and passive combat buffs. From the holotable, players spend earned Intel resources to launch text-based Operations and narrative expeditions. Periodically, players face strategic dilemmas regarding the Infinite Coil, where choosing which enemy research path to sabotage grants permanent, game-wide stat upgrades to opposing enemy forces. https://www.youtube.com/watch?v=WxLUZ1omFA8