Star Wars Zero Company Studio is All-In on Tactical Combat, but “Depth Doesn’t Cost You Elegance”

BitReactor founder Greg Foerstch also wants people to feel "loss" and push through it to "what's on the other side of the experience."

Posted By | On 29th, Mar. 2026

Star Wars Zero Company

Following its exciting reveal last year, BitReactor’s Star Wars Zero Company has re-emerged in a new cover story by PC Gamer, with new details painting it as a must-have experience for series fans. Of course, given the pedigree of those involved – founder Greg Foerstch served as lead artist on XCOM: Enemy Within and XCOM 2: War of the Chosen – it may appear to be another tactical strategy experience.

However, it goes deeper than that. “The gameplay is what it is about. But depth doesn’t cost you elegance. You can absolutely have [graphics and storytelling], and not to mention, this genre in particular, you should have those things.”

“We pick our battles,” added animation lead Hector Antunez. “The heart of the game is in the tactical combat. But we really wanted to add an element that allowed players to spend even more time in the Star Wars environments and not have those spaces be limited by what would make for fun combat.”

While XCOM featured a home base (or ship) where players could commission research, train their squad members, and choose which mission to embark on next, Star Wars Zero Company goes even further. Its characters are full-fledged companions with their own backstories and grievances (oftentimes with each other). Lead designer Grayson Scantlebury also confesses to “poring through books or going on Wookieepedia” to see which planets made sense “during the Clone Wars era that I could tell that story.”

“Or vice versa: I’m just browsing through and going, ‘Well, what happened on Bespin at this time, or Lothal at this time?'”

That said, your companions aren’t indestructible. Permadeath is very much a thing, and while it presented a challenge, narrative lead Aaron Contreras is glad to have it. “About 13 months ago, I lost an argument about permadeath, and it was good that I did; it was the right decision for the game.”

Foerstch believes it feeds into a major aspect of Star Wars: Loss. “I mean, four years old, watching Obi-Wan Kenobi die, right? It’s about loss, and then also, as a developer, wanting people not to save scum, but to push through the loss, to what’s on the other side of the experience, to feel it.” It’s certainly a feeling which should resonate with contemporary fans as well, especially after TV shows like Andor.

Star Wars Zero Company doesn’t have a release date, but it’s launching later this year for PC, Xbox Series X/S and PS5. Head here to learn more about its character customization and other gameplay features.


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