Star Wars Zero Company is finally out August 27, 2026, on XBOX Series X|S. This tactics game set during the Clone Wars is the debut from Bit Reactor, which was founded by veteran developers from XCOM, XCOM 2, and Marvel’s Midnight Suns explicitly to build upon the foundation of their exceptional previous work in the genre.
Their fantastic, story-forward use of the beloved Star Wars setting will likely bring in a lot of players that are new to tactics games, which is great! The game’s four difficulty settings should provide a great onramp for players of any skill and experience. At any time between missions, you can change the difficulty in the menu if you want more or less challenge as you go.
Based on my roughly 30 hours with the game so far and years of enjoying the devs’ previous work and other tactics games, I’ve assembled the following 7 general gameplay tips to help tactics genre Padawans that want to focus on their training and challenge themselves.
Before you go out, give your squad a once-over in the prep screen, including checking their weapon mods, utility items, and spending any extra focus points they may have. A well-timed utility item or the edge from a weapon mod can make the difference in a tough battle, so it’s always worth making sure everyone is properly equipped. Especially early on when you don’t have much gear, you’ll likely be shifting your best equipment around between different operators as you field different teams. Relatedly, if you’re inclined to hoard limited-use items, remember that utility items like grenades and health packs are refreshed at the start of every battle (even when you have multiple battles in sequence as part of a larger story mission), so try and use every item every time. If you find yourself repeatedly without opportunities to use something, mix it up and try bringing something else.
Also, unless you are playing the “no backsies” Beskar mode that does not allow loading previous saves, you might want to save before going into an important battle. The game autosaves on the first round, so you can always start a disastrous battle over in the worst case, but the next nearest autosave is at the start of the cycle, so you might have to redo some plot and admin if you realize in the field that you made a mistake in your loadout.
Rather than taking each character’s actions all in one go like the enemy AI does, remember that you can interleave individual action points between characters, and should often be doing so to get the most out of each turn. On any given turn, you should be clicking around between your whole squad and considering all the options available to you before committing to any actions. Remember to factor in spots where you can move as well, noting the preview of new to-hit percentages above enemies’ heads when you hover over a spot. Consider things like the biggest threats currently on the board, enemies you can eliminate entirely, and how you can get the most value out of all your operators’ turns.
Speaking of playing for value, one standout theme that makes Star Wars Zero Company play distinctly from its predecessors in the tactics space is the emphasis on various ways of generating additional action points above and beyond the 3 per turn that everyone starts with: At baseline, every turn one of your operators can call for a free assist; then various abilities (like Hawks’ Pico-5 ability and Astromechs’ Built-in Comlink and Coordinated Support) grant additional actions to teammates directly; Kabb’s eponymous Uppercut refunds all of the spent actions if he takes an enemy out with it; etc. The limit of 3 action points per turn only applies to how many they can hold at any given moment, and some of the most satisfying and effective turns involve combining abilities so one or more of your characters take many more than 3 points worth of actions.
It can be tempting to sit on your Advantage points until you really need to use a big, expensive ability to get out of a jam, like having Tricks’ rocket blast apart that freshly deployed pod of battle droids on your flank before they spread out and become a problem. Just as often, though, you can avoid getting into tight situations in the first place by being aggressive and using Advantage frequently. It tops off at 10, so any damage that you do above and beyond that before spending Advantage is leaving money on the table.
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://news.xbox.com/en-us/2026/08/26/star-wars-zero-company-tips/