In Episode 27 of the Critical Moves Podcast, Al, Joe, and Nuno dive deep into the newly announced Star Wars Zero Company, a tactical RPG set during the Clone Wars, bringing a fresh perspective to the galaxy far, far away. On May the Fourth, the crew breaks down everything we know about the game, explores the history of Star Wars strategy games, and shares their excitement - and scepticism - about what’s to come.
The Ghosts of Strategy Past
Before jumping into Zero Company, the team takes a look back at the Star Wars strategy games of yesteryear. Al still stands by Star Wars Rebellion (or Supremacy, if you’re British), claiming it’s better than its reputation. Nuno talks about Galactic Battlegrounds, which is basically Age of Empires with lightsabres. Joe shares his experience with Empire at War, which he praises for its ambitious dual-layer gameplay. One thing they all agree on: it’s a travesty that there have only been four proper Star Wars strategy games to date.
Enter Zero Company
Star Wars Zero Company is set during the Clone Wars but focuses on covert operations, sabotage, and tactical missions that take place behind the scenes of the main battles. Developed by Bit Reactor, a team of former Firaxis devs, this game is already being referred to as “Star Wars XCOM.” Joe’s excited, Nuno’s convinced he predicted the entire thing, and Al is just happy it isn’t about a Jedi on some grand destiny.
The game features squad dynamics, deep customization, and consequences. You’ll lead named characters with unique roles, such as a Mandalorian gunslinger, a Jedi Padawan, and a grizzled commander who can be fully customized. You can even recruit droids and new soldiers, and yes, permadeath is on the table.
Structure, Strategy, and the Den
Unlike traditional linear campaigns, Zero Company lets you pick where to deploy your squad across a galaxy map, featuring both familiar and new planets. You’ll also have a home base called The Den, which you can upgrade for new recruits, gear, and abilities. Relationships between squad members will grow or break down, affecting their performance and morale in combat. The game is drawing comparisons to XCOM, Gears Tactics, and even Baldur’s Gate 3—all wrapped in Clone Wars armour.
The Big EA Question
No Star Wars game discussion is complete without mentioning EA, and this one’s no exception. The team discusses the fears around pricing, early access tiers, and potential cosmetic DLC. Joe and Nuno are cautiously optimistic but remain sceptical. Al plays devil’s advocate: if the game delivers, maybe the price is justified. The team agrees that Bit Reactor seems like the right team for the job—if EA lets them execute the game on their terms.
Hope, Hype, and Hesitation
There’s genuine excitement for Zero Company—the format fits the universe, the developers know their tactics, and the structure seems solid. However, that lingering worry remains: what if EA screws it up? With the strategy genre often ignored by blockbuster budgets, the team hopes Zero Company can break the mould. If it succeeds, it could lay the foundation for years of tactical Star Wars gaming.
Final Thoughts
A Clone Wars XCOM from veteran developers, deep squad customization, a flexible campaign map, permadeath, a buildable base, and mod support? It’s a dream game for Star Wars fans and strategy enthusiasts. Now all it needs is to launch without being ruined by overpriced helmets.
Keep up with everything Star Wars Zero Company over at swzerocompany.com, and join the discussion with the Critical Moves community at criticalpodcast.com. Share the episode with your fellow Star Wars or strategy fans—it helps spread the word!
Listen on Spotify, Apple Podcasts or Amazon Music. Or find us on your preferred podcast service by searching Critical Moves Podcast.

Before jumping into Zero Company, the team takes a look back at the Star Wars strategy games of yesteryear. Al still stands by Star Wars Rebellion (or Supremacy, if you’re British), claiming it’s better than its reputation. Nuno talks about Galactic Battlegrounds, which is basically Age of Empires with lightsabres. Joe shares his experience with Empire at War, which he praises for its ambitious dual-layer gameplay. One thing they all agree on: it’s a travesty that there have only been four proper Star Wars strategy games to date.

Star Wars Zero Company is set during the Clone Wars but focuses on covert operations, sabotage, and tactical missions that take place behind the scenes of the main battles. Developed by Bit Reactor, a team of former Firaxis devs, this game is already being referred to as “Star Wars XCOM.” Joe’s excited, Nuno’s convinced he predicted the entire thing, and Al is just happy it isn’t about a Jedi on some grand destiny.
The game features squad dynamics, deep customization, and consequences. You’ll lead named characters with unique roles, such as a Mandalorian gunslinger, a Jedi Padawan, and a grizzled commander who can be fully customized. You can even recruit droids and new soldiers, and yes, permadeath is on the table.

Unlike traditional linear campaigns, Zero Company lets you pick where to deploy your squad across a galaxy map, featuring both familiar and new planets. You’ll also have a home base called The Den, which you can upgrade for new recruits, gear, and abilities. Relationships between squad members will grow or break down, affecting their performance and morale in combat. The game is drawing comparisons to XCOM, Gears Tactics, and even Baldur’s Gate 3—all wrapped in Clone Wars armour.

No Star Wars game discussion is complete without mentioning EA, and this one’s no exception. The team discusses the fears around pricing, early access tiers, and potential cosmetic DLC. Joe and Nuno are cautiously optimistic but remain sceptical. Al plays devil’s advocate: if the game delivers, maybe the price is justified. The team agrees that Bit Reactor seems like the right team for the job—if EA lets them execute the game on their terms.

There’s genuine excitement for Zero Company—the format fits the universe, the developers know their tactics, and the structure seems solid. However, that lingering worry remains: what if EA screws it up? With the strategy genre often ignored by blockbuster budgets, the team hopes Zero Company can break the mould. If it succeeds, it could lay the foundation for years of tactical Star Wars gaming.

A Clone Wars XCOM from veteran developers, deep squad customization, a flexible campaign map, permadeath, a buildable base, and mod support? It’s a dream game for Star Wars fans and strategy enthusiasts. Now all it needs is to launch without being ruined by overpriced helmets.
Keep up with everything Star Wars Zero Company over at swzerocompany.com, and join the discussion with the Critical Moves community at criticalpodcast.com. Share the episode with your fellow Star Wars or strategy fans—it helps spread the word!
Listen on Spotify, Apple Podcasts or Amazon Music. Or find us on your preferred podcast service by searching Critical Moves Podcast.