Many details about Star Wars: Zero Company — 40 hours of gameplay, hero customization, and more

Many details about star wars zero company 40 hours of gameplay hero customization and more

Many Details About Star Wars: Zero Company — 40 Hours of Gameplay, Hero Customization, and More

With roughly a month to go before launch, Bit Reactor (see their Q&A here) opened the floor to player questions. The studio shared a long list of specifics about the tactics game; some items are practical, others a little quirky. Highlights follow:

  • The main campaign should take about 30–40 hours to finish on average. There will be no microtransactions in the final product.
  • Right away, you can fully customize Hawkes (the protagonist): gender, looks, race — all editable at the start.
  • Want a squad made only of clones? You can do that, but those units aren’t available from the first minutes of play.
  • Hawkes is present in every main-story operation; side missions, however, can go to squads that don’t include the protagonist.
  • Permanent death for operatives is on by default (i.e., permadeath is enabled), but you may turn it off if that’s your preference.
  • Initially the base holds 7 operatives; as the campaign advances that roster can grow to 20. There are fully realized companions plus simpler filler characters. You can swap and tune companions’ equipment.
  • Standard missions use a 4‑operative squad under player control. Some missions, though, introduce extra characters.
  • Tel-Rea is the lone Jedi‑Padawan class operative available.
  • There are no Romans in Zero Company — yes, that was explicitly clarified.
  • Gear matters: weapons and various gadgets affect gameplay; clothing is cosmetic only (e.g., skins don’t change stats).
  • Some missions include enemy vehicles — expect vehicular threats on certain maps.
  • Official mod support won’t be offered, sadly — the developers confirmed no mod tools at launch.
  • There is no “fog of war” system, but the devs claim a sniper‑heavy squad won’t trivialize encounters.
  • Weather effects are visual only; they don’t alter visibility or squad performance.
  • No “New Game+” mode, however you can unlock certain customization options for later playthroughs.
  • Each of the three main enemy factions has distinct traits that will force tactical adjustments.
  • There’s no XCOM‑style nickname system, yet you can fully rename and rewrite the backstories of created units.
  • The galactic map lists over 150 planets; not every world hosts a full tactical mission, though.
  • The game offers a single ending — narrative branching is limited.
  • No word on DLC for now; the team says their focus is getting the core game out the door.
  • Ongoing work includes optimizations for Steam Deck.

Star Wars: Zero Company releases on August 27 for PC (Steam, Epic Games Store), PlayStation 5, and Xbox Series — note: no Russian localization.