Star Wars Zero Company Reveals New Screenshots are Tactical Gameplay Depth
Diverse species, dynamic factions, and XCOM-style systems begin to shape an ambitious squad-based strategy game.
News by Choitytata on Mar 28, 2026
All the little bits of news about Star Wars: Zero Company have finally come together into something more serious. New screenshots and early information are available. It's not a full reveal yet, but there's enough here to start putting the pieces together. The newest look at the game showcases its tactical core, a wide range of playable species, and a task structure that relies on strategic choices rather than simple progression.
The range is clear from the start. The new pictures make it look like players won't be stuck in a small group. Now, teams can be made up of different species from across the Star Wars universe, such as Togrutas, Twi'leks, Rodians, humans, and more. It also features clones, droids, Jedi, and Mandalorians, suggesting a system that mixes standard jobs with more specialized ones.

The list is made a little more mysterious by hints of strange species appearing. These characters aren't just interesting to look at, either. It seems each one brings something different to the battlefield, and the choice will affect how tasks go.
When they fight, those differences become important. It looks like the gameplay is turn-based and squad-focused, with clear influences from tactical strategy games. Each unit hides, lines up its shots, and moves slowly across the battlefield. Separatist droids, including B1 units, heavier versions, and command droids, show up in large numbers.
They are the kind of enemies that need to be planned against rather than attacked with force.
Large groups put pressure on players, and harder-to-beat enemies make them rethink their positioning. But it's not just the usual culprits. There are hints of mixed enemy groups in some screenshots, where droids are seen with other, less clearly defined forces. It's not yet clear whether these are separate groups or units that have been repurposed, but it suggests the battlefield won't always be predictable.
It's also been said that there is a dark side cult, a group that seems to use Force powers. That alone changes the way people talk to each other. It's one thing to fight enemies with regular blasters, but it's a whole other thing to fight enemies who can use the Force.
It looks like the framework around these fights is just as important as the fights themselves. A galaxy map interface displays a number of mission choices across multiple areas. Vandor, a snowy planet that fans may know, is one of the proven places. They aren't just lined up one after the other, though.
Each one is limited to a certain time that is measured in cycles, also called turns. One might go away if you pick one. People have different ideas about how to make success because of this small change. Now the focus is on making decisions and living with the outcomes, rather than getting rid of everything.
This feeling of trade-off also shows up when the task is hard. There are signs that say some activities are more dangerous, which means they have higher risks but could also have higher rewards. That is the kind of setup that makes people think twice before they join.
Should you send your best team on a tough job right now, or should you wait and play it safe? Making choices like these can make or break a run.

Building squads is what it's all about. Up to four agents can be sent on a mission, and each has a unique job to do. From what we know so far, there will be classes like scoundrels, scouts, gunners, and experts, each with their own set of weapons and skills. One team might use a blaster pistol for quick fights, while another stays out of the way with a sniper rifle.
It can be set up in a number of different ways, and it looks like the game supports trying out different combinations rather than sticking to one. Taking care of these people is more complicated than that, though. Over time, agents can level up, get new skills, and make their gear better thanks to progression systems.
But things aren't always going up. Injuries can follow characters from one task to the next, and in the worst cases, characters may die for good. The way teams are used changes because of that risk. It might not be the best idea to send the same team into every fight, especially if they need time to heal.
There are signs of a bigger management system that goes beyond the fight. Resource counters, which include what looks like in-game money, suggest that players will have a central hub where they can prepare and update their gear. More menu choices, like operations and influence, point to something bigger, like managing long-term goals or controlling parts of the galaxy.
There aren't many details yet, but it's clear that the game is planning more than just single tasks.
Customization is another thing that affects how groups work together. Characters aren't just defined by their stats; how they look and what they have can also be very different. The screenshots clearly show that each squad is different, with armor, weapons, and general style that stand out.
There's a small detail like this that helps show that players are creating something unique instead of following a set plan. The game seems to find a good mix between strategy and showmanship when it comes to how it looks. The main view stays on a smart, slightly angled angle that makes everything easy to read.
But as things happen, the camera moves to more cinematic views and zooms in on important parts. It's a common way to do things in this genre, but it works; it makes the story more powerful without getting in the way of making choices.
Another thing that abilities do is add to the mix. As an example, a strong close-range move is shown that can knock enemies across the map and even off the edges in some cases. It serves as a warning that positioning isn't just for defense; it can also be used to win a battle. It's not just for Force users either.

This makes more tactical choices possible because even standard units seem to be able to make these kinds of moves.
During battle, too, information is shown clearly. It is possible to see hit percentages, damage estimates, health bars, and status effects, which help players make smart choices. This type of system likes people who think things through, especially when the stakes are high.
All of these points point to a game that wants to be both deep and easy to play. On the one hand, it uses tactics that are already well known. On the other hand, the different factions, abilities, and task structures add enough variety to keep things from getting boring.
The full picture will become clearer when more information comes out, such as a more in-depth look at the gameplay and maybe even an official release date.
But for now, the path is beginning to take shape. It looks like Star Wars Zero Company wants players to plan ahead, be flexible, and understand that not all choices will have perfect results. That alone makes it sound like something more interesting than a simple strategy game.
There will probably be more announcements soon, and people are getting more excited. The easy question now is: Will this careful mix of strategy, choice, and Star Wars flavor really come together in a way that stands out, or is the best still to come?
Senior Editor, NoobFeed
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