Star Wars Zero Company, developed by Bit Reactor, integrates the tactical gameplay elements of Firaxis' XCOM, including class abilities, dice rolls, and the concept of permanent character death, into a Star Wars universe. Several key members of Bit Reactor previously worked on XCOM, influencing the game's core mechanics. The game's creative director, Greg Foertsch, stated that "Star Wars is about loss," suggesting an emphasis on player choices and consequences within the narrative.
While the game theoretically includes permadeath, it rarely poses a significant threat to the squad, even on the toughest difficulty settings. This design choice shifts the focus from the drama of character loss to emergent stories of team camaraderie and uneasy alliances. The game excels at portraying the relationships and interactions within a dysfunctional mercenary family, such as a Mandalorian medic healing a Jedi or a clone trooper acknowledging a former enemy sniper.
Zero Company highlights the interdependence of its characters during combat. An example includes Kabb, an alien scoundrel, who uses humorous catchphrases while engaging enemies, receiving varied responses from his squadmates. The game's script is designed to reinforce the idea that the mercenaries have each other's backs, creating a narrative where the bonds between characters are central to the experience.
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Star Wars Zero Company, a new tactical game from Bit Reactor, combines XCOM-like mechanics with a Star Wars setting, focusing on emergent stories of camaraderie rather than permadeath. While it features permadeath as a concept, the game rarely puts squads in real danger, shifting the narrative focus to team dynamics and interactions. This approach creates a unique experience centered on the relationships between misfit characters.