- Star Wars Zero Company takes place during the twilight of the Clone Wars, just before Revenge of the Sith
- Protagonist: Hawks, a former Republic officer leading an unconventional company of operatives
- Main threat: The Infinite Coil, a Separatist-aligned cult empowered by the mysterious shadow plague
- Canon status: Official new canon, developed with Lucasfilm Games and published by EA
- Campaign flow: Cycles that alternate between the Den headquarters, holo table operations, and tactical battles
When Does Star Wars Zero Company Take Place?
Star Wars Zero Company takes place during the twilight of the Clone Wars — the final stages of the galaxy-spanning conflict between the Republic and the Separatists. Developed by Bit Reactor in collaboration with Lucasfilm Games and published by EA, the game drops you into the closing chapter of the war, before the events of Revenge of the Sith reshape the galaxy. You play as Hawks, a former Republic officer commanding an unconventional company of operatives, and the countdown hanging over the entire campaign is a simple one: everyone who knows Star Wars knows exactly where the Clone Wars end.
That closing-chapter placement is more than flavor text. It shapes the whole experience: the war is winding down, the Republic's fate is already written, and your company fights a smaller, stranger conflict in the shadows of the bigger one. Extensive preview coverage confirms the setting and how it feeds into the campaign structure.
Video Highlights:
- Confirms the setting is the twilight of the Clone Wars, in the war's final stages
- Hawks leads an unconventional company mixing known characters with custom recruits
- The Infinite Coil cult drives an original "war beneath the war"
- Campaign cycles link the Den, operations, and turn-based tactical missions
Here is the core setting information at a glance:
| Detail | Information |
|---|---|
| Era | Final stages of the Clone Wars |
| Saga position | After The Clone Wars, before Revenge of the Sith |
| Player character | Hawks, former Republic officer |
| Enemy faction | The Infinite Coil, Separatist-aligned cult |
| Story hook | The mysterious shadow plague |
| Canon status | New official canon |
| Release | August 27, 2026, PC / PS5 / Xbox Series X/S |
The game launches August 27, 2026 on PC, PlayStation 5, and Xbox Series X and S as a singleplayer, turn-based tactical strategy game. For official platform and edition details, see the EA product page (accessed August 2026).
Where Zero Company Sits in the Star Wars Timeline
The Clone Wars span the years between Attack of the Clones and Revenge of the Sith, and Zero Company occupies the very end of that window. Preview coverage repeatedly describes the era as the "twilight of the Clone Wars," meaning your company operates while the Republic still stands — but not for long.
Because the endpoint of the war is fixed, the tension comes from somewhere else. Rather than retelling battles you already know, Bit Reactor builds its own corner of the universe. Instead of chasing yet another Separatist general around the galaxy, you confront the Infinite Coil. That approach gives the studio room to create new characters, threats, and mythology without heavily interfering with established events.
| Media | Timeline Position | Relation to Zero Company |
|---|---|---|
| Attack of the Clones | Clone Wars begin | Years before the game |
| The Clone Wars (series) | Height of the war | The broader conflict in the background |
| Star Wars Zero Company | Twilight of the Clone Wars | The game's setting |
| Revenge of the Sith | Clone Wars end | The known endpoint looming over the story |
Zero Company is part of the new official Star Wars canon. It was developed in collaboration with Lucasfilm Games, and even preview reviewers noted how effectively it pulled them deeper into the wider universe. The story stands on its own while fitting inside known continuity.
The Infinite Coil: An Original Story Beneath the War
The campaign story revolves around the Infinite Coil, a Separatist-aligned paramilitary cult active during the war's final stages. Its members are infected by the mysterious shadow plague, which supposedly grants them unnatural resilience and abilities. It is a cult storyline rather than a conventional military campaign — a pulpy, self-contained corner of the galaxy that feels closer to classic Star Wars adventures than to the front lines of the Clone Wars.
This framing is deliberate. Star Wars is enormous, and sometimes the best way to tell an original story is to find room to create something new. Zero Company does exactly that: a war beneath the war, with fresh characters and threats that do not need to overwrite anything you already know.
The Infinite Coil
- Separatist-aligned paramilitary cult
- Central antagonist faction
- Cult-like presentation and structure
The Shadow Plague
- Mysterious infection spreading through the cult
- Grants unnatural resilience and abilities
- Source of the Coil's threat
Hawks and the Company
- Former Republic officer as commander
- Mixes known characters with custom recruits
- An unconventional unit, not a standard legion
Familiar Faces
- Anakin Skywalker is confirmed in-game
- Ties the story to the wider saga
- Story specifics best experienced firsthand
| Element | Description | Role in the Story |
|---|---|---|
| The Infinite Coil | Separatist-aligned paramilitary cult | Central antagonist faction |
| Shadow Plague | Mysterious infection granting unnatural resilience | Powers the Coil's threat |
| Hawks | Former Republic officer, company commander | Player protagonist |
| Anakin Skywalker | Established saga character confirmed in-game | Connects the plot to known events |
Anakin's involvement is officially confirmed, but major story developments are best discovered in play. Avoid story summaries before your first run if you want the campaign's reveals to land cleanly.
How the Campaign Timeline Works in Gameplay
The era is not just backdrop — it is built into the campaign structure itself. Your campaign is divided into cycles, and between missions you return to the Den, your headquarters. There you upgrade facilities, develop relationships with your crew, and decide where to go next. From the holo table, you run non-combat operations alongside full tactical missions, building influence across 12 different zones and unlocking rewards. Preview coverage spanned 18 campaign cycles, and the loop held up across all of them.
Crucially, missions advance time, and opportunities can disappear. That means a strategic layer always sits behind the actual battles, and the war's countdown is something you feel in gameplay, not just in cutscenes.
Return to the Den
Upgrade facilities, check in with crew members around the base, and develop relationships. Characters appear organically rather than sitting inside menus, which makes the headquarters feel like a living home base.
Plan at the Holo Table
Choose between non-combat operations — mini story missions — and full tactical deployments. Completing activities builds influence across 12 zones and unlocks rewards.
Deploy on Tactical Missions
Fight turn-based battles using positioning, cover, abilities, and Overwatch. Each operator has three action points, and damaging enemies builds the shared Advantage resource that powers your strongest moves.
Grow the Company
Operators who complete missions together develop bonds, which feed back into progression through focus points, cross-training, and additional bonuses.
Respect the Clock
Missions advance time and opportunities can vanish. Weigh every deployment against what you might lose, because you cannot do everything in one cycle.
| System | What It Does | Timeline Effect |
|---|---|---|
| Cycles | Divide the campaign into phases | Each cycle moves the war forward |
| The Den | Upgradable headquarters and crew hub | Hub between deployments |
| Holo table | Non-combat operations and mission select | Choices consume time |
| 12 zones | Influence regions with unlockable rewards | Opportunities can expire |
| Exploration | Third-person investigation sections | Provides intel for later encounters |
Because missions advance time, skipping an opportunity usually means losing it. Prioritize objectives that match your squad's current build instead of trying to clear every zone at once.
Story Beats and Squad Progression to Track
The late-Clone Wars framing also shapes how your company evolves. Seven specializations — assault, heavy, medic, scoundrel, scout, sharpshooter, and soldier — let you completely retool your approach whenever one playstyle grows stale. Deep customization covers species, appearance, outfits, weapons, abilities, and combat roles, so you can build a clone-heavy strike force, a droid-supported squad, or anything in between.
Third-person exploration sections add another layer. Walking through environments, talking to people, and investigating areas helps embed you in the story and can provide additional intel for subsequent encounters — a small but welcome break from the tactical camera.
| Specialization | Combat Role |
|---|---|
| Assault | Aggressive frontline pressure |
| Heavy | Sustained firepower and durability |
| Medic | Healing and squad sustain |
| Scoundrel | Utility and trickery |
| Scout | Mobility and reconnaissance |
| Sharpshooter | Long-range precision |
| Soldier | Flexible all-rounder |
Timeline Beats to Track:
- Watch how each campaign cycle moves the Clone Wars toward its known end
- Look for appearances from known characters, including Anakin Skywalker
- Investigate the Infinite Coil and the shadow plague in exploration sections
- Build operator bonds to unlock focus points and cross-training bonuses
- Expand the Den to unlock new options and strategic advantages
Customization is the feature that turns the campaign into your version of Zero Company. A customized, bonded operator you have dragged through ten impossible missions matters far more than a nameless recruit — lean into that.
Timeline FAQ
Q: When does Star Wars Zero Company take place?
Star Wars Zero Company takes place during the twilight of the Clone Wars — the final stages of the conflict between the Republic and the Separatists, in the period leading up to the events of Revenge of the Sith. You lead the company while the Republic still stands, with the war's known ending looming over the story.
Q: Is Star Wars Zero Company canon?
Yes. The game is part of the new official Star Wars canon and was developed by Bit Reactor in collaboration with Lucasfilm Games and published by EA. Its original story about the Infinite Coil fits inside established continuity without retelling events from the films or series.
Q: Does Anakin Skywalker appear in the game?
Yes, Anakin is confirmed to appear alongside the game's original cast. However, the specifics of his role and the story's direction are spoiler territory, so go in as fresh as you can.
Q: Does time actually pass during the campaign?
Yes. The campaign is divided into cycles, missions advance time, and opportunities can disappear. This creates a persistent strategic layer behind the tactical battles, reinforcing the feeling that the Clone Wars are drawing to a close.
Zero Company uses its late-Clone Wars setting as an engine for original storytelling: a fixed, familiar endpoint that frees the campaign to explore a strange new conflict in the shadows of the war you already know.