Star Wars:Zero Company

Apparently the Galaxy is full of cargo boxes to hide behind. =p

Yeah, this game seems like it would be easy to design a DLC of extra missions for. But given that they “furloughed roughly 80% of its development staff without pay in August 2026” it does not look good.

Someone made an Aftermath mod on Nexus: https://www.nexusmods.com/starwarszerocompany/mods/118?tab=description

“Aftermath turns the epilogue into 1000 rounds of endgame…”

Can’t vouch for it. I may try it on my second run through.

Just beat the game again on expert/beskar mode. I can’t remember ever beating a game and instantly starting a new playthrough. At least not something story based like this.

Star Wars: Zero Company studio is bringing “as many people back as possible” after furloughing “most” of its developers. Great news, the game has sold over a million copies.

I just finished it. Fun, but way too short. The last mission seems to come way too abruptly. I wish more had be done with Hawk getting the plague. There were only a couple missions once it happens. I would’ve like to seem him get access to the powers the Coil fighters have instead of just boosted stats.

1.2 Patch Notes

Feature Updates

Balance

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Cly’s Combat Jump is now limited to 1 use per turn.

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Knew that was coming. But it was some fun cheese while it lasted. :wink:

Yeah Cly was the most obvious balance issue. Wish they’d buffed some of the under performing stuff while nerfing all the broken things though. The game was very well polished when it came out, you would never think they ran out of money while making, but BALANCE is really where it needed more cooking time.