Star Wars Zero Company already has the easy pitch.
Clone Wars. Turn-based tactics. A gritty squad of operatives. Cover, blasters, droids, Jedi, Mandalorians, permadeath, and enough tactical panic to make every bad decision feel personally expensive.
But the most interesting detail might not be the squad.
It might be the villain.
EA describes the game’s central threat as Kundri Fathom, the enigmatic leader of a Separatist-aligned cult called the Infinite Coil. That single idea instantly makes Zero Company feel more interesting than “go fight battle droids again.”
Because a Separatist cult? That is the good weird stuff.
The Clone Wars Needs More Than Familiar Faces
The Clone Wars era is packed with recognizable pieces.
Clone troopers. Jedi generals. Battle droids. Separatist bases. Republic officers. Mandalorians. Dark schemes. Political collapse. Excellent helmets.
That is all great, obviously.
But a new Star Wars game cannot survive only by pointing at familiar toys and saying, “Remember these?”
The best Star Wars games usually find a side door into the galaxy. They give players a familiar era, then let them experience it through a fresh role, faction, threat, or ugly little corner nobody had time to explore in the movies or shows.
That is exactly why the Infinite Coil sounds promising.
A cult aligned with the Separatists suggests something stranger than another military campaign. It hints at ideology, obsession, hidden power, and the kind of war-under-the-war storytelling that fits a tactics game perfectly.
Kundri Fathom Could Give Zero Company Its Own Identity
The biggest challenge for Zero Company is not whether Star Wars fans like the Clone Wars.
They do.
The challenge is whether the game can feel like its own story inside that era.
Kundri Fathom and the Infinite Coil may be the answer.
A new villain gives Bit Reactor room to build mystery without being trapped by existing canon expectations. Players do not already know exactly how this ends. They are not just waiting for Count Dooku, Grievous, or Palpatine to walk in and steal the scene.
That matters.
If Zero Company wants players to care about Hawks and the squad, it needs a threat that belongs to them.
Not just the Republic.
Not just the Jedi.
Them.
Star Wars Works Best in the Shadows
EA’s setup describes a “war beneath the war,” which is a very strong Star Wars phrase because it immediately makes the Clone Wars feel dangerous again.
Everyone knows the big war ends badly.
But the hidden conflicts are where new stories can still breathe.
That is where smugglers, mercenaries, spies, defectors, cults, crime syndicates, broken soldiers, and desperate commanders can matter without constantly crashing into Anakin Skywalker’s schedule.
It is also why Star Wars games have always been such a good home for side stories. From bounty hunters and smugglers to Sith mysteries and Republic commandos, the playable galaxy thrives when it lets us step away from the main stage. That wider history is exactly what we track in our Complete List of All Star Wars Games Ever Made.
Give Us the Weird Clone Wars
The Infinite Coil could end up being a minor piece of flavor.
Or it could be the thing that makes Zero Company feel genuinely new.
That is the hope.
The Clone Wars does not need another story that simply reenacts the parts fans already know. It needs the strange corners. The secret operations. The dangerous cults. The people fighting battles that never make it into the official heroic version of the war.
If Kundri Fathom and the Infinite Coil deliver on that promise, Star Wars Zero Company may have found its real hook.
Not just tactical combat.
Not just squad customization.
A Clone Wars story weird enough to feel worth uncovering.







